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sp::video::Direct3D11RenderSystem Class Reference

Direct3D11 render system. This renderer supports Direct3D 11.0. More...

#include <spDirect3D11RenderSystem.hpp>

Inheritance diagram for sp::video::Direct3D11RenderSystem:
sp::video::RenderSystem

List of all members.

Classes

struct  SConstantBuffer2D

Public Member Functions

 Direct3D11RenderSystem ()
 ~Direct3D11RenderSystem ()
void setupConfiguration ()
io::stringc getRenderer () const
 Returns the renderer hardware (e.g. "NVIDIA GeForce 8800 GTX").
io::stringc getVersion () const
 Returns the renderer API version (e.g. "OpenGL 3.2" or "Direct3D9.0c").
io::stringc getVendor () const
 Returns the graphics hardware vendor (e.g. "NVIDIA Corporation" or "ATI Technologies Inc.").
io::stringc getShaderVersion () const
 Returns the shader version (e.g. "1.50 NVIDIA via Cg compiler" or "HLSL Shader Model 2").
s32 getMultitexCount () const
 Returns the count of maximal texture layers for the fixed-function-pipeline.
s32 getMaxAnisotropicFilter () const
 Returns the count of maximal anisotropic texture filter sampling.
s32 getMaxLightCount () const
 Returns the count of maximal light sources for the fixed-function-pipeline.
bool queryVideoSupport (const EVideoFeatureQueries Query) const
 Returns true if the specified feature is supported by the renderer.
void printWarning ()
void clearBuffers (const s32 ClearFlags=BUFFER_COLOR|BUFFER_DEPTH)
void setShadeMode (const EShadeModeTypes ShadeMode)
 Sets the shading mode for primitives (where primitives are points, lines and triangles).
void setClearColor (const color &Color)
void setColorMask (bool isRed, bool isGreen, bool isBlue, bool isAlpha=true)
 Enables or disables the color components which are to be written for rendering operations.
void setDepthMask (bool isDepth)
 Enables or disables the depth component which is to be written for rendering operations.
void setAntiAlias (bool isAntiAlias)
 Enables or disables anti-aliasing or multi-sampling.
bool setupMaterialStates (const MaterialStates *Material, bool Forced)
void bindTextureLayers (const TextureLayerListType &TexLayers)
 Binds all given texture layers.
void unbindTextureLayers (const TextureLayerListType &TexLayers)
 Unbinds all given texture layers.
void setupShaderClass (const scene::MaterialNode *Object, ShaderClass *ShaderObject)
 Configures the renderer with the specified shader class.
void updateMaterialStates (MaterialStates *Material, bool isClear=false)
 Updates the material states' references.
void updateLight (u32 LightID, const scene::ELightModels LightType, bool isVolumetric, const dim::vector3df &Direction, f32 SpotInnerConeAngle, f32 SpotOuterConeAngle, f32 AttenuationConstant, f32 AttenuationLinear, f32 AttenuationQuadratic)
void createVertexBuffer (void *&BufferID)
 Creates a new hardware vertex buffer.
void createIndexBuffer (void *&BufferID)
 Creates a new hardware index buffer.
void deleteVertexBuffer (void *&BufferID)
 Deletes the specified hardware vertex buffer.
void deleteIndexBuffer (void *&BufferID)
 Deletes the specified hardware index buffer.
