OgreD3D11HardwareIndexBuffer.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) 2000-2013 Torus Knot Software Ltd
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28 #ifndef __D3D11HARDWAREINDEXBUFFER_H__
29 #define __D3D11HARDWAREINDEXBUFFER_H__
30 
31 #include "OgreD3D11Prerequisites.h"
33 
34 
35 namespace Ogre {
36 
37 
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:
47  D3D11HardwareIndexBuffer(HardwareBufferManagerBase* mgr, IndexType idxType, size_t numIndexes,
48  HardwareBuffer::Usage usage, D3D11Device & device, bool useSystemMem, bool useShadowBuffer);
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 * getD3DIndexBuffer(void) const;
69 
70 
71 
72 
73 
74  };
75 
76 
77 }
78 
79 
80 
81 #endif
82 
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.
ID3D11Buffer * getD3DIndexBuffer(void) const
Get the D3D-specific index buffer.
void unlock(void)
Releases the lock on this buffer.
void * lockImpl(size_t offset, size_t length, LockOptions options)
Internal implementation of lock()
bool releaseIfDefaultPool(void)
For dealing with lost devices - release the resource if in the default pool.
Specialisation of HardwareBuffer for vertex index buffers, still abstract.
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...
Base definition of a hardware buffer manager.
Base implementation of a D3D11 buffer, dealing with all the common aspects.
void unlockImpl(void)
Internal implementation of unlock()
Usage
Enums describing buffer usage; not mutually exclusive.
Abstract class defining common features of hardware buffers.
bool recreateIfDefaultPool(D3D11Device &device)
For dealing with lost devices - recreate the resource if in the default pool.
D3D11HardwareIndexBuffer(HardwareBufferManagerBase *mgr, IndexType idxType, size_t numIndexes, HardwareBuffer::Usage usage, D3D11Device &device, bool useSystemMem, bool useShadowBuffer)
LockOptions
Locking options.
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.

Copyright © 2012 Torus Knot Software Ltd
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Last modified Tue Mar 18 2014 19:15:24