OGRE  1.12.9
Object-Oriented Graphics Rendering Engine
Ogre::D3D11HardwareUniformBuffer Class Reference

Specialisation of HardwareBuffer for D3D11. More...

#include <OgreD3D11HardwareUniformBuffer.h>

+ Inheritance diagram for Ogre::D3D11HardwareUniformBuffer:

Public Member Functions

 D3D11HardwareUniformBuffer (HardwareBufferManagerBase *mgr, size_t sizeBytes, HardwareBuffer::Usage usage, bool useShadowBuffer, const String &name, D3D11Device &device)
 
 ~D3D11HardwareUniformBuffer ()
 
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 * getD3DConstantBuffer (void) const
 Get the D3D-specific vertex 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::HardwareUniformBuffer
 HardwareUniformBuffer (HardwareBufferManagerBase *mgr, size_t sizeBytes, HardwareBuffer::Usage usage, bool useShadowBuffer=false, const String &name="")
 Should be called by HardwareBufferManager. More...
 
 ~HardwareUniformBuffer ()
 
HardwareBufferManagerBasegetManager () const
 
const StringgetName () const
 
- 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::HardwareBuffer
enum  LockOptions {
  HBL_NORMAL, HBL_DISCARD, HBL_READ_ONLY, HBL_NO_OVERWRITE,
  HBL_WRITE_ONLY
}
 Locking options. More...
 
typedef int Usage
 
enum  UsageEnum {
  HBU_STATIC = HBU_GPU_TO_CPU, HBU_DYNAMIC = HBU_CPU_ONLY, HBU_WRITE_ONLY = HBU_DETAIL_WRITE_ONLY, HBU_DISCARDABLE = 8,
  HBU_STATIC_WRITE_ONLY = HBU_GPU_ONLY, HBU_DYNAMIC_WRITE_ONLY = HBU_CPU_TO_GPU, HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE = HBU_CPU_TO_GPU
}
 Rather use HardwareBufferUsage. More...
 

Detailed Description

Specialisation of HardwareBuffer for D3D11.

Constructor & Destructor Documentation

◆ D3D11HardwareUniformBuffer()

Ogre::D3D11HardwareUniformBuffer::D3D11HardwareUniformBuffer ( HardwareBufferManagerBase mgr,
size_t  sizeBytes,
HardwareBuffer::Usage  usage,
bool  useShadowBuffer,
const String name,
D3D11Device device 
)

◆ ~D3D11HardwareUniformBuffer()

Ogre::D3D11HardwareUniformBuffer::~D3D11HardwareUniformBuffer ( )

Member Function Documentation

◆ lock()

void* Ogre::D3D11HardwareUniformBuffer::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::D3D11HardwareUniformBuffer::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::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
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::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
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::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.

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::D3D11HardwareUniformBuffer::isLocked ( void  ) const

◆ getD3DConstantBuffer()

ID3D11Buffer* Ogre::D3D11HardwareUniformBuffer::getD3DConstantBuffer ( void  ) const

Get the D3D-specific vertex buffer.


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