BsD3D11HardwareBufferManager.h 1.6 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 "BsHardwareBufferManager.h"
  6. namespace BansheeEngine
  7. {
  8. /** @addtogroup D3D11
  9. * @{
  10. */
  11. /** Handles creation of DirectX 11 hardware buffers. */
  12. class BS_D3D11_EXPORT D3D11HardwareBufferCoreManager : public HardwareBufferCoreManager
  13. {
  14. public:
  15. D3D11HardwareBufferCoreManager(D3D11Device& device);
  16. protected:
  17. /** @copydoc HardwareBufferCoreManager::createVertexBufferInternal */
  18. SPtr<VertexBufferCore> createVertexBufferInternal(UINT32 vertexSize, UINT32 numVerts,
  19. GpuBufferUsage usage, bool streamOut = false) override;
  20. /** @copydoc HardwareBufferCoreManager::createIndexBufferInternal */
  21. SPtr<IndexBufferCore> createIndexBufferInternal(IndexType itype, UINT32 numIndices,
  22. GpuBufferUsage usage) override;
  23. /** @copydoc HardwareBufferCoreManager::createGpuParamBlockBufferInternal */
  24. SPtr<GpuParamBlockBufferCore> createGpuParamBlockBufferInternal(UINT32 size,
  25. GpuParamBlockUsage usage = GPBU_DYNAMIC) override;
  26. /** @copydoc HardwareBufferCoreManager::createGpuBufferInternal */
  27. SPtr<GpuBufferCore> createGpuBufferInternal(UINT32 elementCount, UINT32 elementSize, GpuBufferType type,
  28. GpuBufferFormat format, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false) override;
  29. D3D11Device& mDevice;
  30. };
  31. /** @} */
  32. }