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/
6 
7 Copyright (c) 2000-2011 Torus Knot Software Ltd
8 
9 Permission is hereby granted, free of charge, to any person obtaining a copy
10 of this software and associated documentation files (the "Software"), to deal
11 in the Software without restriction, including without limitation the rights
12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13 copies of the Software, and to permit persons to whom the Software is
14 furnished to do so, subject to the following conditions:
15 
16 The above copyright notice and this permission notice shall be included in
17 all copies or substantial portions of the Software.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25 THE SOFTWARE.
26 -----------------------------------------------------------------------------
27 */
28 #ifndef __D3D11HARDWAREUNIFORMVERTEXBUFFER_H__
29 #define __D3D11HARDWAREUNIFORMVERTEXBUFFER_H__
30 
31 #include "OgreD3D11Prerequisites.h"
32 #include "OgreHardwareUniformBuffer.h"
33 #include "OgreGpuProgramParams.h"
34 
35 namespace Ogre {
36 
37 	/// Specialisation of HardwareBuffer for D3D11
38 	class D3D11HardwareUniformBuffer : public HardwareUniformBuffer
39 	{
40 	protected:
41 		D3D11HardwareBuffer* mBufferImpl;
42 		// have to implement these, but do nothing as overridden lock/unlock
lockImpl(size_t offset,size_t length,LockOptions options)43 		void* lockImpl(size_t offset, size_t length, LockOptions options) {return 0;}
unlockImpl(void)44 		void unlockImpl(void) {}
45 
46 	public:
47 		D3D11HardwareUniformBuffer(HardwareBufferManagerBase* mgr, size_t sizeBytes, HardwareBuffer::Usage usage,
48 									bool useShadowBuffer, const String& name, D3D11Device & device);
49 		~D3D11HardwareUniformBuffer();
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 
62 		/// For dealing with lost devices - release the resource if in the default pool
63 		bool releaseIfDefaultPool(void);
64 		/// For dealing with lost devices - recreate the resource if in the default pool
65 		bool recreateIfDefaultPool(D3D11Device & device);
66 
67 		/// Get the D3D-specific vertex buffer
68 		ID3D11Buffer * getD3DConstantBuffer(void) const;
69 	};
70 
71 }
72 #endif
73 
74