BsD3D11VertexBuffer.cpp 2.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11VertexBuffer.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsRenderStats.h"
  6. namespace BansheeEngine
  7. {
  8. D3D11VertexBufferCore::D3D11VertexBufferCore(D3D11Device& device, const VERTEX_BUFFER_DESC& desc,
  9. GpuDeviceFlags deviceMask)
  10. :VertexBufferCore(desc, deviceMask), mDevice(device), mStreamOut(desc.streamOut), mBuffer(nullptr)
  11. {
  12. assert((deviceMask == GDF_DEFAULT || deviceMask == GDF_PRIMARY) && "Multiple GPUs not supported natively on DirectX 11.");
  13. }
  14. D3D11VertexBufferCore::~D3D11VertexBufferCore()
  15. {
  16. if (mBuffer != nullptr)
  17. bs_delete(mBuffer);
  18. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  19. }
  20. void* D3D11VertexBufferCore::map(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 syncMask)
  21. {
  22. #if BS_PROFILING_ENABLED
  23. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  24. {
  25. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  26. }
  27. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  28. {
  29. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  30. }
  31. #endif
  32. return mBuffer->lock(offset, length, options);
  33. }
  34. void D3D11VertexBufferCore::unmap()
  35. {
  36. mBuffer->unlock();
  37. }
  38. void D3D11VertexBufferCore::readData(UINT32 offset, UINT32 length, void* dest, UINT32 syncMask)
  39. {
  40. mBuffer->readData(offset, length, dest);
  41. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  42. }
  43. void D3D11VertexBufferCore::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags,
  44. UINT32 syncMask)
  45. {
  46. mBuffer->writeData(offset, length, source, writeFlags);
  47. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  48. }
  49. void D3D11VertexBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  50. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer, UINT32 syncMask)
  51. {
  52. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  53. }
  54. void D3D11VertexBufferCore::initialize()
  55. {
  56. mBuffer = bs_new<D3D11HardwareBuffer>(D3D11HardwareBuffer::BT_VERTEX,
  57. mUsage, 1, mSizeInBytes, std::ref(mDevice), false, mStreamOut);
  58. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  59. VertexBufferCore::initialize();
  60. }
  61. }