OGRE-Next  3.0.0
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 }
 
- Public Types inherited from Ogre::v1::HardwareBuffer
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...
 
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...
 
void readData (size_t offset, size_t length, void *pDest) override
 See HardwareBuffer. More...
 
void writeData (size_t offset, size_t length, const void *pSource, bool discardWholeBuffer=false) override
 See HardwareBuffer. More...
 
- Public Member Functions inherited from Ogre::v1::HardwareBuffer
 HardwareBuffer (Usage usage, bool systemMemory, bool useShadowBuffer)
 Constructor, to be called by HardwareBufferManager only. More...
 
virtual ~HardwareBuffer ()
 
virtual void copyData (HardwareBuffer &srcBuffer)
 Copy all data from another buffer into this one. 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 suppressHardwareUpdate (bool suppress)
 Pass true to suppress hardware upload of shadow buffer changes. More...
 
virtual void unlock ()
 Releases the lock on this buffer. More...
 

Detailed Description

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

Member Enumeration Documentation

◆ BufferType

Enumerator
VERTEX_BUFFER 
INDEX_BUFFER 

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()

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().

◆ readData()

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

◆ 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: