#include "CmD3D11HardwareBufferManager.h" #include "CmD3D11VertexBuffer.h" #include "CmD3D11IndexBuffer.h" #include "CmD3D11GpuBuffer.h" #include "CmD3D11GpuParamBlock.h" #include "CmGpuParamDesc.h" namespace CamelotEngine { D3D11HardwareBufferManager::D3D11HardwareBufferManager(D3D11Device& device) : mDevice(device) { } D3D11HardwareBufferManager::~D3D11HardwareBufferManager() { } VertexBuffer* D3D11HardwareBufferManager::createVertexBufferImpl(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut) { return new D3D11VertexBuffer(mDevice, this, vertexSize, numVerts, usage, false, streamOut); } IndexBuffer* D3D11HardwareBufferManager::createIndexBufferImpl(IndexBuffer::IndexType itype, UINT32 numIndexes, GpuBufferUsage usage) { return new D3D11IndexBuffer(mDevice, this, itype, numIndexes, usage, false); } GpuParamBlock* D3D11HardwareBufferManager::createGpuParamBlockImpl() { return new D3D11GpuParamBlock(); } GpuBuffer* D3D11HardwareBufferManager::createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter) { return new D3D11GpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter); } }