/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #ifndef QT3DS_RENDER_DATA_BUFFER_H #define QT3DS_RENDER_DATA_BUFFER_H #include "foundation/Qt3DSRefCounted.h" #include "foundation/Qt3DSFoundation.h" #include "foundation/Qt3DSBroadcastingAllocator.h" #include "foundation/Qt3DSAtomic.h" #include "render/Qt3DSRenderBaseTypes.h" #include "render/backends/Qt3DSRenderBackend.h" namespace qt3ds { class NVFoundationBase; } namespace qt3ds { namespace render { // forward declaration class NVRenderContextImpl; class NVRenderBackend; ///< Base class class NVRenderDataBuffer : public NVRefCounted, public NVRenderImplemented { protected: NVRenderContextImpl &m_Context; ///< pointer to context NVFoundationBase &m_Foundation; ///< pointer to foundation volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation NVRenderBackend *m_Backend; ///< pointer to backend NVRenderBufferUsageType::Enum m_UsageType; ///< usage type NVRenderBufferBindFlags m_BindFlags; ///< bind flags NVDataRef m_BufferData; ///< buffer data pointer QT3DSU32 m_BufferCapacity; ///< size of internal backup buffer (m_BufferData) size_t m_BufferSize; ///< size of buffer bool m_OwnsData; ///< true when we own m_BufferData bool m_Mapped; ///< true when locked for reading or writing to m_BufferData NVRenderBackend::NVRenderBackendBufferObject m_BufferHandle; ///< opaque backend handle public: /** * @brief constructor * * @param[in] context Pointer to context * @param[in] size Size of the buffer * @param[in] bindFlags Where to binf this buffer (e.g. vertex, index, ...) * For OpenGL this should be a single *value * @param[in] usage Usage of the buffer (e.g. static, dynamic...) * @param[in] data A pointer to the buffer data that is allocated by the *application. * * @return No return. */ NVRenderDataBuffer(NVRenderContextImpl &context, NVFoundationBase &fnd, size_t size, NVRenderBufferBindFlags bindFlags, NVRenderBufferUsageType::Enum usageType, NVDataRef data); virtual ~NVRenderDataBuffer(); // define refcount functions QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE_OVERRIDE(m_Foundation) /** * @brief Get Buffer usage type * * @return Return usage tyoe */ virtual NVRenderBufferUsageType::Enum GetBufferUsageType() const { return m_UsageType; } /** * @brief Get Buffer usage type * Should be overwritten * * @return Return usage tyoe */ virtual NVRenderBufferBindFlags GetBufferBindings() const { return m_BindFlags; } /** * @brief Return buffer size in byte * * @return Return size */ virtual QT3DSU32 Size() { return (QT3DSU32)m_BufferSize; } /** * @brief Get a pointer to the foundation * * @return pointer to foundation */ NVFoundationBase &GetFoundation() { return m_Foundation; } /** * @brief bind the buffer bypasses the context state * * @return no return. */ virtual void Bind() = 0; /** * @brief Map the buffer * Mapped buffers cannot be used for rendering * * @return Return mapped pointer to data */ virtual NVDataRef MapBuffer(); /** * @brief Map a range of a buffer * Mapped buffers cannot be used for rendering * * @param[in] offset Offset in bytes into the buffer * @param[in] size Range in bytes to map * @param[in] flags Buffer access flags * * @return Return mapped pointer to data */ virtual NVDataRef MapBufferRange(size_t offset, size_t size, NVRenderBufferAccessFlags flags); /** * @brief Unmap the buffer * This updates the data to the hardware * * @return no return */ virtual void UnmapBuffer(); /** * @brief constructor * * @param[in] data A pointer to the buffer data that is allocated by the * application. * @param[in] ownsMemory If true data will be owned by this object and can therefore be * released * * @return No return. */ virtual void UpdateBuffer(NVConstDataRef data, bool ownsMemory = false); /** * @brief get the backend object handle * * @return the backend object handle. */ virtual NVRenderBackend::NVRenderBackendBufferObject GetBuffertHandle() const = 0; // this will be obsolete const void *GetImplementationHandle() const override = 0; private: void releaseMemory(); }; } } #endif