#include "CmD3D11HardwareBufferManager.h" #include "CmD3D11VertexBuffer.h" #include "CmD3D11IndexBuffer.h" #include "CmD3D11GpuBuffer.h" #include "CmD3D11GpuParamBlockBuffer.h" #include "CmGpuParamDesc.h" namespace CamelotFramework { D3D11HardwareBufferManager::D3D11HardwareBufferManager(D3D11Device& device) : mDevice(device) { } D3D11HardwareBufferManager::~D3D11HardwareBufferManager() { } VertexBufferPtr D3D11HardwareBufferManager::createVertexBufferImpl(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut) { D3D11VertexBuffer* buffer = new (cm_alloc()) D3D11VertexBuffer(mDevice, this, vertexSize, numVerts, usage, false, streamOut); return cm_core_ptr(buffer); } IndexBufferPtr D3D11HardwareBufferManager::createIndexBufferImpl(IndexBuffer::IndexType itype, UINT32 numIndexes, GpuBufferUsage usage) { D3D11IndexBuffer* buffer = new (cm_alloc()) D3D11IndexBuffer(mDevice, this, itype, numIndexes, usage, false); return cm_core_ptr(buffer); } GpuParamBlockBufferPtr D3D11HardwareBufferManager::createGpuParamBlockBufferImpl() { D3D11GpuParamBlockBuffer* paramBlockBuffer = new (cm_alloc()) D3D11GpuParamBlockBuffer(); return cm_core_ptr(paramBlockBuffer); } GpuBufferPtr D3D11HardwareBufferManager::createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter) { D3D11GpuBuffer* buffer = new (cm_alloc()) D3D11GpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter); return cm_core_ptr(buffer); } }