//-------------------------------------------------------------------------------------- // File: GraphicsMemory.h // // THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. // // Copyright (c) Microsoft Corporation. All rights reserved. // // http://go.microsoft.com/fwlink/?LinkId=248929 //-------------------------------------------------------------------------------------- #pragma once #if defined(_XBOX_ONE) && defined(_TITLE) #include #else #include #endif #include namespace DirectX { class GraphicsMemory { public: #if defined(_XBOX_ONE) && defined(_TITLE) GraphicsMemory(_In_ ID3D11DeviceX* device, UINT backBufferCount = 2); #else GraphicsMemory(_In_ ID3D11Device* device, UINT backBufferCount = 2); #endif GraphicsMemory(GraphicsMemory&& moveFrom); GraphicsMemory& operator= (GraphicsMemory&& moveFrom); GraphicsMemory(GraphicsMemory const&) = delete; GraphicsMemory& operator=(GraphicsMemory const&) = delete; virtual ~GraphicsMemory(); void* __cdecl Allocate(_In_opt_ ID3D11DeviceContext* context, size_t size, int alignment); void __cdecl Commit(); // Singleton static GraphicsMemory& __cdecl Get(); private: // Private implementation. class Impl; std::unique_ptr pImpl; }; }