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- #include "BsD3D11VertexBuffer.h"
- #include "BsD3D11Device.h"
- #include "BsRenderStats.h"
- namespace BansheeEngine
- {
- D3D11VertexBufferCore::D3D11VertexBufferCore(D3D11Device& device, bool streamOut, GpuBufferUsage usage,
- bool useSystemMemory, const VertexBufferProperties& properties)
- :VertexBufferCore(usage, useSystemMemory, properties), mDevice(device), mStreamOut(streamOut), mBuffer(nullptr)
- { }
- void* D3D11VertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
- {
- #if BS_PROFILING_ENABLED
- if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
- {
- BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
- }
- if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
- {
- BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
- }
- #endif
- return mBuffer->lock(offset, length, options);
- }
- void D3D11VertexBufferCore::unlockImpl()
- {
- mBuffer->unlock();
- }
- void D3D11VertexBufferCore::readData(UINT32 offset, UINT32 length, void* dest)
- {
- mBuffer->readData(offset, length, dest);
- BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
- }
- void D3D11VertexBufferCore::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags)
- {
- mBuffer->writeData(offset, length, source, writeFlags);
- BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
- }
- void D3D11VertexBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
- UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
- {
- mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
- }
- void D3D11VertexBufferCore::initialize()
- {
- mBuffer = bs_new<D3D11HardwareBuffer, PoolAlloc>(D3D11HardwareBuffer::BT_VERTEX,
- mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory, mStreamOut);
- BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
- VertexBufferCore::initialize();
- }
- void D3D11VertexBufferCore::destroy()
- {
- if(mBuffer != nullptr)
- bs_delete<PoolAlloc>(mBuffer);
- BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
- VertexBufferCore::destroy();
- }
- D3D11VertexBuffer::D3D11VertexBuffer(D3D11Device& device, UINT32 vertexSize, UINT32 numVertices,
- GpuBufferUsage usage, bool useSystemMem, bool streamOut)
- :VertexBuffer(vertexSize, numVertices, usage, useSystemMem), mDevice(device), mStreamOut(streamOut)
- { }
- SPtr<CoreObjectCore> D3D11VertexBuffer::createCore() const
- {
- return bs_shared_ptr<D3D11VertexBufferCore>(mDevice, mStreamOut, mUsage, mUseSystemMemory, mProperties);
- }
- }
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