#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() { } VertexBufferPtr D3D11HardwareBufferManager::createVertexBufferImpl(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut) { return VertexBufferPtr(new D3D11VertexBuffer(mDevice, this, vertexSize, numVerts, usage, false, streamOut)); } IndexBufferPtr D3D11HardwareBufferManager::createIndexBufferImpl(IndexBuffer::IndexType itype, UINT32 numIndexes, GpuBufferUsage usage) { return IndexBufferPtr(new D3D11IndexBuffer(mDevice, this, itype, numIndexes, usage, false)); } GpuParamBlockPtr D3D11HardwareBufferManager::createGpuParamBlockImpl(const GpuParamBlockDesc& blockDesc, GpuParamBlockUsage usage) { return GpuParamBlockPtr(new D3D11GpuParamBlock(blockDesc, usage)); } GpuBufferPtr D3D11HardwareBufferManager::createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter) { return GpuBufferPtr(new D3D11GpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter)); } }