BsD3D11HardwareBufferManager.cpp 2.1 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsD3D11HardwareBufferManager.h"
  5. #include "BsD3D11VertexBuffer.h"
  6. #include "BsD3D11IndexBuffer.h"
  7. #include "BsD3D11GpuBuffer.h"
  8. #include "BsD3D11GpuParamBlockBuffer.h"
  9. #include "BsGpuParamDesc.h"
  10. namespace BansheeEngine
  11. {
  12. D3D11HardwareBufferManager::D3D11HardwareBufferManager(D3D11Device& device)
  13. : mDevice(device)
  14. { }
  15. D3D11HardwareBufferManager::~D3D11HardwareBufferManager()
  16. {
  17. }
  18. VertexBufferPtr D3D11HardwareBufferManager::createVertexBufferImpl(UINT32 vertexSize,
  19. UINT32 numVerts, GpuBufferUsage usage, bool streamOut)
  20. {
  21. D3D11VertexBuffer* buffer = new (bs_alloc<D3D11VertexBuffer, PoolAlloc>()) D3D11VertexBuffer(mDevice, vertexSize, numVerts, usage, false, streamOut);
  22. return bs_core_ptr<D3D11VertexBuffer, PoolAlloc>(buffer);
  23. }
  24. IndexBufferPtr D3D11HardwareBufferManager::createIndexBufferImpl(IndexBuffer::IndexType itype,
  25. UINT32 numIndexes, GpuBufferUsage usage)
  26. {
  27. D3D11IndexBuffer* buffer = new (bs_alloc<D3D11IndexBuffer, PoolAlloc>()) D3D11IndexBuffer(mDevice, itype, numIndexes, usage, false);
  28. return bs_core_ptr<D3D11IndexBuffer, PoolAlloc>(buffer);
  29. }
  30. GpuParamBlockBufferPtr D3D11HardwareBufferManager::createGpuParamBlockBufferImpl()
  31. {
  32. D3D11GpuParamBlockBuffer* paramBlockBuffer = new (bs_alloc<D3D11GpuParamBlockBuffer, PoolAlloc>()) D3D11GpuParamBlockBuffer();
  33. return bs_core_ptr<D3D11GpuParamBlockBuffer, PoolAlloc>(paramBlockBuffer);
  34. }
  35. GpuBufferPtr D3D11HardwareBufferManager::createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize,
  36. GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter)
  37. {
  38. D3D11GpuBuffer* buffer = new (bs_alloc<D3D11GpuBuffer, PoolAlloc>()) D3D11GpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter);
  39. return bs_core_ptr<D3D11GpuBuffer, PoolAlloc>(buffer);
  40. }
  41. }