/**************************************************************************** ** ** 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_QT3DS_RENDER_DRAW_INDIRECT_BUFFER_H #define QT3DS_RENDER_QT3DS_RENDER_DRAW_INDIRECT_BUFFER_H #include "foundation/Qt3DSOption.h" #include "foundation/Utils.h" #include "foundation/StringTable.h" #include "render/Qt3DSRenderDataBuffer.h" namespace qt3ds { namespace render { using namespace foundation; // forward declaration class NVRenderContextImpl; struct DrawArraysIndirectCommand { QT3DSU32 count; QT3DSU32 primCount; QT3DSU32 first; QT3DSU32 baseInstance; }; struct DrawElementsIndirectCommand { QT3DSU32 count; QT3DSU32 primCount; QT3DSU32 firstIndex; QT3DSU32 baseVertex; QT3DSU32 baseInstance; }; ///< Constant (uniform) buffer representation class NVRenderDrawIndirectBuffer : public NVRenderDataBuffer { public: /** * @brief constructor * * @param[in] context Pointer to context * @param[in] size Size of the buffer * @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. */ NVRenderDrawIndirectBuffer(NVRenderContextImpl &context, size_t size, NVRenderBufferUsageType::Enum usageType, NVDataRef data); ///< destructor virtual ~NVRenderDrawIndirectBuffer(); /** * @brief bind the buffer bypasses the context state * * @return no return. */ void Bind() override; /** * @brief update the buffer to hardware * * @return no return. */ virtual void Update(); /** * @brief update a piece of memory directly within the storage buffer * * Note: When you use this function you should know what you are doing. * The memory layout within C++ must exactly match the memory layout in the *shader. * We use std140 (430) layout which guarantees a specific layout behavior across *all HW vendors. * How the memory layout is computed can be found in the GL spec. * * @param[in] offset offset into storage buffer * @param[in] data pointer to data * * @return no return */ void UpdateData(QT3DSI32 offset, NVDataRef data); /** * @brief get the backend object handle * * @return the backend object handle. */ NVRenderBackend::NVRenderBackendBufferObject GetBuffertHandle() const override { return m_BufferHandle; } // this will be obsolete const void *GetImplementationHandle() const override { return reinterpret_cast(m_BufferHandle); } /** * @brief create a NVRenderDrawIndirectBuffer object * * @param[in] context Pointer to context * @param[in] size Size of the buffer * @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 the buffer object or NULL */ static NVRenderDrawIndirectBuffer *Create(NVRenderContextImpl &context, NVRenderBufferUsageType::Enum usageType, size_t size, NVConstDataRef bufferData); private: bool m_Dirty; ///< true if buffer is dirty }; } } #endif