Specialisation of HardwareBuffer for D3D11.
More...
#include <OgreD3D11HardwareUniformBuffer.h>
|
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 = HBU_STATIC | HBU_WRITE_ONLY,
HBU_DYNAMIC_WRITE_ONLY = HBU_DYNAMIC | HBU_WRITE_ONLY,
HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE = HBU_DYNAMIC_WRITE_ONLY | HBU_DISCARDABLE
} |
| Enums describing buffer usage; not mutually exclusive. More...
|
|
|
| D3D11HardwareUniformBuffer (HardwareBufferManagerBase *mgr, size_t sizeBytes, HardwareBuffer::Usage usage, bool useShadowBuffer, const String &name, D3D11Device &device) |
|
| ~D3D11HardwareUniformBuffer () |
|
virtual void | _updateFromShadow (void) |
| 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) |
| Copy data from another buffer into this one. More...
|
|
virtual void | copyData (HardwareBuffer &srcBuffer) |
| Copy all data from another buffer into this one. More...
|
|
ID3D11Buffer * | getD3DConstantBuffer (void) const |
| Get the D3D-specific vertex buffer. More...
|
|
HardwareBufferManagerBase * | getManager () const |
| Return the manager of this buffer, if any. More...
|
|
const String & | getName () const |
|
size_t | getSizeInBytes (void) const |
| Returns the size of this buffer in bytes. More...
|
|
Usage | getUsage (void) const |
| Returns the Usage flags with which this buffer was created. More...
|
|
bool | hasShadowBuffer (void) const |
| Returns whether this buffer has a system memory shadow for quicker reading. More...
|
|
bool | isLocked (void) const |
|
bool | isSystemMemory (void) const |
| Returns whether this buffer is held in system memory. More...
|
|
void * | lock (size_t offset, size_t length, LockOptions options) |
| Lock the buffer for (potentially) reading / writing. More...
|
|
void * | lock (LockOptions options) |
|
void | readData (size_t offset, size_t length, void *pDest) |
| Reads data from the buffer and places it in the memory pointed to by pDest. More...
|
|
void | suppressHardwareUpdate (bool suppress) |
| Pass true to suppress hardware upload of shadow buffer changes. More...
|
|
void | unlock (void) |
| Releases the lock on this buffer. More...
|
|
void | writeData (size_t offset, size_t length, const void *pSource, bool discardWholeBuffer=false) |
| Writes data to the buffer from an area of system memory; note that you must ensure that your buffer is big enough. More...
|
|
Specialisation of HardwareBuffer for D3D11.
◆ 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.
This is the least optimal buffer setting.
|
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.
However, you may read from it’s shadow buffer if you set one up
|
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 This is the optimal buffer usage setting.
|
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 This means that you expect to replace the entire contents of the buffer on an extremely regular basis, most likely every frame.
By selecting this option, you free the system up from having to be concerned about losing the existing contents of the buffer at any time, because if it does lose them, you will be replacing them next frame anyway. On some platforms this can make a significant performance difference, so you should try to use this whenever you have a buffer you need to update regularly. Note that if you create a buffer this way, you should use the HBL_DISCARD flag when locking the contents of it for writing.
|
◆ LockOptions
Locking options.
Enumerator |
---|
HBL_NORMAL | Normal mode, ie allows read/write and contents are preserved.
This kind of lock allows reading and writing from the buffer - it’s also the least optimal because basically you’re telling the card you could be doing anything at all. If you’re not using a shadow buffer, it requires the buffer to be transferred from the card and back again. If you’re using a shadow buffer the effect is minimal.
|
HBL_DISCARD | Discards the entire buffer while locking.
This means you are happy for the card to discard the entire current contents of the buffer. Implicitly this means you are not going to read the data - it also means that the card can avoid any stalls if the buffer is currently being rendered from, because it will actually give you an entirely different one. Use this wherever possible when you are locking a buffer which was not created with a shadow buffer. If you are using a shadow buffer it matters less, although with a shadow buffer it’s preferable to lock the entire buffer at once, because that allows the shadow buffer to use HBL_DISCARD when it uploads the updated contents to the real buffer. 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.
This is only useful on buffers with no shadow buffer.
|
HBL_WRITE_ONLY | Lock the buffer for writing only.
|
◆ D3D11HardwareUniformBuffer()
◆ ~D3D11HardwareUniformBuffer()
Ogre::D3D11HardwareUniformBuffer::~D3D11HardwareUniformBuffer |
( |
| ) |
|
◆ lock() [1/2]
void* Ogre::D3D11HardwareUniformBuffer::lock |
( |
size_t |
offset, |
|
|
size_t |
length, |
|
|
LockOptions |
options |
|
) |
| |
|
virtual |
Lock the buffer for (potentially) reading / writing.
