/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. // Description : Definition of the DXGL wrapper for ID3D11Buffer #include "StdAfx.h" #include "CCryDXMETALBuffer.hpp" #include "CCryDXMETALDeviceContext.hpp" #include "../Implementation/GLResource.hpp" CCryDXGLBuffer::CCryDXGLBuffer(const D3D11_BUFFER_DESC& kDesc, NCryMetal::SBuffer* pGLBuffer, CCryDXGLDevice* pDevice) : CCryDXGLResource(D3D11_RESOURCE_DIMENSION_BUFFER, pGLBuffer, pDevice) , m_kDesc(kDesc) { DXGL_INITIALIZE_INTERFACE(D3D11Buffer) } CCryDXGLBuffer::~CCryDXGLBuffer() { } NCryMetal::SBuffer* CCryDXGLBuffer::GetGLBuffer() { return static_cast(m_spGLResource.get()); } //////////////////////////////////////////////////////////////////////////////// // ID3D11Buffer implementation //////////////////////////////////////////////////////////////////////////////// void CCryDXGLBuffer::GetDesc(D3D11_BUFFER_DESC* pDesc) { (*pDesc) = m_kDesc; }