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- #pragma once
- #include "BsD3D11Prerequisites.h"
- #include "BsHardwareBufferManager.h"
- namespace BansheeEngine
- {
- /**
- * @brief Handles creation of DirectX 11 hardware buffers.
- */
- class BS_D3D11_EXPORT D3D11HardwareBufferCoreManager : public HardwareBufferCoreManager
- {
- public:
- D3D11HardwareBufferCoreManager(D3D11Device& device);
- protected:
- /**
- * @copydoc HardwareBufferCoreManager::createVertexBufferImpl
- */
- SPtr<VertexBufferCore> createVertexBufferInternal(UINT32 vertexSize, UINT32 numVerts,
- GpuBufferUsage usage, bool streamOut = false) override;
- /**
- * @copydoc HardwareBufferCoreManager::createIndexBufferImpl
- */
- SPtr<IndexBufferCore> createIndexBufferInternal(IndexType itype, UINT32 numIndexes,
- GpuBufferUsage usage) override;
- /**
- * @copydoc HardwareBufferCoreManager::createGpuParamBlockBufferInternal
- */
- SPtr<GpuParamBlockBufferCore> createGpuParamBlockBufferInternal(UINT32 size,
- GpuParamBlockUsage usage = GPBU_DYNAMIC) override;
- /**
- * @copydoc HardwareBufferCoreManager::createGpuBufferInternal
- */
- SPtr<GpuBufferCore> createGpuBufferInternal(UINT32 elementCount, UINT32 elementSize,
- GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false) override;
- D3D11Device& mDevice;
- };
- }
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