CmD3D11HardwareConstantBuffer.cpp 1.3 KB

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  1. #include "CmD3D11HardwareConstantBuffer.h"
  2. namespace CamelotEngine
  3. {
  4. D3D11HardwareConstantBuffer::D3D11HardwareConstantBuffer(D3D11Device& device, HardwareBufferManager* mgr, UINT32 sizeBytes,
  5. GpuBufferUsage usage, bool useSystemMem)
  6. //:HardwareConstantBuffer(mgr, sizeBytes, usage, useSystemMem)
  7. {
  8. //mBuffer = new D3D11HardwareBuffer(D3D11HardwareBuffer::CONSTANT_BUFFER, mSizeInBytes, usage, device, useSystemMem, false);
  9. }
  10. D3D11HardwareConstantBuffer::~D3D11HardwareConstantBuffer()
  11. {
  12. delete mBuffer;
  13. }
  14. void* D3D11HardwareConstantBuffer::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  15. {
  16. return mBuffer->lock(offset, length, options);
  17. }
  18. void D3D11HardwareConstantBuffer::unlockImpl()
  19. {
  20. mBuffer->unlock();
  21. }
  22. void D3D11HardwareConstantBuffer::readData(UINT32 offset, UINT32 length, void* pDest)
  23. {
  24. mBuffer->readData(offset, length, pDest);
  25. }
  26. void D3D11HardwareConstantBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource, bool discardWholeBuffer)
  27. {
  28. mBuffer->writeData(offset, length, pSource, discardWholeBuffer);
  29. }
  30. void D3D11HardwareConstantBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  31. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  32. {
  33. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  34. }
  35. }