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OGRE 1.12.10
Object-Oriented Graphics Rendering Engine
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Specialisation of HardwareVertexBuffer for D3D11. More...
#include <OgreD3D11HardwareVertexBuffer.h>
Public Member Functions | |
D3D11HardwareVertexBuffer (HardwareBufferManagerBase *mgr, size_t vertexSize, size_t numVertices, HardwareBuffer::Usage usage, D3D11Device &device, bool useShadowBuffer, bool streamOut) | |
~D3D11HardwareVertexBuffer () | |
void | copyData (HardwareBuffer &srcBuffer, size_t srcOffset, size_t dstOffset, size_t length, bool discardWholeBuffer=false) |
Copy data from another buffer into this one. | |
ID3D11Buffer * | getD3DVertexBuffer (void) const |
Get the D3D-specific vertex buffer. | |
bool | isLocked (void) const |
void * | lock (size_t offset, size_t length, LockOptions options) |
Lock the buffer for (potentially) reading / writing. | |
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. | |
void | unlock (void) |
Releases the lock on this buffer. | |
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. | |
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HardwareVertexBuffer (HardwareBufferManagerBase *mgr, size_t vertexSize, size_t numVertices, HardwareBuffer::Usage usage, bool useSystemMemory, bool useShadowBuffer) | |
Should be called by HardwareBufferManager. | |
~HardwareVertexBuffer () | |
size_t | getInstanceDataStepRate () const |
Get the number of instances to draw using the same per-instance data before advancing in the buffer by one element. | |
HardwareBufferManagerBase * | getManager () const |
Return the manager of this buffer, if any. | |
size_t | getNumVertices (void) const |
Get the number of vertices in this buffer. | |
size_t | getVertexSize (void) const |
Gets the size in bytes of a single vertex in this buffer. | |
bool | isInstanceData () const |
Get if this vertex buffer is an "instance data" buffer (per instance) | |
void | setInstanceDataStepRate (const size_t val) |
Set the number of instances to draw using the same per-instance data before advancing in the buffer by one element. | |
void | setIsInstanceData (const bool val) |
Set if this vertex buffer is an "instance data" buffer (per instance) | |
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HardwareBuffer (Usage usage, bool systemMemory, bool useShadowBuffer) | |
Constructor, to be called by HardwareBufferManager only. | |
virtual | ~HardwareBuffer () |
virtual void | _updateFromShadow (void) |
Updates the real buffer from the shadow buffer, if required. | |
virtual void | copyData (HardwareBuffer &srcBuffer) |
Copy all data from another buffer into this one. | |
size_t | getSizeInBytes (void) const |
Returns the size of this buffer in bytes. | |
Usage | getUsage (void) const |
Returns the Usage flags with which this buffer was created. | |
bool | hasShadowBuffer (void) const |
Returns whether this buffer has a system memory shadow for quicker reading. | |
bool | isLocked (void) const |
Returns whether or not this buffer is currently locked. | |
bool | isSystemMemory (void) const |
Returns whether this buffer is held in system memory. | |
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. | |
void | suppressHardwareUpdate (bool suppress) |
Pass true to suppress hardware upload of shadow buffer changes. | |
Additional Inherited Members | |
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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... | |
Specialisation of HardwareVertexBuffer for D3D11.
Ogre::D3D11HardwareVertexBuffer::D3D11HardwareVertexBuffer | ( | HardwareBufferManagerBase * | mgr, |
size_t | vertexSize, | ||
size_t | numVertices, | ||
HardwareBuffer::Usage | usage, | ||
D3D11Device & | device, | ||
bool | useShadowBuffer, | ||
bool | streamOut | ||
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Ogre::D3D11HardwareVertexBuffer::~D3D11HardwareVertexBuffer | ( | ) |
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virtual |
Lock the buffer for (potentially) reading / writing.
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 |
Reimplemented from Ogre::HardwareBuffer.
Releases the lock on this buffer.
Reimplemented from Ogre::HardwareBuffer.
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virtual |
Reads data from the buffer and places it in the memory pointed to by pDest.
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.
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virtual |
Writes data to the buffer from an area of system memory; note that you must ensure that your buffer is big enough.
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.
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virtual |
Copy data from another buffer into this one.
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.
ID3D11Buffer * Ogre::D3D11HardwareVertexBuffer::getD3DVertexBuffer | ( | void | ) | const |
Get the D3D-specific vertex buffer.