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| VulkanHardwareBufferManager (VulkanDevice *device) |
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virtual | ~VulkanHardwareBufferManager () |
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void | _notifyDeviceStalled (void) |
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HardwareIndexBufferSharedPtr | createIndexBuffer (HardwareIndexBuffer::IndexType itype, size_t numIndexes, HardwareBuffer::Usage usage, bool useShadowBuffer) override |
| Create a hardware index buffer. More...
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HardwareBufferPtr | createUniformBuffer (size_t sizeBytes, HardwareBufferUsage usage=HBU_CPU_TO_GPU, bool useShadowBuffer=false) override |
| Create uniform buffer. More...
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HardwareVertexBufferSharedPtr | createVertexBuffer (size_t vertexSize, size_t numVerts, HardwareBuffer::Usage usage, bool useShadowBuffer) override |
| Create a hardware vertex buffer. More...
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| HardwareBufferManager () |
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| ~HardwareBufferManager () |
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| HardwareBufferManagerBase () |
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virtual | ~HardwareBufferManagerBase () |
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void | _forceReleaseBufferCopies (const HardwareVertexBufferSharedPtr &sourceBuffer) |
| Internal method that forces the release of copies of a given buffer. More...
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void | _forceReleaseBufferCopies (HardwareVertexBuffer *sourceBuffer) |
| Internal method that forces the release of copies of a given buffer. More...
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void | _freeUnusedBufferCopies (void) |
| Free all unused vertex buffer copies. More...
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void | _notifyVertexBufferDestroyed (HardwareVertexBuffer *buf) |
| Notification that a hardware vertex buffer has been destroyed. More...
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void | _releaseBufferCopies (bool forceFreeUnused=false) |
| Internal method for releasing all temporary buffers which have been allocated using BLT_AUTOMATIC_RELEASE; is called by OGRE. More...
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HardwareVertexBufferSharedPtr | allocateVertexBufferCopy (const HardwareVertexBufferSharedPtr &sourceBuffer, BufferLicenseType licenseType, HardwareBufferLicensee *licensee, bool copyData=false) |
| Allocates a copy of a given vertex buffer. More...
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virtual RenderToVertexBufferSharedPtr | createRenderToVertexBuffer () |
| Create a render to vertex buffer. More...
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VertexBufferBinding * | createVertexBufferBinding (void) |
| Creates a new VertexBufferBinding. More...
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VertexDeclaration * | createVertexDeclaration (void) |
| Creates a new vertex declaration. More...
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void | destroyVertexBufferBinding (VertexBufferBinding *binding) |
| Destroys a VertexBufferBinding. More...
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void | destroyVertexDeclaration (VertexDeclaration *decl) |
| Destroys a vertex declaration. More...
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virtual void | registerVertexBufferSourceAndCopy (const HardwareVertexBufferSharedPtr &sourceBuffer, const HardwareVertexBufferSharedPtr ©) |
| Registers a vertex buffer as a copy of another. More...
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void | releaseVertexBufferCopy (const HardwareVertexBufferSharedPtr &bufferCopy) |
| Manually release a vertex buffer copy for others to subsequently use. More...
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void | touchVertexBufferCopy (const HardwareVertexBufferSharedPtr &bufferCopy) |
| Tell engine that the vertex buffer copy intent to reuse. More...
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| Singleton (void) |
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| ~Singleton (void) |
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Create a hardware vertex buffer.
This method creates a new vertex buffer; this will act as a source of geometry data for rendering objects. Note that because the meaning of the contents of the vertex buffer depends on the usage, this method does not specify a vertex format; the user of this buffer can actually insert whatever data they wish, in any format. However, in order to use this with a RenderOperation, the data in this vertex buffer will have to be associated with a semantic element of the rendering pipeline, e.g. a position, or texture coordinates. This is done using the VertexDeclaration class, which itself contains VertexElement structures referring to the source data. Note that because vertex buffers can be shared, they are reference counted so you do not need to worry about destroying them this will be done automatically.
- Parameters
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vertexSize | The size in bytes of each vertex in this buffer; you must calculate this based on the kind of data you expect to populate this buffer with. |
numVerts | The number of vertices in this buffer. |
usage | One or more members of the HardwareBufferUsage enumeration; you are strongly advised to use HBU_GPU_ONLY wherever possible, if you need to update regularly, consider HBU_CPU_TO_GPU or useShadowBuffer=true. |
useShadowBuffer | If set to true , this buffer will be 'shadowed' by one stored in system memory rather than GPU memory. See Shadow Buffers. |
Implements Ogre::HardwareBufferManagerBase.