コード例 #1
0
    void GLES2HardwareIndexBuffer::copyData(HardwareBuffer& srcBuffer, size_t srcOffset,
                                              size_t dstOffset, size_t length, bool discardWholeBuffer)
    {
        // If the buffer is not in system memory we can use ARB_copy_buffers to do an optimised copy.
        if (srcBuffer.isSystemMemory())
        {
            HardwareBuffer::copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
        }
        else
        {
            // Unbind the current buffer
            OGRE_CHECK_GL_ERROR(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));

            // Zero out this(destination) buffer
            OGRE_CHECK_GL_ERROR(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBufferId));
            OGRE_CHECK_GL_ERROR(glBufferData(GL_ELEMENT_ARRAY_BUFFER, length, 0, GLES2HardwareBufferManager::getGLUsage(mUsage)));
            OGRE_CHECK_GL_ERROR(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));

            // Do it the fast way.
            OGRE_CHECK_GL_ERROR(glBindBuffer(GL_COPY_READ_BUFFER, static_cast<GLES2HardwareIndexBuffer &>(srcBuffer).getGLBufferId()));
            OGRE_CHECK_GL_ERROR(glBindBuffer(GL_COPY_WRITE_BUFFER, mBufferId));

            OGRE_CHECK_GL_ERROR(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, dstOffset, length));

            OGRE_CHECK_GL_ERROR(glBindBuffer(GL_COPY_READ_BUFFER, 0));
            OGRE_CHECK_GL_ERROR(glBindBuffer(GL_COPY_WRITE_BUFFER, 0));
        }
    }
コード例 #2
0
	//---------------------------------------------------------------------
	void D3D11HardwareUniformBuffer::copyData(HardwareBuffer& srcBuffer, size_t srcOffset, 
		size_t dstOffset, size_t length, bool discardWholeBuffer)
	{
		// check if the other buffer is also a D3D11HardwareVertexBuffer
		if (srcBuffer.isSystemMemory())
		{
			// src is not a D3D11HardwareVertexBuffer - use default copy
			HardwareBuffer::copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
		}
		else
		{
			// src is a D3D11HardwareUniformBuffer use d3d11 optimized copy
			D3D11HardwareUniformBuffer& d3dBuf = static_cast<D3D11HardwareUniformBuffer&>(srcBuffer);
			mBufferImpl->copyData(*(d3dBuf.mBufferImpl), srcOffset, dstOffset, length, discardWholeBuffer);
		}
	}
コード例 #3
0
    void GL3PlusHardwareIndexBuffer::copyData(HardwareBuffer& srcBuffer, size_t srcOffset,
                                              size_t dstOffset, size_t length, bool discardWholeBuffer)
    {
        // If the buffer is not in system memory we can use ARB_copy_buffers to do an optimised copy.
        if (srcBuffer.isSystemMemory())
        {
            HardwareBuffer::copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
        }
        else
        {
            if(mUseShadowBuffer) {
                mShadowBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
            }

            mBuffer.copyData(static_cast<GL3PlusHardwareIndexBuffer&>(srcBuffer).getGLBufferId(),
                                         srcOffset, dstOffset, length, discardWholeBuffer);
        }
    }