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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.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "render/Qt3DSRenderStorageBuffer.h"
#include "render/Qt3DSRenderContext.h"
#include "render/Qt3DSRenderShaderProgram.h"
namespace qt3ds {
namespace render {
NVRenderStorageBuffer::NVRenderStorageBuffer(NVRenderContextImpl &context,
CRegisteredString bufferName, size_t size,
NVRenderBufferUsageType::Enum usageType,
NVDataRef<QT3DSU8> data, NVRenderDataBuffer *pBuffer)
: NVRenderDataBuffer(context, context.GetFoundation(), size,
NVRenderBufferBindValues::Storage, usageType, data)
, m_Name(bufferName)
, m_WrappedBuffer(pBuffer)
, m_Dirty(true)
{
QT3DS_ASSERT(context.IsStorageBufferSupported());
if (pBuffer)
pBuffer->addRef();
}
NVRenderStorageBuffer::~NVRenderStorageBuffer()
{
if (m_WrappedBuffer)
m_WrappedBuffer->release();
m_Context.BufferDestroyed(*this);
}
void NVRenderStorageBuffer::Bind()
{
if (m_Mapped) {
qCCritical(INVALID_OPERATION, "Attempting to Bind a locked buffer");
QT3DS_ASSERT(false);
}
if (m_WrappedBuffer)
m_WrappedBuffer->Bind();
else
m_Backend->BindBuffer(m_BufferHandle, m_BindFlags);
}
void NVRenderStorageBuffer::BindToShaderProgram(QT3DSU32 index)
{
m_Backend->ProgramSetStorageBuffer(
index, (m_WrappedBuffer) ? m_WrappedBuffer->GetBuffertHandle() : m_BufferHandle);
}
void NVRenderStorageBuffer::Update()
{
// we only update the buffer if it is dirty and we actually have some data
if (m_Dirty && m_BufferData.size()) {
m_Backend->UpdateBuffer(m_BufferHandle, m_BindFlags, m_BufferData.size(), m_UsageType,
m_BufferData.begin());
m_Dirty = false;
}
}
void NVRenderStorageBuffer::UpdateData(QT3DSI32 offset, NVDataRef<QT3DSU8> data)
{
// we only update the buffer if it is not just a wrapper
if (!m_WrappedBuffer)
m_Backend->UpdateBuffer(m_BufferHandle, m_BindFlags, data.size(), m_UsageType,
data.begin() + offset);
}
NVRenderStorageBuffer *
NVRenderStorageBuffer::Create(NVRenderContextImpl &context, const char *bufferName,
NVRenderBufferUsageType::Enum usageType, size_t size,
NVConstDataRef<QT3DSU8> bufferData, NVRenderDataBuffer *pBuffer)
{
NVFoundationBase &fnd(context.GetFoundation());
NVRenderStorageBuffer *retval = NULL;
if (context.IsStorageBufferSupported()) {
CRegisteredString theBufferName(context.GetStringTable().RegisterStr(bufferName));
QT3DSU32 cbufSize = sizeof(NVRenderStorageBuffer);
QT3DSU8 *newMem = (QT3DSU8 *)QT3DS_ALLOC(fnd.getAllocator(), cbufSize, "StorageBuffer");
retval = new (newMem) NVRenderStorageBuffer(
context, theBufferName, size, usageType,
toDataRef(const_cast<QT3DSU8 *>(bufferData.begin()), bufferData.size()), pBuffer);
} else {
QString errorMsg = QObject::tr("Shader storage buffers are not supported: %1")
.arg(bufferName);
qCCritical(INVALID_OPERATION) << errorMsg;
QT3DS_ALWAYS_ASSERT_MESSAGE(errorMsg.toUtf8());
}
return retval;
}
}
}
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