#pragma once #include "BsCorePrerequisites.h" #include "BsHardwareBuffer.h" #include "BsPixelUtil.h" namespace BansheeEngine { /** * @brief Represents a hardware buffer that stores a single pixel surface. * This may be a 1D, 2D or 3D surface, but unlike a texture it consists * only of a single surface (no mip maps, cube map faces or similar). * * @note Core thread only */ class BS_CORE_EXPORT PixelBuffer : public HardwareBuffer { public: /** * @brief Constructs a new pixel buffer with the provided settings. * * @param width Width of the pixel buffer in pixels. * @param height Height of the pixel buffer in pixels. * @param depth Depth of the pixel buffer in pixels (number of 2D slices). * @param format Format of each pixel in the buffer. * @param usage Usage signaling the render system how we plan on using the buffer. * @param useSystemMemory True if buffer should be allocated in system memory. */ PixelBuffer(UINT32 width, UINT32 height, UINT32 depth, PixelFormat format, GpuBufferUsage usage, bool useSystemMemory); ~PixelBuffer(); // Make the other lock overloads visible. using HardwareBuffer::lock; /** * @brief Locks a certain region of the pixel buffer for reading and returns a pointer * to the locked region. * * @param lockBox Region of the surface to lock. * @param options Lock options that hint the hardware on what you intend to do with the locked data. * * @note Returned object is only valid while the lock is active. */ virtual const PixelData& lock(const PixelVolume& lockBox, GpuLockOptions options); /** * @copydoc HardwareBuffer::lock */ virtual void* lock(UINT32 offset, UINT32 length, GpuLockOptions options); /** * @copydoc HardwareBuffer::readData */ virtual void readData(UINT32 offset, UINT32 length, void* pDest); /** * @copydoc HardwareBuffer::writeData */ virtual void writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags = BufferWriteType::Normal); /** * @brief Returns width of the surface in pixels. */ UINT32 getWidth() const { return mWidth; } /** * @brief Returns height of the surface in pixels. */ UINT32 getHeight() const { return mHeight; } /** * @brief Returns depth of the surface in pixels. */ UINT32 getDepth() const { return mDepth; } /** * @brief Returns format of the pixels in the surface. */ PixelFormat getFormat() const { return mFormat; } protected: friend class RenderTexture; /** * @brief Internal implementation of the "lock" method. */ virtual PixelData lockImpl(PixelVolume lockBox, GpuLockOptions options) = 0; /** * @copydoc HardwareBuffer::lockImpl */ virtual void* lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options); protected: UINT32 mWidth, mHeight, mDepth; UINT32 mRowPitch, mSlicePitch; PixelFormat mFormat; PixelData mCurrentLock; PixelVolume mLockedBox; }; }