void updateVertexBuffer (void *BufferID, const dim::UniversalBuffer &BufferData, const VertexFormat *Format, const EHWBufferUsage Usage)
 Updates the specified hardware vertex buffer by uploading the specified buffer data into VRAM.
void updateIndexBuffer (void *BufferID, const dim::UniversalBuffer &BufferData, const IndexFormat *Format, const EHWBufferUsage Usage)
 Updates the specified hardware index buffer by uploading the specified buffer data into VRAM.
void updateVertexBufferElement (void *BufferID, const dim::UniversalBuffer &BufferData, u32 Index)
 Updates the specified hardware vertex buffer only for the specified element.
void updateIndexBufferElement (void *BufferID, const dim::UniversalBuffer &BufferData, u32 Index)
 Updates the specified hardware index buffer only for the specified element.
void drawMeshBuffer (const MeshBuffer *MeshBuffer)
 Renders the given hardware mesh buffer.
void setRenderState (const video::ERenderStates Type, s32 State)
s32 getRenderState (const video::ERenderStates Type) const
 Returns the current render state.
void addDynamicLightSource (u32 LightID, scene::ELightModels Type, video::color &Diffuse, video::color &Ambient, video::color &Specular, f32 AttenuationConstant, f32 AttenuationLinear, f32 AttenuationQuadratic)
void setLightStatus (u32 LightID, bool Enable, bool UseAllRCs=false)
void setLightColor (u32 LightID, const video::color &Diffuse, const video::color &Ambient, const video::color &Specular, bool UseAllRCs)
void setFog (const EFogTypes Type)
void setFogColor (const video::color &Color)
 Sets the fog color.
void setFogRange (f32 Range, f32 NearPlane=1.0f, f32 FarPlane=1000.0f, const EFogModes Mode=FOG_PALE)
void setClipPlane (u32 Index, const dim::plane3df &Plane, bool Enable)
ShaderClasscreateShaderClass (VertexFormat *VertexInputLayout=0)
ShadercreateShader (ShaderClass *ShaderClassObj, const EShaderTypes Type, const EShaderVersions Version, const std::list< io::stringc > &ShaderBuffer, const io::stringc &EntryPoint="")
ShadercreateCgShader (ShaderClass *ShaderClassObj, const EShaderTypes Type, const EShaderVersions Version, const std::list< io::stringc > &ShaderBuffer, const io::stringc &EntryPoint="", const c8 **CompilerOptions=0)
void unbindShaders ()
 Unbinds (or rather disables) all shader types.
bool runComputeShader (Shader *ShaderObj, ComputeShaderIO *IOInterface, const dim::vector3di &GroupSize)
ComputeShaderIOcreateComputeShaderIO ()
void beginDrawing2D ()
void setBlending (const EBlendingTypes SourceBlend, const EBlendingTypes DestBlend)
void setClipping (bool Enable, const dim::point2di &Position, const dim::size2di &Dimension)
void setViewport (const dim::point2di &Position, const dim::size2di &Dimension)
bool setRenderTarget (Texture *Target)
void draw2DImage (const Texture *Tex, const dim::point2di &Position, const color &Color=color(255))
void draw2DImage (const Texture *Tex, const dim::rect2di &Position, const dim::rect2df &Clipping=dim::rect2df(0.0f, 0.0f, 1.0f, 1.0f), const color &Color=color(255))
TexturecreateTexture (const STextureCreationFlags &CreationFlags)
 Creates a new texture with the specified creation flags.
void updateModelviewMatrix ()
ID3D11Device * getDirect3DDevice () const

Friends

class Direct3D11ShaderClass
class Direct3D11Shader
class Direct3D11Texture
class Direct3D11ComputeShaderIO
class Direct3D11RenderContext
class Direct3D11ConstantBuffer
class D3D11HardwareBuffer
class VertexFormat

Detailed Description

Direct3D11 render system. This renderer supports Direct3D 11.0.


Constructor & Destructor Documentation

sp::video::Direct3D11RenderSystem::Direct3D11RenderSystem (  ) 
sp::video::Direct3D11RenderSystem::~Direct3D11RenderSystem (  ) 

Member Function Documentation

void sp::video::Direct3D11RenderSystem::addDynamicLightSource ( u32  LightID,
scene::ELightModels  Type,
video::color Diffuse,
video::color Ambient,
video::color Specular,
f32  AttenuationConstant,
f32  AttenuationLinear,
f32  AttenuationQuadratic 
) [virtual]

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::beginDrawing2D (  )  [virtual]

Configures the renderer to draw further in 2D.

Note:
Since version 3.2 this is no longer required to be called before drawing in 2D. The engine itself changes the mode from 2D to 3D and vice versa if necessary.
See also:
setRenderMode

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::bindTextureLayers ( const TextureLayerListType TexLayers  )  [virtual]

Binds all given texture layers.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::clearBuffers ( const s32  ClearFlags = BUFFER_COLOR|BUFFER_DEPTH  )  [virtual]

Clears the specified buffers.

Parameters:
ClearFlags,: Specifies which buffers are to be cleared. This can be a combination of the following types: BUFFER_COLOR (Color or pixel buffer), BUFFER_DEPTH (Depth or Z buffer), BUFFER_STENCIL (Stencil or mask buffer). If your 3D scene has a skybox or the background is not visible because of any other reason you can clear only the depth buffer to speed up your application (This is particular reasonable when using the software renderer).

Implements sp::video::RenderSystem.

Shader* sp::video::Direct3D11RenderSystem::createCgShader ( ShaderClass ShaderClassObj,
const EShaderTypes  Type,
const EShaderVersions  Version,
const std::list< io::stringc > &  ShaderBuffer,
const io::stringc EntryPoint = "",
const c8 **  CompilerOptions = 0 
) [virtual]

Creates a Cg shader.

Parameters:
CompilerOptions,: Specifies the compiler options. Invalid options may occur a runtime crash! So be careful with this option. Look at the Cg documentation to see the full list of supported compiler options. The last options in the array must be a null.
Returns:
Pointer to the new shader or null if the engine was not compiled with the Cg toolkit.

Reimplemented from sp::video::RenderSystem.

ComputeShaderIO* sp::video::Direct3D11RenderSystem::createComputeShaderIO (  )  [virtual]

Creates a new computer shader input/ouput interface. This is used to set data to and to get data from the GPU. Input- and output buffers are created with this interface.

Returns:
Pointer to a new ComputeShaderIO object.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::createIndexBuffer ( void *&  BufferID  )  [virtual]

Creates a new hardware index buffer.

Implements sp::video::RenderSystem.

Shader* sp::video::Direct3D11RenderSystem::createShader ( ShaderClass ShaderClassObj,
const EShaderTypes  Type,
const EShaderVersions  Version,
const std::list< io::stringc > &  ShaderBuffer,
const io::stringc EntryPoint = "" 
) [virtual]

Creates a shader with the specified buffer strings.

Parameters:
ShaderBuffer,: List of strings which specify the shader program lines.

Reimplemented from sp::video::RenderSystem.

ShaderClass* sp::video::Direct3D11RenderSystem::createShaderClass ( VertexFormat VertexInputLayout = 0  )  [virtual]

Creates a new shader class.

Parameters:
VertexInputLayout,: Specifies the vertex format which is used for the objects which will use this shader class. This needs only to be set for Direct3D11 but it's a good programming style to set it always.
Returns:
Pointer to a ShaderClass object.

Reimplemented from sp::video::RenderSystem.

Texture* sp::video::Direct3D11RenderSystem::createTexture ( const STextureCreationFlags CreationFlags  )  [virtual]

Creates a new texture with the specified creation flags.

Implements sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::createVertexBuffer ( void *&  BufferID  )  [virtual]

Creates a new hardware vertex buffer.

Implements sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::deleteIndexBuffer ( void *&  BufferID  )  [virtual]

Deletes the specified hardware index buffer.

Implements sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::deleteVertexBuffer ( void *&  BufferID  )  [virtual]

Deletes the specified hardware vertex buffer.

Implements sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::draw2DImage ( const Texture Tex,
const dim::rect2di Position,
const dim::rect2df Clipping = dim::rect2df(0.0f, 0.0f, 1.0f, 1.0f),
const color Color = color(255) 
) [virtual]

Draws a strechted and mapped 2D image.

Parameters:
Position,: 2D area in screen space. In this case the two parameters of rect2di ("Right" and "Bottom") specifie the size (width and height).
Clipping,: 2D mapping or clipping area. This specifies the texture coordinates for the quad.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::draw2DImage ( const Texture Tex,
const dim::point2di Position,
const color Color = color(255) 
) [virtual]

Draws a normal 2D image using the specified texture.

Parameters:
Tex,: Texture which is to be used. No settings are needed to be done to draw 2 dimensional with normal Texture objects.
Position,: 2D position in screen space where the image is to be drawn.
Color,: Color which the image shall get.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::drawMeshBuffer ( const MeshBuffer MeshBuffer  )  [virtual]

Renders the given hardware mesh buffer.

Implements sp::video::RenderSystem.

ID3D11Device* sp::video::Direct3D11RenderSystem::getDirect3DDevice (  )  const [inline]
s32 sp::video::Direct3D11RenderSystem::getMaxAnisotropicFilter (  )  const [virtual]

Returns the count of maximal anisotropic texture filter sampling.

Implements sp::video::RenderSystem.

s32 sp::video::Direct3D11RenderSystem::getMaxLightCount (  )  const [virtual]

Returns the count of maximal light sources for the fixed-function-pipeline.

Implements sp::video::RenderSystem.

s32 sp::video::Direct3D11RenderSystem::getMultitexCount (  )  const [virtual]

Returns the count of maximal texture layers for the fixed-function-pipeline.

Implements sp::video::RenderSystem.

io::stringc sp::video::Direct3D11RenderSystem::getRenderer (  )  const [virtual]

Returns the renderer hardware (e.g. "NVIDIA GeForce 8800 GTX").

Implements sp::video::RenderSystem.

s32 sp::video::Direct3D11RenderSystem::getRenderState ( const video::ERenderStates  Type  )  const [virtual]

Returns the current render state.

Implements sp::video::RenderSystem.

io::stringc sp::video::Direct3D11RenderSystem::getShaderVersion (  )  const [virtual]

Returns the shader version (e.g. "1.50 NVIDIA via Cg compiler" or "HLSL Shader Model 2").

Implements sp::video::RenderSystem.

io::stringc sp::video::Direct3D11RenderSystem::getVendor (  )  const [virtual]

Returns the graphics hardware vendor (e.g. "NVIDIA Corporation" or "ATI Technologies Inc.").

Implements sp::video::RenderSystem.

io::stringc sp::video::Direct3D11RenderSystem::getVersion (  )  const [virtual]

Returns the renderer API version (e.g. "OpenGL 3.2" or "Direct3D9.0c").

Implements sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::printWarning (  )  [virtual]

Reimplemented from sp::video::RenderSystem.

bool sp::video::Direct3D11RenderSystem::queryVideoSupport ( const EVideoFeatureQueries  Query  )  const [virtual]

Returns true if the specified feature is supported by the renderer.

Implements sp::video::RenderSystem.

bool sp::video::Direct3D11RenderSystem::runComputeShader ( Shader ShaderObj,
ComputeShaderIO IOInterface,
const dim::vector3di GroupSize 
) [virtual]

Runs a compute shader (Only available for Direct3D11).

Parameters:
ShaderObj,: Compute shader object which is to be executed.
OutputData,: Pointer to the memory where the output data is to be stored.
OutputDataSize,: Size of the memory in bytes.
GroupSize,: 3 dimensional group size. Minimal size is (1, 1, 1). For shader model 4.0 and 4.1 'GroupSize.Z' needs to be 1.
Returns:
True if the compute shader execution has been succeeded otherwise false.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setAntiAlias ( bool  isAntiAlias  )  [virtual]

Enables or disables anti-aliasing or multi-sampling.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setBlending ( const EBlendingTypes  SourceBlend,
const EBlendingTypes  DestBlend 
) [virtual]

Sets the blending mode. Before you have to enable blending by calling "setRenderState(RENDER_BLEND, true)."

Parameters:
SourceBlend,: Specifies the source pixel blending mode.
TargetBlend,: Specifies the target (or rather destination) pixel blending mode.
Note:
You can download the BlendingChart tool to have a visualization of all blending combinations.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setClearColor ( const color Color  )  [virtual]

Sets the color with which the color-buffer is to be cleared.

Note:
This affects every render context. So don't call this every frame when you have several render contexts!
See also:
RenderContext

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setClipping ( bool  Enable,
const dim::point2di Position,
const dim::size2di Size 
) [virtual]

Sets the clipping mode (or rather scissors).

Parameters:
Enable,: Specifies whether clipping is to be enabled or disabled.
Position,: Specifies the position (in screen space).
Size,: Specifies the size (in screen space).

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setClipPlane ( u32  Index,
const dim::plane3df Plane,
bool  Enable 
) [virtual]

Sets and enables or disables a clipping plane. These clipping-planes are additional clipping planes to the normal 6 view-frustum-clipping-planes. Normally 8 of those planes should be available.

Parameters:
Index,: Index number of the clipping plane.
Plane,: Plane which holds the plane equation.
Enable,: Specifies if the plane is shall be enabled or disabled. If false "Plane" can just be "dim::plane3df()".

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setColorMask ( bool  isRed,
bool  isGreen,
bool  isBlue,
bool  isAlpha = true 
) [virtual]

Enables or disables the color components which are to be written for rendering operations.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setDepthMask ( bool  Enable  )  [virtual]

Enables or disables the depth component which is to be written for rendering operations.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setFog ( const EFogTypes  Type  )  [virtual]

Sets the fog's type if used.

Parameters:
Type,: Type of the fog. If fog shall be disabled use (video::FOG_NONE).

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setFogColor ( const video::color Color  )  [virtual]

Sets the fog color.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setFogRange ( f32  Range,
f32  NearPlane = 1.0f,
f32  FarPlane = 1000.0f,
const EFogModes  Mode = FOG_PALE 
) [virtual]

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setLightColor ( u32  LightID,
const video::color Diffuse,
const video::color Ambient,
const video::color Specular,
bool  UseAllRCs 
) [virtual]

Sets the light color for the specified fixed-function light source.

Parameters:
[in] LightID Specifies the light's ID number (beginning with 0).
[in] Diffuse Specifies the diffuse light color. By default (200, 200, 200, 255).
[in] Ambient Specifies the ambient light color. By default (255, 255, 255, 255).
[in] Specular Specifies the specular light color. By default (0, 0, 0, 255).
[in] UseAllRCs Specifies whether all render-contexts are to be used or only the active one. By default only the active render context is affected.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setLightStatus ( u32  LightID,
bool  Enable,
bool  UseAllRCs = false 
) [virtual]

Enabled or disables the specified fixed-function light source.

Parameters:
[in] LightID Specifies the light's ID number (beginning with 0).
[in] Enable Specifies whether the light source is to be enabled or disabled.
[in] UseAllRCs Specifies whether all render-contexts are to be used or only the active one. By default only the active render context is affected.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setRenderState ( const video::ERenderStates  Type,
s32  State 
) [virtual]

Sets the render state manual. Can be used do enabled or disable effects directly.

Parameters:
[in] Type Specifies the render state which is to be changed (lighting, blending, fog effect etc.).
[in] State Specifies the new state (commonly TRUE/ FALSE or rather 1/ 0).
Note:
Since version 3.2 the engine itself changes the internal render mode. Thus when drawing a 2D primitive (such as a 2D image) and the render mode will be changed all your previously changed render states will be overwritten. Therefore you have to provide the next render mode, e.g. when you are drawing in 2D and you want to change a special render state do it this way:
        // Provide the next render mode
        spRenderer->setRenderMode(video::RENDERMODE_DRAWING_2D);
        
        // Store the previous render state
        const s32 PrevRenderState = spRenderer->getRenderState(video::RENDER_BLEND);
        
        // Set an individual render state
        spRenderer->setRenderState(video::RENDERSTATE_BLEND, false);
        
        // Draw the primitive
        spRenderer->draw2DImage(Img, 0);
        
        // Reset the render state
        spRenderer->setRenderState(video::RENDER_BLEND, PrevRenderState);
See also:
setRenderMode
ERenderStates

Implements sp::video::RenderSystem.

bool sp::video::Direct3D11RenderSystem::setRenderTarget ( Texture Target  )  [virtual]

Sets the render target.

Parameters:
Target,: Texture which is to be used as the new render target. If the render target shall be reset to the actual pixel-buffer set the render target to 0. When using a render target texture the texture needs be created to a render target (use "makeRenderTarget" from the Texture class).

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setShadeMode ( const EShadeModeTypes  ShadeMode  )  [virtual]

Sets the shading mode for primitives (where primitives are points, lines and triangles).

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setupConfiguration (  )  [virtual]
bool sp::video::Direct3D11RenderSystem::setupMaterialStates ( const MaterialStates Material,
bool  Forced 
) [virtual]

Configures the renderer with the specified material states.

Parameters:
[in] Material Pointer to the MaterialStates object.
[in] Forced Specifies whether the setup is to be forced or not. If true the material states will be updated guaranteed. Otherwise the render system checks if the material states are different to the previously set states.
Returns:
True if the new material states have changed. Otherwise there is no need for an update. This function always returns true if 'Forced' is set to true and 'Material' is not null.

Implements sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setupShaderClass ( const scene::MaterialNode Object,
ShaderClass ShaderObject 
) [virtual]

Configures the renderer with the specified shader class.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::setViewport ( const dim::point2di Position,
const dim::size2di Size 
) [virtual]

Sets the viewport. This is actually only used for 3D drawing. For 2D drawing you can use the "setClipping" function.

Parameters:
Position,: Specifies the position (in screen space).
Size,: Specifies the size (in screen space).

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::unbindShaders (  )  [virtual]

Unbinds (or rather disables) all shader types.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::unbindTextureLayers ( const TextureLayerListType TexLayers  )  [virtual]

Unbinds all given texture layers.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::updateIndexBuffer ( void *  BufferID,
const dim::UniversalBuffer BufferData,
const IndexFormat Format,
const EHWBufferUsage  Usage 
) [virtual]

Updates the specified hardware index buffer by uploading the specified buffer data into VRAM.

Implements sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::updateIndexBufferElement ( void *  BufferID,
const dim::UniversalBuffer BufferData,
u32  Index 
) [virtual]

Updates the specified hardware index buffer only for the specified element.

Implements sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::updateLight ( u32  LightID,
const scene::ELightModels  LightType,
bool  isVolumetric,
const dim::vector3df Direction,
f32  SpotInnerConeAngle,
f32  SpotOuterConeAngle,
f32  AttenuationConstant,
f32  AttenuationLinear,
f32  AttenuationQuadratic 
) [virtual]

Updates the light for the renderer

Todo:
Refactor this function!

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::updateMaterialStates ( MaterialStates Material,
bool  isClear = false 
) [virtual]

Updates the material states' references.

Reimplemented from sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::updateModelviewMatrix (  )  [virtual]
void sp::video::Direct3D11RenderSystem::updateVertexBuffer ( void *  BufferID,
const dim::UniversalBuffer BufferData,
const VertexFormat Format,
const EHWBufferUsage  Usage 
) [virtual]

Updates the specified hardware vertex buffer by uploading the specified buffer data into VRAM.

Implements sp::video::RenderSystem.

void sp::video::Direct3D11RenderSystem::updateVertexBufferElement ( void *  BufferID,
const dim::UniversalBuffer BufferData,
u32  Index 
) [virtual]

Updates the specified hardware vertex buffer only for the specified element.

Implements sp::video::RenderSystem.


Friends And Related Function Documentation

friend class D3D11HardwareBuffer [friend]
friend class Direct3D11ComputeShaderIO [friend]
friend class Direct3D11ConstantBuffer [friend]
friend class Direct3D11RenderContext [friend]
friend class Direct3D11Shader [friend]
friend class Direct3D11ShaderClass [friend]
friend class Direct3D11Texture [friend]
friend class VertexFormat [friend]

Reimplemented from sp::video::RenderSystem.


The documentation for this class was generated from the following file:
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