//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsVulkanPrerequisites.h" #include "Renderapi/BsGpuBuffer.h" namespace bs { namespace ct { /** @addtogroup Vulkan * @{ */ /** DirectX 11 implementation of a generic GPU buffer. */ class VulkanGpuBuffer : public GpuBuffer { public: ~VulkanGpuBuffer(); /** @copydoc GpuBuffer::lock */ void* lock(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx = 0, UINT32 queueIdx = 0) override; /** @copydoc GpuBuffer::unlock */ void unlock() override; /** @copydoc GpuBuffer::readData */ void readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx = 0, UINT32 queueIdx = 0) override; /** @copydoc GpuBuffer::writeData */ void writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags = BWT_NORMAL, UINT32 queueIdx = 0) override; /** @copydoc GpuBuffer::copyData */ void copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false, const SPtr& commandBuffer = nullptr) override; /** * Gets the resource wrapping the buffer object, on the specified device. If GPU param block buffer's device mask * doesn't include the provided device, null is returned. */ VulkanBuffer* getResource(UINT32 deviceIdx) const; protected: friend class VulkanHardwareBufferManager; VulkanGpuBuffer(const GPU_BUFFER_DESC& desc, GpuDeviceFlags deviceMask); /** @copydoc GpuBuffer::initialize */ void initialize() override; private: VulkanHardwareBuffer* mBuffer; GpuDeviceFlags mDeviceMask; }; /** @} */ }}