BsD3D11HardwareBufferManager.h 1.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsD3D11Prerequisites.h"
  5. #include "Managers/BsHardwareBufferManager.h"
  6. namespace bs { namespace ct
  7. {
  8. /** @addtogroup D3D11
  9. * @{
  10. */
  11. /** Handles creation of DirectX 11 hardware buffers. */
  12. class D3D11HardwareBufferManager : public HardwareBufferManager
  13. {
  14. public:
  15. D3D11HardwareBufferManager(D3D11Device& device);
  16. protected:
  17. /** @copydoc HardwareBufferManager::createVertexBufferInternal */
  18. SPtr<VertexBuffer> createVertexBufferInternal(const VERTEX_BUFFER_DESC& desc,
  19. GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
  20. /** @copydoc HardwareBufferManager::createIndexBufferInternal */
  21. SPtr<IndexBuffer> createIndexBufferInternal(const INDEX_BUFFER_DESC& desc,
  22. GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
  23. /** @copydoc HardwareBufferManager::createGpuParamBlockBufferInternal */
  24. SPtr<GpuParamBlockBuffer> createGpuParamBlockBufferInternal(UINT32 size,
  25. GpuParamBlockUsage usage = GPBU_DYNAMIC, GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
  26. /** @copydoc HardwareBufferManager::createGpuBufferInternal */
  27. SPtr<GpuBuffer> createGpuBufferInternal(const GPU_BUFFER_DESC& desc,
  28. GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
  29. D3D11Device& mDevice;
  30. };
  31. /** @} */
  32. }}