OGRE-Next  2.3
Object-Oriented Graphics Rendering Engine
Ogre::v1::D3D11HardwareBuffer Class Referencefinal

Base implementation of a D3D11 buffer, dealing with all the common aspects. More...

#include <OgreD3D11HardwareBuffer.h>

+ Inheritance diagram for Ogre::v1::D3D11HardwareBuffer:

Public Types

enum  BufferType { VERTEX_BUFFER , INDEX_BUFFER }
 
enum  LockOptions {
  HBL_NORMAL , HBL_DISCARD , HBL_READ_ONLY , HBL_NO_OVERWRITE ,
  HBL_WRITE_ONLY
}
 Locking options. More...
 
enum  Usage {
  HBU_STATIC = 1 , HBU_DYNAMIC = 2 , HBU_WRITE_ONLY = 4 , HBU_DISCARDABLE = 8 ,
  HBU_STATIC_WRITE_ONLY = 5 , HBU_DYNAMIC_WRITE_ONLY = 6 , HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE = 14
}
 Enums describing buffer usage; not mutually exclusive. More...
 

Public Member Functions

 D3D11HardwareBuffer (BufferType btype, size_t sizeBytes, HardwareBuffer::Usage usage, D3D11Device &device, bool useSystemMem, bool useShadowBuffer, bool streamOut)
 
 ~D3D11HardwareBuffer () override
 
void _updateFromShadow () override
 Updates the real buffer from the shadow buffer, if required. More...
 
virtual void copyData (HardwareBuffer &srcBuffer)
 Copy all data from another buffer into this one. More...
 
void copyData (HardwareBuffer &srcBuffer, size_t srcOffset, size_t dstOffset, size_t length, bool discardWholeBuffer=false) override
 See HardwareBuffer. More...
 
void copyDataImpl (HardwareBuffer &srcBuffer, size_t srcOffset, size_t dstOffset, size_t length, bool discardWholeBuffer=false)
 
ID3D11Buffer * getD3DBuffer ()
 Get the D3D-specific buffer. More...
 
virtual void * getRenderSystemData ()
 An internal function that should be used only by a render system for internal use. More...
 
size_t getSizeInBytes () const
 Returns the size of this buffer in bytes. More...
 
Usage getUsage () const
 Returns the Usage flags with which this buffer was created. More...
 
bool hasShadowBuffer () const
 Returns whether this buffer has a system memory shadow for quicker reading. More...
 
bool isLocked () const
 Returns whether or not this buffer is currently locked. More...
 
bool isSystemMemory () const
 Returns whether this buffer is held in system memory. More...
 
void * lock (LockOptions options)
 Lock the entire buffer for (potentially) reading / writing. More...
 
virtual void * lock (size_t offset, size_t length, LockOptions options)
 Lock the buffer for (potentially) reading / writing. More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete (void *ptr, void *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz)
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
void readData (size_t offset, size_t length, void *pDest) override
 See HardwareBuffer. More...
 
void suppressHardwareUpdate (bool suppress)
 Pass true to suppress hardware upload of shadow buffer changes. More...
 
virtual void unlock ()
 Releases the lock on this buffer. More...
 
void writeData (size_t offset, size_t length, const void *pSource, bool discardWholeBuffer=false) override
 See HardwareBuffer. More...
 

Detailed Description

Base implementation of a D3D11 buffer, dealing with all the common aspects.

Member Enumeration Documentation

◆ BufferType

Enumerator
VERTEX_BUFFER 
INDEX_BUFFER 

◆ LockOptions

Locking options.

Enumerator
HBL_NORMAL 

Normal mode, ie allows read/write and contents are preserved.

HBL_DISCARD 

Discards the entire buffer while locking; this allows optimisation to be performed because synchronisation issues are relaxed.

Only allowed on buffers created with the HBU_DYNAMIC flag.

HBL_READ_ONLY 

Lock the buffer for reading only.

Not allowed in buffers which are created with HBU_WRITE_ONLY. Mandatory on static buffers, i.e. those created without the HBU_DYNAMIC flag.

HBL_NO_OVERWRITE 

As HBL_DISCARD, except the application guarantees not to overwrite any region of the buffer which has already been used in this frame, can allow some optimisation on some APIs.

