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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsD3D9Prerequisites.h"
- #include "BsHardwareBufferManager.h"
- namespace BansheeEngine
- {
- /** @addtogroup D3D9
- * @{
- */
- /** Manages creation of DX9 hardware buffers. */
- class BS_D3D9_EXPORT D3D9HardwareBufferCoreManager : public HardwareBufferCoreManager
- {
- 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::createVertexDeclarationInternal */
- SPtr<VertexDeclarationCore> createVertexDeclarationInternal(const List<VertexElement>& elements) 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;
- };
- /** @} */
- }
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