- Parameters
-
offset | The byte offset from the start of the buffer to lock |
length | The size of the area to lock, in bytes |
options | Locking options |
- Returns
- Pointer to the locked memory
Reimplemented from Ogre::HardwareBuffer.
◆ unlock()
void Ogre::D3D11HardwareUniformBuffer::unlock |
( |
void |
| ) |
|
|
virtual |
Releases the lock on this buffer.
- 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 from Ogre::HardwareBuffer.
◆ readData()
void Ogre::D3D11HardwareUniformBuffer::readData |
( |
size_t |
offset, |
|
|
size_t |
length, |
|
|
void * |
pDest |
|
) |
| |
|
virtual |
Reads data from the buffer and places it in the memory pointed to by pDest.
- Parameters
-
offset | The byte offset from the start of the buffer to read |
length | The size of the area to read, in bytes |
pDest | The area of memory in which to place the data, must be large enough to accommodate the data! |
Implements Ogre::HardwareBuffer.
◆ writeData()
void Ogre::D3D11HardwareUniformBuffer::writeData |
( |
size_t |
offset, |
|
|
size_t |
length, |
|
|
const void * |
pSource, |
|
|
bool |
discardWholeBuffer = false |
|
) |
| |
|
virtual |
Writes data to the buffer from an area of system memory; note that you must ensure that your buffer is big enough.
- Parameters
-
offset | The byte offset from the start of the buffer to start writing |
length | The size of the data to write to, in bytes |
pSource | The source of the data to be written |
discardWholeBuffer | If true, this allows the driver to discard the entire buffer when writing, such that DMA stalls can be avoided; use if you can. |
Implements Ogre::HardwareBuffer.
◆ copyData() [1/2]
void Ogre::D3D11HardwareUniformBuffer::copyData |
( |
HardwareBuffer & |
srcBuffer, |
|
|
size_t |
srcOffset, |
|
|
size_t |
dstOffset, |
|
|
size_t |
length, |
|
|
bool |
discardWholeBuffer = false |
|
) |
| |
|
virtual |
Copy data from another buffer into this one.
- Parameters
-
srcBuffer | The buffer from which to read the copied data |
srcOffset | Offset in the source buffer at which to start reading |
dstOffset | Offset in the destination buffer to start writing |
length | Length of the data to copy, in bytes. |
discardWholeBuffer | If true, will discard the entire contents of this buffer before copying |
Reimplemented from Ogre::HardwareBuffer.
◆ isLocked()
bool Ogre::D3D11HardwareUniformBuffer::isLocked |
( |
void |
| ) |
const |
◆ getD3DConstantBuffer()
ID3D11Buffer* Ogre::D3D11HardwareUniformBuffer::getD3DConstantBuffer |
( |
void |
| ) |
const |
Get the D3D-specific vertex buffer.
◆ lock() [2/2]
void* Ogre::HardwareBuffer::lock |
( |
LockOptions |
options | ) |
|
|
inlineinherited |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
◆ copyData() [2/2]
virtual void Ogre::HardwareBuffer::copyData |
( |
HardwareBuffer & |
srcBuffer | ) |
|
|
inlinevirtualinherited |
◆ _updateFromShadow()
virtual void Ogre::HardwareBuffer::_updateFromShadow |
( |
void |
| ) |
|
|
inlinevirtualinherited |
◆ getSizeInBytes()
size_t Ogre::HardwareBuffer::getSizeInBytes |
( |
void |
| ) |
const |
|
inlineinherited |
◆ getUsage()
Usage Ogre::HardwareBuffer::getUsage |
( |
void |
| ) |
const |
|
inlineinherited |
◆ isSystemMemory()
bool Ogre::HardwareBuffer::isSystemMemory |
( |
void |
| ) |
const |
|
inlineinherited |
Returns whether this buffer is held in system memory.
◆ hasShadowBuffer()
bool Ogre::HardwareBuffer::hasShadowBuffer |
( |
void |
| ) |
const |
|
inlineinherited |
◆ suppressHardwareUpdate()
void Ogre::HardwareBuffer::suppressHardwareUpdate |
( |
bool |
suppress | ) |
|
|
inlineinherited |
Pass true to suppress hardware upload of shadow buffer changes.
The documentation for this class was generated from the following file: