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/****************************************************************************
**
** 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<QT3DSU8> 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<QT3DSU8> 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<QT3DSU8> 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<QT3DSU8> 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<QT3DSU8> 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
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