BsD3D11IndexBuffer.cpp 2.0 KB

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  1. #include "BsD3D11IndexBuffer.h"
  2. #include "BsD3D11Device.h"
  3. #include "BsRenderStats.h"
  4. namespace BansheeEngine
  5. {
  6. D3D11IndexBufferCore::D3D11IndexBufferCore(D3D11Device& device, IndexType idxType, UINT32 numIndexes, GpuBufferUsage usage)
  7. :IndexBufferCore(idxType, numIndexes, usage), mDevice(device), mBuffer(nullptr)
  8. {
  9. }
  10. D3D11IndexBufferCore::~D3D11IndexBufferCore()
  11. {
  12. if (mBuffer != nullptr)
  13. bs_delete(mBuffer);
  14. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_IndexBuffer);
  15. }
  16. void D3D11IndexBufferCore::initialize()
  17. {
  18. mBuffer = bs_new<D3D11HardwareBuffer>(D3D11HardwareBuffer::BT_INDEX, mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory);
  19. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_IndexBuffer);
  20. IndexBufferCore::initialize();
  21. }
  22. void* D3D11IndexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  23. {
  24. #if BS_PROFILING_ENABLED
  25. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  26. {
  27. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer);
  28. }
  29. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  30. {
  31. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_IndexBuffer);
  32. }
  33. #endif
  34. return mBuffer->lock(offset, length, options);
  35. }
  36. void D3D11IndexBufferCore::unlockImpl()
  37. {
  38. mBuffer->unlock();
  39. }
  40. void D3D11IndexBufferCore::readData(UINT32 offset, UINT32 length, void* pDest)
  41. {
  42. mBuffer->readData(offset, length, pDest);
  43. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer);
  44. }
  45. void D3D11IndexBufferCore::writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags)
  46. {
  47. mBuffer->writeData(offset, length, pSource, writeFlags);
  48. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_IndexBuffer);
  49. }
  50. void D3D11IndexBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  51. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  52. {
  53. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  54. }
  55. }