BsD3D11HardwareBufferManager.h 1.6 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsD3D11Prerequisites.h"
  5. #include "BsHardwareBufferManager.h"
  6. namespace BansheeEngine
  7. {
  8. /**
  9. * @brief Handles creation of DirectX 11 hardware buffers.
  10. */
  11. class BS_D3D11_EXPORT D3D11HardwareBufferCoreManager : public HardwareBufferCoreManager
  12. {
  13. public:
  14. D3D11HardwareBufferCoreManager(D3D11Device& device);
  15. protected:
  16. /**
  17. * @copydoc HardwareBufferCoreManager::createVertexBufferImpl
  18. */
  19. SPtr<VertexBufferCore> createVertexBufferInternal(UINT32 vertexSize, UINT32 numVerts,
  20. GpuBufferUsage usage, bool streamOut = false) override;
  21. /**
  22. * @copydoc HardwareBufferCoreManager::createIndexBufferImpl
  23. */
  24. SPtr<IndexBufferCore> createIndexBufferInternal(IndexType itype, UINT32 numIndexes,
  25. GpuBufferUsage usage) override;
  26. /**
  27. * @copydoc HardwareBufferCoreManager::createGpuParamBlockBufferInternal
  28. */
  29. SPtr<GpuParamBlockBufferCore> createGpuParamBlockBufferInternal(UINT32 size,
  30. GpuParamBlockUsage usage = GPBU_DYNAMIC) override;
  31. /**
  32. * @copydoc HardwareBufferCoreManager::createGpuBufferInternal
  33. */
  34. SPtr<GpuBufferCore> createGpuBufferInternal(UINT32 elementCount, UINT32 elementSize,
  35. GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false) override;
  36. D3D11Device& mDevice;
  37. };
  38. }