#pragma once #include "BsCorePrerequisites.h" namespace BansheeEngine { /** * @brief You can use this class as a storage for reading and writing from/to various GPU resources. * It is meant to be created on sim thread and used on the core thread. This class is abstract * and specific resource types need to implement their own type of GpuResourceData. * * @note Normal use of this class involves requesting an instance of GpuResourceData from a GpuResource, * then scheduling a read or write on that resource using the provided instance. * Instance will be locked while it is used by the core thread and sim thread will be allowed to * access it when the operation ends. Caller can track AsyncOps regarding the read/write operation * to be notified when it is complete. * * If you allocate an internal buffer to store the resource data, the ownership of the buffer * will always remain with the initial instance of the class. If that initial instance * is deleted, any potential copies will point to garbage data. */ class BS_CORE_EXPORT GpuResourceData : public IReflectable { public: GpuResourceData(); GpuResourceData(const GpuResourceData& copy); virtual ~GpuResourceData(); GpuResourceData& operator=(const GpuResourceData& rhs); /** * @brief Returns pointer to the internal buffer. */ UINT8* getData() const; /** * @brief Allocates an internal buffer of a certain size. If there is another * buffer already allocated, it will be freed and new one will be allocated. * Buffer size is determined based on parameters used for initializing the class. */ void allocateInternalBuffer(); /** * @brief Allocates an internal buffer of a certain size. If there is another * buffer already allocated, it will be freed and new one will be allocated. * * @param size The size of the buffer in bytes. */ void allocateInternalBuffer(UINT32 size); /** * @brief Frees the internal buffer that was allocated using "allocateInternal". Called automatically * when the instance of the class is destroyed. */ void freeInternalBuffer(); /** * @brief Makes the internal data pointer point to some external data. No copying is done, * so you must ensure that external data exists as long as this class uses it. You are also * responsible for deleting the data when you are done with it. * * @note If any internal data is allocated, it is freed. */ void setExternalBuffer(UINT8* data); /** * @brief Checks if the internal buffer is locked due to some other thread * using it. */ bool isLocked() const { return mLocked; } /** * @brief Locks the data and makes it available only to the core thread. * * @note Internal method. */ void _lock() const; /** * @brief Unlocks the data and makes it available to all threads. * * @note Internal method. */ void _unlock() const; protected: /** * @brief Returns the size of the internal buffer in bytes. This is calculated based * on parameters provided upon construction and specific implementation details. */ virtual UINT32 getInternalBufferSize() const = 0; private: UINT8* mData; bool mOwnsData; mutable bool mLocked; /************************************************************************/ /* SERIALIZATION */ /************************************************************************/ public: friend class GpuResourceDataRTTI; static RTTITypeBase* getRTTIStatic(); virtual RTTITypeBase* getRTTI() const override; }; }