BsD3D11IndexBuffer.cpp 2.5 KB

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  1. #include "BsD3D11IndexBuffer.h"
  2. #include "BsD3D11Device.h"
  3. #include "BsRenderStats.h"
  4. namespace BansheeEngine
  5. {
  6. D3D11IndexBufferCore::D3D11IndexBufferCore(D3D11Device& device, GpuBufferUsage usage, bool useSystemMemory,
  7. const IndexBufferProperties& properties)
  8. :IndexBufferCore(usage, useSystemMemory, properties), mDevice(device), mBuffer(nullptr)
  9. {
  10. }
  11. void D3D11IndexBufferCore::initialize()
  12. {
  13. mBuffer = bs_new<D3D11HardwareBuffer, PoolAlloc>(D3D11HardwareBuffer::BT_INDEX, mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory);
  14. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_IndexBuffer);
  15. IndexBufferCore::initialize();
  16. }
  17. void D3D11IndexBufferCore::destroy()
  18. {
  19. if(mBuffer != nullptr)
  20. bs_delete<PoolAlloc>(mBuffer) ;
  21. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_IndexBuffer);
  22. IndexBufferCore::destroy();
  23. }
  24. void* D3D11IndexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  25. {
  26. #if BS_PROFILING_ENABLED
  27. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  28. {
  29. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer);
  30. }
  31. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  32. {
  33. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_IndexBuffer);
  34. }
  35. #endif
  36. return mBuffer->lock(offset, length, options);
  37. }
  38. void D3D11IndexBufferCore::unlockImpl()
  39. {
  40. mBuffer->unlock();
  41. }
  42. void D3D11IndexBufferCore::readData(UINT32 offset, UINT32 length, void* pDest)
  43. {
  44. mBuffer->readData(offset, length, pDest);
  45. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer);
  46. }
  47. void D3D11IndexBufferCore::writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags)
  48. {
  49. mBuffer->writeData(offset, length, pSource, writeFlags);
  50. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_IndexBuffer);
  51. }
  52. void D3D11IndexBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  53. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  54. {
  55. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  56. }
  57. D3D11IndexBuffer::D3D11IndexBuffer(D3D11Device& device, IndexType idxType, UINT32 numIndexes,
  58. GpuBufferUsage usage, bool useSystemMem)
  59. :IndexBuffer(idxType, numIndexes, usage, useSystemMem), mDevice(device)
  60. {
  61. }
  62. SPtr<CoreObjectCore> D3D11IndexBuffer::createCore() const
  63. {
  64. return bs_shared_ptr<D3D11IndexBufferCore>(mDevice, mUsage, mUseSystemMemory, mProperties);
  65. }
  66. }