Files
Xenia-Canary/src/xenia/gpu/d3d11/d3d11_resource_cache.cc
2014-08-16 17:33:24 -07:00

72 lines
2.4 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/gpu/d3d11/d3d11_resource_cache.h>
#include <xenia/gpu/gpu-private.h>
#include <xenia/gpu/d3d11/d3d11_buffer_resource.h>
#include <xenia/gpu/d3d11/d3d11_sampler_state_resource.h>
#include <xenia/gpu/d3d11/d3d11_shader_resource.h>
#include <xenia/gpu/d3d11/d3d11_texture_resource.h>
using namespace xe;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
D3D11ResourceCache::D3D11ResourceCache(Memory* memory,
ID3D11Device* device,
ID3D11DeviceContext* context)
: ResourceCache(memory),
device_(device), context_(context) {
device_->AddRef();
context_->AddRef();
}
D3D11ResourceCache::~D3D11ResourceCache() {
SafeRelease(device_);
SafeRelease(context_);
}
VertexShaderResource* D3D11ResourceCache::CreateVertexShader(
const MemoryRange& memory_range,
const VertexShaderResource::Info& info) {
return new D3D11VertexShaderResource(this, memory_range, info);
}
PixelShaderResource* D3D11ResourceCache::CreatePixelShader(
const MemoryRange& memory_range,
const PixelShaderResource::Info& info) {
return new D3D11PixelShaderResource(this, memory_range, info);
}
TextureResource* D3D11ResourceCache::CreateTexture(
const MemoryRange& memory_range,
const TextureResource::Info& info) {
return new D3D11TextureResource(this, memory_range, info);
}
SamplerStateResource* D3D11ResourceCache::CreateSamplerState(
const SamplerStateResource::Info& info) {
return new D3D11SamplerStateResource(this, info);
}
IndexBufferResource* D3D11ResourceCache::CreateIndexBuffer(
const MemoryRange& memory_range,
const IndexBufferResource::Info& info) {
return new D3D11IndexBufferResource(this, memory_range, info);
}
VertexBufferResource* D3D11ResourceCache::CreateVertexBuffer(
const MemoryRange& memory_range,
const VertexBufferResource::Info& info) {
return new D3D11VertexBufferResource(this, memory_range, info);
}