HBL_WRITE_ONLY 

Lock the buffer for writing only.

◆ Usage

Enums describing buffer usage; not mutually exclusive.

Enumerator
HBU_STATIC 

Static buffer which the application rarely modifies once created.

Modifying the contents of this buffer will involve a performance hit.

HBU_DYNAMIC 

Indicates the application would like to modify this buffer with the CPU fairly often.

Buffers created with this flag will typically end up in AGP memory rather than video memory.

HBU_WRITE_ONLY 

Indicates the application will never read the contents of the buffer back, it will only ever write data.

Locking a buffer with this flag will ALWAYS return a pointer to new, blank memory rather than the memory associated with the contents of the buffer; this avoids DMA stalls because you can write to a new memory area while the previous one is being used.

HBU_DISCARDABLE 

Indicates that the application will be refilling the contents of the buffer regularly (not just updating, but generating the contents from scratch), and therefore does not mind if the contents of the buffer are lost somehow and need to be recreated.

This allows and additional level of optimisation on the buffer. This option only really makes sense when combined with HBU_DYNAMIC_WRITE_ONLY.

HBU_STATIC_WRITE_ONLY 

Combination of HBU_STATIC and HBU_WRITE_ONLY.

HBU_DYNAMIC_WRITE_ONLY 

Combination of HBU_DYNAMIC and HBU_WRITE_ONLY.

If you use this, strongly consider using HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE instead if you update the entire contents of the buffer very regularly.

HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE 

Combination of HBU_DYNAMIC, HBU_WRITE_ONLY and HBU_DISCARDABLE.

Constructor & Destructor Documentation

◆ D3D11HardwareBuffer()

Ogre::v1::D3D11HardwareBuffer::D3D11HardwareBuffer ( BufferType  btype,
size_t  sizeBytes,
HardwareBuffer::Usage  usage,
D3D11Device device,
bool  useSystemMem,
bool  useShadowBuffer,
bool  streamOut 
)

◆ ~D3D11HardwareBuffer()

Ogre::v1::D3D11HardwareBuffer::~D3D11HardwareBuffer ( )
override

Member Function Documentation

◆ _updateFromShadow()

void Ogre::v1::D3D11HardwareBuffer::_updateFromShadow ( )
overridevirtual

Updates the real buffer from the shadow buffer, if required.

Reimplemented from Ogre::v1::HardwareBuffer.

◆ copyData() [1/2]

virtual void Ogre::v1::HardwareBuffer::copyData ( HardwareBuffer srcBuffer)
inlinevirtualinherited

Copy all data from another buffer into this one.

Remarks
Normally these buffers should be of identical size, but if they're not, the routine will use the smallest of the two sizes.

References Ogre::v1::HardwareBuffer::getSizeInBytes().

◆ copyData() [2/2]

void Ogre::v1::D3D11HardwareBuffer::copyData ( HardwareBuffer srcBuffer,
size_t  srcOffset,
size_t  dstOffset,
size_t  length,
bool  discardWholeBuffer = false 
)
overridevirtual

See HardwareBuffer.

We perform a hardware copy here.

Reimplemented from Ogre::v1::HardwareBuffer.

◆ copyDataImpl()

void Ogre::v1::D3D11HardwareBuffer::copyDataImpl ( HardwareBuffer srcBuffer,
size_t  srcOffset,
size_t  dstOffset,
size_t  length,
bool  discardWholeBuffer = false 
)

◆ getD3DBuffer()

ID3D11Buffer* Ogre::v1::D3D11HardwareBuffer::getD3DBuffer ( )
inline

Get the D3D-specific buffer.

References Ogre::ComPtr< T >::Get().

◆ getRenderSystemData()

virtual void* Ogre::v1::HardwareBuffer::getRenderSystemData ( )
inlinevirtualinherited

An internal function that should be used only by a render system for internal use.

Reimplemented in Ogre::v1::VulkanHardwareVertexBuffer, Ogre::v1::VulkanHardwareIndexBuffer, Ogre::v1::MetalHardwareVertexBuffer, and Ogre::v1::MetalHardwareIndexBuffer.

