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C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Renderer/DX12/ConstantBufferDX12.h>
#include <Renderer/DX12/RendererDX12.h>
#include <Renderer/DX12/FatalErrorIfFailedDX12.h>
ConstantBufferDX12::ConstantBufferDX12(RendererDX12 *inRenderer, uint64 inBufferSize) :
mRenderer(inRenderer)
{
mBuffer = mRenderer->CreateD3DResourceOnUploadHeap(inBufferSize);
mBufferSize = inBufferSize;
}
ConstantBufferDX12::~ConstantBufferDX12()
{
if (mBuffer != nullptr)
mRenderer->RecycleD3DResourceOnUploadHeap(mBuffer.Get(), mBufferSize);
}
void *ConstantBufferDX12::MapInternal()
{
void *mapped_resource;
D3D12_RANGE range = { 0, 0 }; // We're not going to read
FatalErrorIfFailed(mBuffer->Map(0, &range, &mapped_resource));
return mapped_resource;
}
void ConstantBufferDX12::Unmap()
{
mBuffer->Unmap(0, nullptr);
}
void ConstantBufferDX12::Bind(int inSlot)
{
mRenderer->GetCommandList()->SetGraphicsRootConstantBufferView(inSlot, mBuffer->GetGPUVirtualAddress());
}