BsD3D11HardwareBufferManager.cpp 2.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11HardwareBufferManager.h"
  4. #include "BsD3D11VertexBuffer.h"
  5. #include "BsD3D11IndexBuffer.h"
  6. #include "BsD3D11GpuBuffer.h"
  7. #include "BsD3D11GpuParamBlockBuffer.h"
  8. #include "BsGpuParamDesc.h"
  9. namespace BansheeEngine
  10. {
  11. D3D11HardwareBufferCoreManager::D3D11HardwareBufferCoreManager(D3D11Device& device)
  12. : mDevice(device)
  13. { }
  14. SPtr<VertexBufferCore> D3D11HardwareBufferCoreManager::createVertexBufferInternal(UINT32 vertexSize,
  15. UINT32 numVerts, GpuBufferUsage usage, bool streamOut)
  16. {
  17. SPtr<D3D11VertexBufferCore> ret = bs_shared_ptr_new<D3D11VertexBufferCore>(mDevice, vertexSize, numVerts, usage, streamOut);
  18. ret->_setThisPtr(ret);
  19. return ret;
  20. }
  21. SPtr<IndexBufferCore> D3D11HardwareBufferCoreManager::createIndexBufferInternal(IndexType itype,
  22. UINT32 numIndexes, GpuBufferUsage usage)
  23. {
  24. SPtr<D3D11IndexBufferCore> ret = bs_shared_ptr_new<D3D11IndexBufferCore>(mDevice, itype, numIndexes, usage);
  25. ret->_setThisPtr(ret);
  26. return ret;
  27. }
  28. SPtr<GpuParamBlockBufferCore> D3D11HardwareBufferCoreManager::createGpuParamBlockBufferInternal(UINT32 size, GpuParamBlockUsage usage)
  29. {
  30. D3D11GpuParamBlockBufferCore* paramBlockBuffer = new (bs_alloc<D3D11GpuParamBlockBufferCore>()) D3D11GpuParamBlockBufferCore(size, usage);
  31. SPtr<GpuParamBlockBufferCore> paramBlockBufferPtr = bs_shared_ptr<D3D11GpuParamBlockBufferCore>(paramBlockBuffer);
  32. paramBlockBufferPtr->_setThisPtr(paramBlockBufferPtr);
  33. return paramBlockBufferPtr;
  34. }
  35. SPtr<GpuBufferCore> D3D11HardwareBufferCoreManager::createGpuBufferInternal(UINT32 elementCount, UINT32 elementSize,
  36. GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter)
  37. {
  38. D3D11GpuBufferCore* buffer = new (bs_alloc<D3D11GpuBufferCore>()) D3D11GpuBufferCore(elementCount, elementSize, type, usage, randomGpuWrite, useCounter);
  39. SPtr<D3D11GpuBufferCore> bufferPtr = bs_shared_ptr<D3D11GpuBufferCore>(buffer);
  40. bufferPtr->_setThisPtr(bufferPtr);
  41. return bufferPtr;
  42. }
  43. }