OGRE  1.12.8
Object-Oriented Graphics Rendering Engine
Ogre::D3D11HardwareIndexBuffer Class Reference

#include <OgreD3D11HardwareIndexBuffer.h>

+ Inheritance diagram for Ogre::D3D11HardwareIndexBuffer:

Public Member Functions

 D3D11HardwareIndexBuffer (HardwareBufferManagerBase *mgr, IndexType idxType, size_t numIndexes, HardwareBuffer::Usage usage, D3D11Device &device, bool useSystemMem, bool useShadowBuffer)
 
 ~D3D11HardwareIndexBuffer ()
 
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...
 
ID3D11Buffer * getD3DIndexBuffer (void) const
 Get the D3D-specific index buffer. More...
 
bool isLocked (void) const
 
void * lock (size_t offset, size_t length, LockOptions options)
 Lock the buffer for (potentially) reading / writing. More...
 
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 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...
 
- Public Member Functions inherited from Ogre::HardwareIndexBuffer
 HardwareIndexBuffer (HardwareBufferManagerBase *mgr, IndexType idxType, size_t numIndexes, HardwareBuffer::Usage usage, bool useSystemMemory, bool useShadowBuffer)
 Should be called by HardwareBufferManager. More...
 
 ~HardwareIndexBuffer ()
 
size_t getIndexSize (void) const
 Get the size in bytes of each index. More...
 
HardwareBufferManagerBasegetManager () const
 Return the manager of this buffer, if any. More...
 
size_t getNumIndexes (void) const
 Get the number of indexes in this buffer. More...
 
IndexType getType (void) const
 Get the type of indexes used in this buffer. More...
 
- Public Member Functions inherited from Ogre::HardwareBuffer
 HardwareBuffer (Usage usage, bool systemMemory, bool useShadowBuffer)
 Constructor, to be called by HardwareBufferManager only. More...
 
virtual ~HardwareBuffer ()
 
virtual void _updateFromShadow (void)
 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...
 
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
 Returns whether or not this buffer is currently locked. More...
 
bool isSystemMemory (void) const
 Returns whether this buffer is held in system memory. More...
 
void * lock (LockOptions options)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void suppressHardwareUpdate (bool suppress)
 Pass true to suppress hardware upload of shadow buffer changes. More...
 

Additional Inherited Members

- Public Types inherited from Ogre::HardwareIndexBuffer
enum  IndexType { IT_16BIT, IT_32BIT }
 
- Public Types inherited from Ogre::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 = 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...
 

Constructor & Destructor Documentation

◆ D3D11HardwareIndexBuffer()

Ogre::D3D11HardwareIndexBuffer::D3D11HardwareIndexBuffer ( HardwareBufferManagerBase mgr,
IndexType  idxType,
size_t  numIndexes,
HardwareBuffer::Usage  usage,
D3D11Device device,
bool  useSystemMem,
bool  useShadowBuffer 
)

◆ ~D3D11HardwareIndexBuffer()

Ogre::D3D11HardwareIndexBuffer::~D3D11HardwareIndexBuffer ( )

Member Function Documentation

◆ lock()

void* Ogre::D3D11HardwareIndexBuffer::lock ( size_t  offset,
size_t  length,
LockOptions  options 
)
virtual

Lock the buffer for (potentially) reading / writing.

Parameters
offsetThe byte offset from the start of the buffer to lock
lengthThe size of the area to lock, in bytes
optionsLocking options
Returns
Pointer to the locked memory

Reimplemented from Ogre::HardwareBuffer.

◆ unlock()

void Ogre::D3D11HardwareIndexBuffer::unlock ( void  )
virtual

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 from Ogre::HardwareBuffer.

◆ readData()

void Ogre::D3D11HardwareIndexBuffer::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
offsetThe byte offset from the start of the buffer to read
lengthThe size of the area to read, in bytes
pDestThe area of memory in which to place the data, must be large enough to accommodate the data!

Implements Ogre::HardwareBuffer.

◆ writeData()

void Ogre::D3D11HardwareIndexBuffer::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
offsetThe byte offset from the start of the buffer to start writing
lengthThe size of the data to write to, in bytes
pSourceThe source of the data to be written
discardWholeBufferIf 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()

void Ogre::D3D11HardwareIndexBuffer::copyData ( HardwareBuffer srcBuffer,
size_t  srcOffset,
size_t  dstOffset,
size_t  length,
bool  discardWholeBuffer = false 
)
virtual

Copy data from another buffer into this one.

Remarks
Note that the source buffer must not be created with the usage HBU_WRITE_ONLY otherwise this will fail.
Parameters
srcBufferThe buffer from which to read the copied data
srcOffsetOffset in the source buffer at which to start reading
dstOffsetOffset in the destination buffer to start writing
lengthLength of the data to copy, in bytes.
discardWholeBufferIf true, will discard the entire contents of this buffer before copying

Reimplemented from Ogre::HardwareBuffer.

◆ isLocked()

bool Ogre::D3D11HardwareIndexBuffer::isLocked ( void  ) const

◆ getD3DIndexBuffer()

ID3D11Buffer* Ogre::D3D11HardwareIndexBuffer::getD3DIndexBuffer ( void  ) const

Get the D3D-specific index buffer.


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