BsD3D11VertexBuffer.h 1.8 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsD3D11Prerequisites.h"
  5. #include "BsVertexBuffer.h"
  6. #include "BsD3D11HardwareBuffer.h"
  7. namespace BansheeEngine
  8. {
  9. /** @addtogroup D3D11
  10. * @{
  11. */
  12. /** DirectX 11 implementation of a vertex buffer. */
  13. class BS_D3D11_EXPORT D3D11VertexBufferCore : public VertexBufferCore
  14. {
  15. public:
  16. D3D11VertexBufferCore(D3D11Device& device, const VERTEX_BUFFER_DESC& desc, GpuDeviceFlags deviceMask);
  17. ~D3D11VertexBufferCore();
  18. /** @copydoc VertexBufferCore::readData */
  19. void readData(UINT32 offset, UINT32 length, void* dest, UINT32 syncMask = 0x00000001) override;
  20. /** @copydoc VertexBufferCore::writeData */
  21. void writeData(UINT32 offset, UINT32 length, const void* source,
  22. BufferWriteType writeFlags = BWT_NORMAL, UINT32 syncMask = 0x00000001) override;
  23. /** @copydoc VertexBufferCore::copyData */
  24. void copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length,
  25. bool discardWholeBuffer = false, UINT32 syncMask = 0x00000001) override;
  26. /** Get the D3D-specific index buffer */
  27. ID3D11Buffer* getD3DVertexBuffer() const { return mBuffer->getD3DBuffer(); }
  28. protected:
  29. /** @copydoc VertexBufferCore::map */
  30. void* map(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 syncMask) override;
  31. /** @copydoc VertexBufferCore::unmap */
  32. void unmap(void) override;
  33. /** @copydoc VertexBufferCore::initialize */
  34. void initialize() override;
  35. D3D11HardwareBuffer* mBuffer;
  36. D3D11Device& mDevice;
  37. bool mStreamOut;
  38. };
  39. /** @} */
  40. }