CmD3D11VertexBuffer.cpp 1.6 KB

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  1. #include "CmD3D11VertexBuffer.h"
  2. #include "CmD3D11Device.h"
  3. namespace CamelotFramework
  4. {
  5. D3D11VertexBuffer::D3D11VertexBuffer(D3D11Device& device, HardwareBufferManager* mgr, UINT32 vertexSize, UINT32 numVertices,
  6. GpuBufferUsage usage, bool useSystemMem, bool streamOut)
  7. :VertexBuffer(mgr, vertexSize, numVertices, usage, useSystemMem), mDevice(device), mStreamOut(streamOut)
  8. { }
  9. D3D11VertexBuffer::~D3D11VertexBuffer()
  10. { }
  11. void* D3D11VertexBuffer::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  12. {
  13. return mBuffer->lock(offset, length, options);
  14. }
  15. void D3D11VertexBuffer::unlockImpl()
  16. {
  17. mBuffer->unlock();
  18. }
  19. void D3D11VertexBuffer::readData(UINT32 offset, UINT32 length, void* pDest)
  20. {
  21. mBuffer->readData(offset, length, pDest);
  22. }
  23. void D3D11VertexBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource, bool discardWholeBuffer)
  24. {
  25. mBuffer->writeData(offset, length, pSource, discardWholeBuffer);
  26. }
  27. void D3D11VertexBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  28. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  29. {
  30. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  31. }
  32. void D3D11VertexBuffer::initialize_internal()
  33. {
  34. mBuffer = cm_new<D3D11HardwareBuffer, PoolAlloc>(D3D11HardwareBuffer::BT_VERTEX,
  35. mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory, mStreamOut);
  36. VertexBuffer::initialize_internal();
  37. }
  38. void D3D11VertexBuffer::destroy_internal()
  39. {
  40. if(mBuffer != nullptr)
  41. cm_delete<PoolAlloc>(mBuffer);
  42. VertexBuffer::destroy_internal();
  43. }
  44. }