BsD3D11VertexBuffer.cpp 2.6 KB

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  1. #include "BsD3D11VertexBuffer.h"
  2. #include "BsD3D11Device.h"
  3. #include "BsRenderStats.h"
  4. namespace BansheeEngine
  5. {
  6. D3D11VertexBufferCore::D3D11VertexBufferCore(D3D11Device& device, bool streamOut, GpuBufferUsage usage,
  7. bool useSystemMemory, const VertexBufferProperties& properties)
  8. :VertexBufferCore(usage, useSystemMemory, properties), mDevice(device), mStreamOut(streamOut), mBuffer(nullptr)
  9. { }
  10. void* D3D11VertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  11. {
  12. #if BS_PROFILING_ENABLED
  13. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  14. {
  15. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  16. }
  17. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  18. {
  19. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  20. }
  21. #endif
  22. return mBuffer->lock(offset, length, options);
  23. }
  24. void D3D11VertexBufferCore::unlockImpl()
  25. {
  26. mBuffer->unlock();
  27. }
  28. void D3D11VertexBufferCore::readData(UINT32 offset, UINT32 length, void* dest)
  29. {
  30. mBuffer->readData(offset, length, dest);
  31. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  32. }
  33. void D3D11VertexBufferCore::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags)
  34. {
  35. mBuffer->writeData(offset, length, source, writeFlags);
  36. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  37. }
  38. void D3D11VertexBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  39. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  40. {
  41. mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  42. }
  43. void D3D11VertexBufferCore::initialize()
  44. {
  45. mBuffer = bs_new<D3D11HardwareBuffer, PoolAlloc>(D3D11HardwareBuffer::BT_VERTEX,
  46. mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory, mStreamOut);
  47. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  48. VertexBufferCore::initialize();
  49. }
  50. void D3D11VertexBufferCore::destroy()
  51. {
  52. if(mBuffer != nullptr)
  53. bs_delete<PoolAlloc>(mBuffer);
  54. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  55. VertexBufferCore::destroy();
  56. }
  57. D3D11VertexBuffer::D3D11VertexBuffer(D3D11Device& device, UINT32 vertexSize, UINT32 numVertices,
  58. GpuBufferUsage usage, bool useSystemMem, bool streamOut)
  59. :VertexBuffer(vertexSize, numVertices, usage, useSystemMem), mDevice(device), mStreamOut(streamOut)
  60. { }
  61. CoreObjectCore* D3D11VertexBuffer::createCore() const
  62. {
  63. return bs_new<D3D11VertexBufferCore>(mDevice, mStreamOut, mUsage, mUseSystemMemory, mProperties);
  64. }
  65. }