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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_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<QT3DSU8> 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<QT3DSU8> 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<void *>(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<QT3DSU8> bufferData);
+
+ private:
+ bool m_Dirty; ///< true if buffer is dirty
+ };
+}
+}
+
+#endif