#include "Buffer.h" #include "Buffer.h" using namespace Seele; using namespace Seele::Gfx; Buffer::Buffer(QueueFamilyMapping mapping, QueueType startQueue) : QueueOwnedResource(mapping, startQueue) { } Buffer::~Buffer() { } VertexBuffer::VertexBuffer(QueueFamilyMapping mapping, uint32 numVertices, uint32 vertexSize, QueueType startQueueType) : Buffer(mapping, startQueueType) , numVertices(numVertices) , vertexSize(vertexSize) { } VertexBuffer::~VertexBuffer() { } IndexBuffer::IndexBuffer(QueueFamilyMapping mapping, uint64 size, Gfx::SeIndexType indexType, QueueType startQueueType) : Buffer(mapping, startQueueType) , indexType(indexType) { switch (indexType) { case SE_INDEX_TYPE_UINT16: numIndices = size / sizeof(uint16); break; case SE_INDEX_TYPE_UINT32: numIndices = size / sizeof(uint32); break; default: break; } } IndexBuffer::~IndexBuffer() { } UniformBuffer::UniformBuffer(QueueFamilyMapping mapping, const DataSource& sourceData) : Buffer(mapping, sourceData.owner) {} UniformBuffer::~UniformBuffer() { } ShaderBuffer::ShaderBuffer(QueueFamilyMapping mapping, uint32 numElements, const DataSource& sourceData) : Buffer(mapping, sourceData.owner) , numElements(numElements) { } ShaderBuffer::~ShaderBuffer() { }