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Object-Oriented Graphics Rendering Engine
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OgreD3D11HardwareBuffer.h
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1 /*
2 -----------------------------------------------------------------------------
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) 2000-2014 Torus Knot Software Ltd
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28 #ifndef __D3D11HARDWAREBUFFER_H__
29 #define __D3D11HARDWAREBUFFER_H__
30 
31 #include "OgreD3D11Prerequisites.h"
32 #include "OgreHardwareBuffer.h"
33 
34 namespace Ogre {
35 
36 
41  {
42  public:
44  {
48  };
49  protected:
50  ID3D11Buffer* mlpD3DBuffer;
56  D3D11_BUFFER_DESC mDesc;
57 
58 
59 
61  void* lockImpl(size_t offset, size_t length, LockOptions options);
63  void unlockImpl(void);
64 
65  public:
66  D3D11HardwareBuffer(BufferType btype, size_t sizeBytes, HardwareBuffer::Usage usage,
67  D3D11Device & device, bool useSystemMem, bool useShadowBuffer, bool streamOut);
70  void readData(size_t offset, size_t length, void* pDest);
72  void writeData(size_t offset, size_t length, const void* pSource,
73  bool discardWholeBuffer = false);
75  void copyData(HardwareBuffer& srcBuffer, size_t srcOffset,
76  size_t dstOffset, size_t length, bool discardWholeBuffer = false);
77 
79  ID3D11Buffer* getD3DBuffer(void) { return mlpD3DBuffer; }
80  };
81 
82 
83 }
84 
85 
86 
87 #endif
88 
ID3D11Buffer * getD3DBuffer(void)
Get the D3D-specific buffer.
D3D11HardwareBuffer(BufferType btype, size_t sizeBytes, HardwareBuffer::Usage usage, D3D11Device &device, bool useSystemMem, bool useShadowBuffer, bool streamOut)
void unlockImpl(void)
See HardwareBuffer.
LockOptions
Locking options.
D3D11HardwareBuffer * mpTempStagingBuffer
void * lockImpl(size_t offset, size_t length, LockOptions options)
See HardwareBuffer.
void copyData(HardwareBuffer &srcBuffer, size_t srcOffset, size_t dstOffset, size_t length, bool discardWholeBuffer=false)
See HardwareBuffer.
Usage
Enums describing buffer usage; not mutually exclusive.
void readData(size_t offset, size_t length, void *pDest)
See HardwareBuffer.
void writeData(size_t offset, size_t length, const void *pSource, bool discardWholeBuffer=false)
See HardwareBuffer.
Abstract class defining common features of hardware buffers.
Base implementation of a D3D11 buffer, dealing with all the common aspects.