/****************************************************************************** Copyright (C) 2013 by Hugh Bailey This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ #include "d3d11-subsystem.hpp" void gs_index_buffer::InitBuffer() { D3D11_BUFFER_DESC bd; D3D11_SUBRESOURCE_DATA srd; HRESULT hr; memset(&bd, 0, sizeof(bd)); memset(&srd, 0, sizeof(srd)); bd.Usage = dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT; bd.CPUAccessFlags = dynamic ? D3D11_CPU_ACCESS_WRITE : 0; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.ByteWidth = UINT(indexSize * num); srd.pSysMem = indices.data; hr = device->device->CreateBuffer(&bd, &srd, indexBuffer.Assign()); if (FAILED(hr)) throw HRError("Failed to create buffer", hr); } gs_index_buffer::gs_index_buffer(device_t device, enum gs_index_type type, void *indices, size_t num, uint32_t flags) : device (device), type (type), indices (indices), num (num), dynamic ((flags & GS_DYNAMIC) != 0) { switch (type) { case GS_UNSIGNED_SHORT: indexSize = 2; break; case GS_UNSIGNED_LONG: indexSize = 4; break; } InitBuffer(); }