//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "BsGpuBufferView.h" namespace BansheeEngine { /** @addtogroup D3D11 * @{ */ /** * Represents a specific view of a GpuBuffer. Different views all of the same buffer be used in different situations * (for example for reading from a shader, or for a unordered read/write operation). */ class BS_D3D11_EXPORT D3D11GpuBufferView : public GpuBufferView { public: D3D11GpuBufferView(); virtual ~D3D11GpuBufferView(); /** @copydoc GpuBufferView::initialize */ void initialize(const SPtr& buffer, GPU_BUFFER_VIEW_DESC& desc) override; /** Returns the DX11 shader resource view object for the buffer. */ ID3D11ShaderResourceView* getSRV() const { return mSRV; } /** Returns the DX11 unordered access view object for the buffer. */ ID3D11UnorderedAccessView* getUAV() const { return mUAV; } private: /** * Creates a DX11 shader resource view that allows a buffer to be bound to a shader for reading (the most common * option). * * @param[in] buffer Buffer to create the view for. * @param[in] firstElement Index of the first element the view manages. Interpretation of this value depends on * exact buffer type. It may be byte offset for raw buffers, or number of elements for * structured buffers. * @param[in] elementWidth Width of a single element in the buffer. Size of the structure in structured buffers * and ignored for raw buffers as they always operate on single byte basis. * @param[in] numElements Number of elements the view manages, starting after the "firstElement". This means * number of bytes for raw buffers or number of structures for structured buffers. * @return Constructed DX11 shader resource view object. */ ID3D11ShaderResourceView* createSRV(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 elementWidth, UINT32 numElements); /** * Creates a DX11 unordered access view that allows a buffer to be bound to a shader for random reading or writing. * * @param[in] buffer Buffer to create the view for. * @param[in] firstElement Index of the first element the view manages. Interpretation of this value depends on * exact buffer type. It may be byte offset for raw buffers, or number of elements for * structured buffers. * @param[in] numElements Number of elements the view manages, starting after the @p firstElement. This means * number of bytes for raw buffers or number of structures for structured buffers. * @return Constructed DX11 unordered access view object. */ ID3D11UnorderedAccessView* createUAV(D3D11GpuBufferCore* buffer, UINT32 firstElement, UINT32 numElements, bool useCounter); ID3D11ShaderResourceView* mSRV; ID3D11UnorderedAccessView* mUAV; }; /** @} */ }