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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsD3D11Prerequisites.h"
- #include "BsHardwareBufferManager.h"
- namespace BansheeEngine
- {
- /** @addtogroup D3D11
- * @{
- */
- /** Handles creation of DirectX 11 hardware buffers. */
- class BS_D3D11_EXPORT D3D11HardwareBufferCoreManager : public HardwareBufferCoreManager
- {
- public:
- D3D11HardwareBufferCoreManager(D3D11Device& device);
- protected:
- /** @copydoc HardwareBufferCoreManager::createVertexBufferInternal */
- SPtr<VertexBufferCore> createVertexBufferInternal(UINT32 vertexSize, UINT32 numVerts,
- GpuBufferUsage usage, bool streamOut = false) override;
- /** @copydoc HardwareBufferCoreManager::createIndexBufferInternal */
- SPtr<IndexBufferCore> createIndexBufferInternal(IndexType itype, UINT32 numIndices,
- GpuBufferUsage usage) override;
- /** @copydoc HardwareBufferCoreManager::createGpuParamBlockBufferInternal */
- SPtr<GpuParamBlockBufferCore> createGpuParamBlockBufferInternal(UINT32 size,
- GpuParamBlockUsage usage = GPBU_DYNAMIC) override;
- /** @copydoc HardwareBufferCoreManager::createGpuBufferInternal */
- SPtr<GpuBufferCore> createGpuBufferInternal(UINT32 elementCount, UINT32 elementSize, GpuBufferType type,
- GpuBufferFormat format, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false) override;
- D3D11Device& mDevice;
- };
- /** @} */
- }
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