BsD3D11VertexBuffer.cpp 2.1 KB

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  1. #include "BsD3D11VertexBuffer.h"
  2. #include "BsD3D11Device.h"
  3. #include "BsRenderStats.h"
  4. namespace BansheeEngine
  5. {
  6. D3D11VertexBufferCore::D3D11VertexBufferCore(D3D11Device& device, UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool streamOut)
  7. :VertexBufferCore(vertexSize, numVertices, usage, streamOut), mDevice(device), mStreamOut(streamOut), mBuffer(nullptr)
  8. { }
  9. D3D11VertexBufferCore::~D3D11VertexBufferCore()
  10. {
  11. if (mBuffer != nullptr)
  12. bs_delete(mBuffer);
  13. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  14. }
  15. void* D3D11VertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  16. {
  17. #if BS_PROFILING_ENABLED
  18. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  19. {
  20. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  21. }
  22. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  23. {
  24. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  25. }
  26. #endif
  27. return mBuffer->lock(offset, length, options);
  28. }
  29. void D3D11VertexBufferCore::unlockImpl()
  30. {
  31. mBuffer->unlock();
  32. }
  33. void D3D11VertexBufferCore::readData(UINT32 offset, UINT32 length, void* dest)
  34. {
  35. mBuffer->readData(offset, length, dest);
  36. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  37. }
  38. void D3D11VertexBufferCore::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags)
  39. {
  40. mBuffer->writeData(offset, length, source, writeFlags);
  41. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  42. }
  43. void D3D11VertexBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  44. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  45. {
  46. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  47. }
  48. void D3D11VertexBufferCore::initialize()
  49. {
  50. mBuffer = bs_new<D3D11HardwareBuffer>(D3D11HardwareBuffer::BT_VERTEX,
  51. mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory, mStreamOut);
  52. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  53. VertexBufferCore::initialize();
  54. }
  55. }