◆ getSizeInBytes()

size_t Ogre::v1::HardwareBuffer::getSizeInBytes ( ) const
inlineinherited

Returns the size of this buffer in bytes.

Referenced by Ogre::v1::HardwareBuffer::copyData().

◆ getUsage()

Usage Ogre::v1::HardwareBuffer::getUsage ( ) const
inlineinherited

Returns the Usage flags with which this buffer was created.

Referenced by Ogre::VerticesRemapInfo::performIndexDataRemap().

◆ hasShadowBuffer()

bool Ogre::v1::HardwareBuffer::hasShadowBuffer ( ) const
inlineinherited

Returns whether this buffer has a system memory shadow for quicker reading.

Referenced by Ogre::VerticesRemapInfo::performIndexDataRemap().

◆ isLocked()

bool Ogre::v1::HardwareBuffer::isLocked ( ) const
inlineinherited

Returns whether or not this buffer is currently locked.

References Ogre::v1::HardwareBuffer::isLocked().

Referenced by Ogre::v1::HardwareBuffer::isLocked(), and Ogre::v1::HardwareBuffer::unlock().

◆ isSystemMemory()

bool Ogre::v1::HardwareBuffer::isSystemMemory ( ) const
inlineinherited

Returns whether this buffer is held in system memory.

◆ lock() [1/2]

void* Ogre::v1::HardwareBuffer::lock ( LockOptions  options)
inlineinherited

Lock the entire buffer for (potentially) reading / writing.

Parameters
optionsLocking options
Returns
Pointer to the locked memory

◆ lock() [2/2]

virtual void* Ogre::v1::HardwareBuffer::lock ( size_t  offset,
size_t  length,
LockOptions  options 
)
inlinevirtualinherited

◆ operator delete() [1/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

◆ operator delete() [2/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator delete() [3/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

◆ operator delete[]() [1/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

◆ operator delete[]() [2/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator new() [1/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

◆ operator new() [2/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

◆ operator new() [3/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

◆ operator new[]() [1/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

◆ operator new[]() [2/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

◆ readData()

void Ogre::v1::D3D11HardwareBuffer::readData ( size_t  offset,
size_t  length,
void *  pDest 
)
overridevirtual

◆ suppressHardwareUpdate()

void Ogre::v1::HardwareBuffer::suppressHardwareUpdate ( bool  suppress)
inlineinherited

Pass true to suppress hardware upload of shadow buffer changes.

◆ unlock()

virtual void Ogre::v1::HardwareBuffer::unlock ( )
inlinevirtualinherited

Releases the lock on this buffer.

Remarks
Locking and unlocking a buffer can, in some rare circumstances such as switching video modes whilst the buffer is locked, corrupt the contents of a buffer. This is pretty rare, but if it occurs, this method will throw an exception, meaning you must re-upload the data.
Note that using the 'read' and 'write' forms of updating the buffer does not suffer from this problem, so if you want to be 100% sure your data will not be lost, use the 'read' and 'write' forms instead.

Reimplemented in Ogre::v1::GL3PlusDefaultHardwareIndexBuffer, Ogre::v1::GL3PlusDefaultHardwareVertexBuffer, Ogre::v1::D3D11HardwareVertexBuffer, Ogre::v1::D3D11HardwareIndexBuffer, Ogre::v1::DefaultHardwareIndexBuffer, Ogre::v1::DefaultHardwareVertexBuffer, Ogre::v1::GLES2DefaultHardwareIndexBuffer, and Ogre::v1::GLES2DefaultHardwareVertexBuffer.

References Ogre::v1::HardwareBuffer::isLocked(), and Ogre::v1::HardwareBuffer::unlock().

Referenced by Ogre::v1::HardwareBuffer::copyData(), Ogre::v1::HardwareBuffer::unlock(), and Ogre::v1::HardwareBufferLockGuard::unlock().

◆ writeData()

void Ogre::v1::D3D11HardwareBuffer::writeData ( size_t  offset,
size_t  length,
const void *  pSource,
bool  discardWholeBuffer = false 
)
overridevirtual

The documentation for this class was generated from the following file: