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Object-Oriented Graphics Rendering Engine
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OgreD3D11HardwareUniformBuffer.h
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1 /*
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3 This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2011 Torus Knot Software Ltd
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28 #ifndef __D3D11HARDWAREUNIFORMVERTEXBUFFER_H__
29 #define __D3D11HARDWAREUNIFORMVERTEXBUFFER_H__
30 
31 #include "OgreD3D11Prerequisites.h"
33 #include "OgreGpuProgramParams.h"
34 
35 namespace Ogre {
36 
39  {
40  protected:
42  // have to implement these, but do nothing as overridden lock/unlock
43  void* lockImpl(size_t offset, size_t length, LockOptions options) {return 0;}
44  void unlockImpl(void) {}
45 
46  public:
48  bool useShadowBuffer, const String& name, D3D11Device & device);
50 
51  // override all data-gathering methods
52  void* lock(size_t offset, size_t length, LockOptions options);
53  void unlock(void);
54  void readData(size_t offset, size_t length, void* pDest);
55  void writeData(size_t offset, size_t length, const void* pSource,
56  bool discardWholeBuffer = false);
57 
58  void copyData(HardwareBuffer& srcBuffer, size_t srcOffset,
59  size_t dstOffset, size_t length, bool discardWholeBuffer = false);
60  bool isLocked(void) const;
61 
63  bool releaseIfDefaultPool(void);
65  bool recreateIfDefaultPool(D3D11Device & device);
66 
68  ID3D11Buffer * getD3DConstantBuffer(void) const;
69  };
70 
71 }
72 #endif
73 
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.
bool releaseIfDefaultPool(void)
For dealing with lost devices - release the resource if in the default pool.
Specialisation of HardwareBuffer for D3D11.
void * lockImpl(size_t offset, size_t length, LockOptions options)
Internal implementation of lock()
void copyData(HardwareBuffer &srcBuffer, size_t srcOffset, size_t dstOffset, size_t length, bool discardWholeBuffer=false)
Copy data from another buffer into this one.
void * lock(size_t offset, size_t length, LockOptions options)
Lock the buffer for (potentially) reading / writing.
LockOptions
Locking options.
Base definition of a hardware buffer manager.
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 i...
Specialisation of HardwareBuffer for a uniform buffer.
Usage
Enums describing buffer usage; not mutually exclusive.
D3D11HardwareUniformBuffer(HardwareBufferManagerBase *mgr, size_t sizeBytes, HardwareBuffer::Usage usage, bool useShadowBuffer, const String &name, D3D11Device &device)
ID3D11Buffer * getD3DConstantBuffer(void) const
Get the D3D-specific vertex buffer.
bool recreateIfDefaultPool(D3D11Device &device)
For dealing with lost devices - recreate the resource if in the default pool.
Abstract class defining common features of hardware buffers.
Base implementation of a D3D11 buffer, dealing with all the common aspects.
_StringBase String
void unlock(void)
Releases the lock on this buffer.
void unlockImpl(void)
Internal implementation of unlock()