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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsD3D11Prerequisites.h"
- #include "Managers/BsHardwareBufferManager.h"
- namespace bs { namespace ct
- {
- /** @addtogroup D3D11
- * @{
- */
- /** Handles creation of DirectX 11 hardware buffers. */
- class D3D11HardwareBufferManager : public HardwareBufferManager
- {
- public:
- D3D11HardwareBufferManager(D3D11Device& device);
- protected:
- /** @copydoc HardwareBufferManager::createVertexBufferInternal */
- SPtr<VertexBuffer> createVertexBufferInternal(const VERTEX_BUFFER_DESC& desc,
- GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
- /** @copydoc HardwareBufferManager::createIndexBufferInternal */
- SPtr<IndexBuffer> createIndexBufferInternal(const INDEX_BUFFER_DESC& desc,
- GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
- /** @copydoc HardwareBufferManager::createGpuParamBlockBufferInternal */
- SPtr<GpuParamBlockBuffer> createGpuParamBlockBufferInternal(UINT32 size,
- GpuParamBlockUsage usage = GPBU_DYNAMIC, GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
- /** @copydoc HardwareBufferManager::createGpuBufferInternal */
- SPtr<GpuBuffer> createGpuBufferInternal(const GPU_BUFFER_DESC& desc,
- GpuDeviceFlags deviceMask = GDF_DEFAULT) override;
- D3D11Device& mDevice;
- };
- /** @} */
- }}
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