#include "BsD3D11HardwareBufferManager.h" #include "BsD3D11VertexBuffer.h" #include "BsD3D11IndexBuffer.h" #include "BsD3D11GpuBuffer.h" #include "BsD3D11GpuParamBlockBuffer.h" #include "BsGpuParamDesc.h" namespace BansheeEngine { D3D11HardwareBufferManager::D3D11HardwareBufferManager(D3D11Device& device) : mDevice(device) { } GpuParamBlockBufferPtr D3D11HardwareBufferManager::createGpuParamBlockBufferImpl() { D3D11GpuParamBlockBuffer* paramBlockBuffer = new (bs_alloc()) D3D11GpuParamBlockBuffer(); return bs_core_ptr(paramBlockBuffer); } GpuBufferPtr D3D11HardwareBufferManager::createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter) { D3D11GpuBuffer* buffer = new (bs_alloc()) D3D11GpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter); return bs_core_ptr(buffer); } D3D11HardwareBufferCoreManager::D3D11HardwareBufferCoreManager(D3D11Device& device) : mDevice(device) { } SPtr D3D11HardwareBufferCoreManager::createVertexBufferInternal(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut) { return bs_shared_ptr(mDevice, vertexSize, numVerts, usage, streamOut); } SPtr D3D11HardwareBufferCoreManager::createIndexBufferInternal(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage) { return bs_shared_ptr(mDevice, itype, numIndexes, usage); } }