BsD3D11VertexBuffer.cpp 2.2 KB

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  1. #include "BsD3D11VertexBuffer.h"
  2. #include "BsD3D11Device.h"
  3. #include "BsRenderStats.h"
  4. namespace BansheeEngine
  5. {
  6. D3D11VertexBuffer::D3D11VertexBuffer(D3D11Device& device, UINT32 vertexSize, UINT32 numVertices,
  7. GpuBufferUsage usage, bool useSystemMem, bool streamOut)
  8. :VertexBuffer(vertexSize, numVertices, usage, useSystemMem), mDevice(device), mStreamOut(streamOut)
  9. { }
  10. D3D11VertexBuffer::~D3D11VertexBuffer()
  11. { }
  12. void* D3D11VertexBuffer::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  13. {
  14. #if BS_PROFILING_ENABLED
  15. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  16. {
  17. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  18. }
  19. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  20. {
  21. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  22. }
  23. #endif
  24. return mBuffer->lock(offset, length, options);
  25. }
  26. void D3D11VertexBuffer::unlockImpl()
  27. {
  28. mBuffer->unlock();
  29. }
  30. void D3D11VertexBuffer::readData(UINT32 offset, UINT32 length, void* dest)
  31. {
  32. mBuffer->readData(offset, length, dest);
  33. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  34. }
  35. void D3D11VertexBuffer::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags)
  36. {
  37. mBuffer->writeData(offset, length, source, writeFlags);
  38. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  39. }
  40. void D3D11VertexBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  41. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  42. {
  43. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  44. }
  45. void D3D11VertexBuffer::initialize_internal()
  46. {
  47. mBuffer = bs_new<D3D11HardwareBuffer, PoolAlloc>(D3D11HardwareBuffer::BT_VERTEX,
  48. mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory, mStreamOut);
  49. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  50. VertexBuffer::initialize_internal();
  51. }
  52. void D3D11VertexBuffer::destroy_internal()
  53. {
  54. if(mBuffer != nullptr)
  55. bs_delete<PoolAlloc>(mBuffer);
  56. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  57. VertexBuffer::destroy_internal();
  58. }
  59. }