#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::createVertexBuffer(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut) { assert (numVerts > 0); D3D11VertexBuffer* vbuf = new D3D11VertexBuffer(mDevice, this, vertexSize, numVerts, usage, false, streamOut); { mVertexBuffers.insert(vbuf); } return VertexBufferPtr(vbuf); } IndexBufferPtr D3D11HardwareBufferManager::createIndexBuffer(IndexBuffer::IndexType itype, UINT32 numIndexes, GpuBufferUsage usage) { assert (numIndexes > 0); D3D11IndexBuffer* idx = new D3D11IndexBuffer(mDevice, this, itype, numIndexes, usage, false); { mIndexBuffers.insert(idx); } return IndexBufferPtr(idx); } GpuParamBlockPtr D3D11HardwareBufferManager::createGpuParamBlock(const GpuParamBlockDesc& blockDesc) { return GpuParamBlockPtr(new D3D11GpuParamBlock(blockDesc)); } GpuBufferPtr D3D11HardwareBufferManager::createGpuBuffer(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter) { return GpuBufferPtr(new D3D11GpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter)); } VertexDeclarationPtr D3D11HardwareBufferManager::createVertexDeclarationImpl(void) { return VertexDeclarationPtr(new VertexDeclaration()); } void D3D11HardwareBufferManager::destroyVertexDeclarationImpl(VertexDeclaration* decl) { delete decl; } }