CmD3D11IndexBuffer.cpp 1.6 KB

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  1. #include "CmD3D11IndexBuffer.h"
  2. #include "CmD3D11Device.h"
  3. namespace CamelotFramework
  4. {
  5. D3D11IndexBuffer::D3D11IndexBuffer(D3D11Device& device, HardwareBufferManager* mgr, IndexType idxType, UINT32 numIndexes,
  6. GpuBufferUsage usage, bool useSystemMem)
  7. :IndexBuffer(mgr, idxType, numIndexes, usage, useSystemMem), mDevice(device), mBuffer(nullptr)
  8. {
  9. }
  10. D3D11IndexBuffer::~D3D11IndexBuffer()
  11. {
  12. }
  13. void D3D11IndexBuffer::initialize_internal()
  14. {
  15. mBuffer = cm_new<D3D11HardwareBuffer, PoolAlloc>(D3D11HardwareBuffer::BT_INDEX, mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory);
  16. IndexBuffer::initialize_internal();
  17. }
  18. void D3D11IndexBuffer::destroy_internal()
  19. {
  20. if(mBuffer != nullptr)
  21. cm_delete<PoolAlloc>(mBuffer) ;
  22. IndexBuffer::destroy_internal();
  23. }
  24. void* D3D11IndexBuffer::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  25. {
  26. return mBuffer->lock(offset, length, options);
  27. }
  28. void D3D11IndexBuffer::unlockImpl()
  29. {
  30. mBuffer->unlock();
  31. }
  32. void D3D11IndexBuffer::readData(UINT32 offset, UINT32 length, void* pDest)
  33. {
  34. mBuffer->readData(offset, length, pDest);
  35. }
  36. void D3D11IndexBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags)
  37. {
  38. mBuffer->writeData(offset, length, pSource, writeFlags);
  39. }
  40. void D3D11IndexBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  41. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  42. {
  43. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  44. }
  45. }