//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "BsGpuBuffer.h" namespace BansheeEngine { /** @addtogroup D3D11 * @{ */ /** DirectX 11 implementation of a generic GPU buffer. */ class BS_D3D11_EXPORT D3D11GpuBufferCore : public GpuBufferCore { public: ~D3D11GpuBufferCore(); /** @copydoc GpuBufferCore::lock */ void* lock(UINT32 offset, UINT32 length, GpuLockOptions options) override; /** @copydoc GpuBufferCore::unlock */ void unlock() override; /** @copydoc GpuBufferCore::readData */ void readData(UINT32 offset, UINT32 length, void* pDest) override; /** @copydoc GpuBufferCore::writeData */ void writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags = BufferWriteType::Normal) override; /** @copydoc GpuBufferCore::copyData */ void copyData(GpuBufferCore& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false) override; /** Returns the internal DX11 GPU buffer object. */ ID3D11Buffer* getDX11Buffer() const; /** Returns the DX11 shader resource view object for the buffer. */ ID3D11ShaderResourceView* getSRV() const; /** Returns the DX11 unordered access view object for the buffer. */ ID3D11UnorderedAccessView* getUAV() const; protected: friend class D3D11HardwareBufferCoreManager; D3D11GpuBufferCore(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferFormat format, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false); /** @copydoc GpuBufferCore::createView */ GpuBufferView* createView() override; /** @copydoc GpuBufferCore::destroyView */ void destroyView(GpuBufferView* view) override; /** @copydoc GpuBufferCore::initialize */ void initialize() override; private: D3D11HardwareBuffer* mBuffer; D3D11GpuBufferView* mBufferView; }; /** @} */ }