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- #include "BsD3D11HardwareBufferManager.h"
- #include "BsD3D11VertexBuffer.h"
- #include "BsD3D11IndexBuffer.h"
- #include "BsD3D11GpuBuffer.h"
- #include "BsD3D11GpuParamBlockBuffer.h"
- #include "BsGpuParamDesc.h"
- namespace BansheeEngine
- {
- D3D11HardwareBufferManager::D3D11HardwareBufferManager(D3D11Device& device)
- : mDevice(device)
- { }
- D3D11HardwareBufferManager::~D3D11HardwareBufferManager()
- {
- }
- VertexBufferPtr D3D11HardwareBufferManager::createVertexBufferImpl(UINT32 vertexSize,
- UINT32 numVerts, GpuBufferUsage usage, bool streamOut)
- {
- D3D11VertexBuffer* buffer = new (bs_alloc<D3D11VertexBuffer, PoolAlloc>()) D3D11VertexBuffer(mDevice, vertexSize, numVerts, usage, false, streamOut);
- return bs_core_ptr<D3D11VertexBuffer, PoolAlloc>(buffer);
- }
- IndexBufferPtr D3D11HardwareBufferManager::createIndexBufferImpl(IndexBuffer::IndexType itype,
- UINT32 numIndexes, GpuBufferUsage usage)
- {
- D3D11IndexBuffer* buffer = new (bs_alloc<D3D11IndexBuffer, PoolAlloc>()) D3D11IndexBuffer(mDevice, itype, numIndexes, usage, false);
- return bs_core_ptr<D3D11IndexBuffer, PoolAlloc>(buffer);
- }
- GpuParamBlockBufferPtr D3D11HardwareBufferManager::createGpuParamBlockBufferImpl()
- {
- D3D11GpuParamBlockBuffer* paramBlockBuffer = new (bs_alloc<D3D11GpuParamBlockBuffer, PoolAlloc>()) D3D11GpuParamBlockBuffer();
- return bs_core_ptr<D3D11GpuParamBlockBuffer, PoolAlloc>(paramBlockBuffer);
- }
- GpuBufferPtr D3D11HardwareBufferManager::createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize,
- GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter)
- {
- D3D11GpuBuffer* buffer = new (bs_alloc<D3D11GpuBuffer, PoolAlloc>()) D3D11GpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter);
- return bs_core_ptr<D3D11GpuBuffer, PoolAlloc>(buffer);
- }
- }
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