//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsVulkanPrerequisites.h" #include "BsVertexBuffer.h" namespace BansheeEngine { /** @addtogroup Vulkan * @{ */ /** Vulkan implementation of a vertex buffer. */ class VulkanVertexBufferCore : public VertexBufferCore { public: VulkanVertexBufferCore(const VERTEX_BUFFER_DESC& desc, GpuDeviceFlags deviceMask); ~VulkanVertexBufferCore(); /** @copydoc VertexBufferCore::readData */ void readData(UINT32 offset, UINT32 length, void* dest, UINT32 syncMask = 0x00000001) override; /** @copydoc VertexBufferCore::writeData */ void writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags = BWT_NORMAL, UINT32 syncMask = 0x00000001) override; /** @copydoc VertexBufferCore::copyData */ void copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false, UINT32 syncMask = 0x00000001) override; protected: /** @copydoc VertexBufferCore::map */ void* map(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 syncMask) override; /** @copydoc VertexBufferCore::unmap */ void unmap(void) override; /** @copydoc VertexBufferCore::initialize */ void initialize() override; }; /** @} */ }