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- #include "CmD3D11IndexBuffer.h"
- #include "CmD3D11Device.h"
- namespace CamelotFramework
- {
- D3D11IndexBuffer::D3D11IndexBuffer(D3D11Device& device, HardwareBufferManager* mgr, IndexType idxType, UINT32 numIndexes,
- GpuBufferUsage usage, bool useSystemMem)
- :IndexBuffer(mgr, idxType, numIndexes, usage, useSystemMem), mDevice(device), mBuffer(nullptr)
- {
- }
- D3D11IndexBuffer::~D3D11IndexBuffer()
- {
-
- }
- void D3D11IndexBuffer::initialize_internal()
- {
- mBuffer = cm_new<D3D11HardwareBuffer, PoolAlloc>(D3D11HardwareBuffer::BT_INDEX, mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory);
- IndexBuffer::initialize_internal();
- }
- void D3D11IndexBuffer::destroy_internal()
- {
- if(mBuffer != nullptr)
- cm_delete<PoolAlloc>(mBuffer) ;
- IndexBuffer::destroy_internal();
- }
- void* D3D11IndexBuffer::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
- {
- return mBuffer->lock(offset, length, options);
- }
- void D3D11IndexBuffer::unlockImpl()
- {
- mBuffer->unlock();
- }
- void D3D11IndexBuffer::readData(UINT32 offset, UINT32 length, void* pDest)
- {
- mBuffer->readData(offset, length, pDest);
- }
- void D3D11IndexBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags)
- {
- mBuffer->writeData(offset, length, pSource, writeFlags);
- }
- void D3D11IndexBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
- UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
- {
- mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
- }
- }
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