1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
|
/****************************************************************************
**
** 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_STORAGE_BUFFER_H
#define QT3DS_RENDER_QT3DS_RENDER_STORAGE_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;
class NVRenderVertexBuffer;
///< Constant (uniform) buffer representation
class NVRenderStorageBuffer : public NVRenderDataBuffer
{
public:
/**
* @brief constructor
*
* @param[in] context Pointer to context
* @param[in] bufferName Name of the buffer. Must match the name used in programs
* @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.
* @param[in] pBuffer Pointer to the buffer
*
* @return No return.
*/
NVRenderStorageBuffer(NVRenderContextImpl &context, CRegisteredString bufferName,
size_t size, NVRenderBufferUsageType::Enum usageType,
NVDataRef<QT3DSU8> data, NVRenderDataBuffer *pBuffer = NULL);
///< destructor
virtual ~NVRenderStorageBuffer();
/**
* @brief bind the buffer bypasses the context state
*
* @return no return.
*/
void Bind() override;
/**
* @brief bind the buffer to a shader program
*
* @param[in] index Index of the constant buffer within the program
*
* @return no return.
*/
virtual void BindToShaderProgram(QT3DSU32 index);
/**
* @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<QT3DSU8> data);
/**
* @brief get the buffer name
*
* @return the buffer name
*/
CRegisteredString GetBufferName() const { return m_Name; }
/**
* @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<void *>(m_BufferHandle);
}
/**
* @brief create a NVRenderStorageBuffer 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 NVRenderStorageBuffer *Create(NVRenderContextImpl &context, const char *bufferName,
NVRenderBufferUsageType::Enum usageType, size_t size,
NVConstDataRef<QT3DSU8> bufferData,
NVRenderDataBuffer *pBuffer);
private:
CRegisteredString m_Name; ///< buffer name
NVRenderDataBuffer *m_WrappedBuffer; ///< pointer to wrapped buffer
bool m_Dirty; ///< true if buffer is dirty
};
}
}
#endif
|