BsD3D11VertexBuffer.cpp 2.4 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11VertexBuffer.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsRenderStats.h"
  6. namespace BansheeEngine
  7. {
  8. D3D11VertexBufferCore::D3D11VertexBufferCore(D3D11Device& device, UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool streamOut)
  9. :VertexBufferCore(vertexSize, numVertices, usage, streamOut), mDevice(device), mStreamOut(streamOut), mBuffer(nullptr)
  10. { }
  11. D3D11VertexBufferCore::~D3D11VertexBufferCore()
  12. {
  13. if (mBuffer != nullptr)
  14. bs_delete(mBuffer);
  15. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  16. }
  17. void* D3D11VertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  18. {
  19. #if BS_PROFILING_ENABLED
  20. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  21. {
  22. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  23. }
  24. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  25. {
  26. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  27. }
  28. #endif
  29. return mBuffer->lock(offset, length, options);
  30. }
  31. void D3D11VertexBufferCore::unlockImpl()
  32. {
  33. mBuffer->unlock();
  34. }
  35. void D3D11VertexBufferCore::readData(UINT32 offset, UINT32 length, void* dest)
  36. {
  37. mBuffer->readData(offset, length, dest);
  38. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  39. }
  40. void D3D11VertexBufferCore::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags)
  41. {
  42. mBuffer->writeData(offset, length, source, writeFlags);
  43. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  44. }
  45. void D3D11VertexBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  46. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  47. {
  48. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  49. }
  50. void D3D11VertexBufferCore::initialize()
  51. {
  52. mBuffer = bs_new<D3D11HardwareBuffer>(D3D11HardwareBuffer::BT_VERTEX,
  53. mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory, mStreamOut);
  54. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  55. VertexBufferCore::initialize();
  56. }
  57. }