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| D3D11BufferInterfaceBase (size_t vboPoolIdx, ID3D11Buffer *d3dBuffer) |
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| ~D3D11BufferInterfaceBase () override |
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void | _ensureDelayedImmutableBuffersAreReady () override |
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void | copyTo (BufferInterface *dstBuffer, size_t dstOffsetBytes, size_t srcOffsetBytes, size_t sizeBytes) override |
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ID3D11Buffer * | getVboName () const |
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size_t | getVboPoolIndex () |
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| BufferInterface () |
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virtual | ~BufferInterface () |
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virtual void | _notifyBuffer (BufferPacked *buffer) |
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virtual void | advanceFrame ()=0 |
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BufferPacked * | getBufferPacked () |
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virtual void *RESTRICT_ALIAS_RETURN | map (size_t elementStart, size_t elementCount, MappingState prevMappingState, bool advanceFrame=true)=0 |
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virtual void | regressFrame ()=0 |
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virtual void | unmap (UnmapOptions unmapOption, size_t flushStartElem=0, size_t flushSizeElem=0)=0 |
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void | upload (const void *data, size_t elementStart, size_t elementCount) |
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For D3D11, most (if not all) buffers, can be treated with the same code.
Hence most equivalent functionality is encapsulated here.