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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsModule.h"
- #include "BsVertexBuffer.h"
- #include "BsIndexBuffer.h"
- #include "BsVertexDeclaration.h"
- #include "BsGpuParamBlock.h"
- namespace BansheeEngine
- {
- /**
- * @brief Handles creation of various hardware buffers.
- *
- * @note Sim thread only.
- */
- class BS_CORE_EXPORT HardwareBufferManager : public Module<HardwareBufferManager>
- {
- public:
- HardwareBufferManager();
- virtual ~HardwareBufferManager();
- /**
- * @brief Creates a new vertex buffer used for holding number of vertices and other
- * per-vertex data. Buffer can be bound to the pipeline and its data can
- * be passed to the active vertex GPU program.
- *
- * @param vertexSize Size of a single vertex in the buffer, in bytes.
- * @param numVerts Number of vertices the buffer can hold.
- * @param usage Usage that tells the hardware how will be buffer be used.
- * @param streamOut If true the buffer will be usable for streaming out data from the GPU.
- */
- virtual VertexBufferPtr createVertexBuffer(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut = false);
- /**
- * @brief Creates a new index buffer that holds indices referencing vertices in a vertex buffer.
- * Indices are interpreted by the pipeline and vertices are drawn in the order specified in
- * the index buffer.
- *
- * @param itype Index type, determines size of an index.
- * @param numIndexes Number of indexes can buffer can hold.
- * @param usage Usage that tells the hardware how will be buffer be used.
- */
- virtual IndexBufferPtr createIndexBuffer(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage);
- /**
- * @brief Creates an GPU parameter block that you can use for setting parameters for GPU programs.
- * Parameter blocks may be used for sharing parameter data between multiple GPU programs, requiring
- * you to update only one buffer for all of them, potentially improving performance.
- *
- * @param size Size of the parameter buffer in bytes.
- * @param usage Usage that tells the hardware how will be buffer be used.
- */
- virtual GpuParamBlockBufferPtr createGpuParamBlockBuffer(UINT32 size, GpuParamBlockUsage usage = GPBU_DYNAMIC);
- /**
- * @brief Creates a generic buffer that can be passed as a parameter to a GPU program. This type of buffer can hold
- * various type of data and can be used for various purposes. See "GpuBufferType" for explanation of
- * different buffer types.
- *
- * @param elementCount Number of elements in the buffer.
- * @param elementSize Size of each individual element in the buffer, in bytes.
- * @param type Type of the buffer.
- * @param usage Usage that tells the hardware how will be buffer be used.
- * @param randomGpuWrite (optional) Allows the GPU to write to the resource.
- * @param useCounter (optional) Binds a counter that can be used from a GPU program on the buffer.
- *
- * @note Be aware that due to some render API restrictions some of these settings cannot be used together,
- * and if so you will receive an assert in debug mode.
- */
- virtual GpuBufferPtr createGpuBuffer(UINT32 elementCount, UINT32 elementSize,
- GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false);
- /**
- * @brief Creates a new vertex declaration from a list of vertex elements.
- */
- virtual VertexDeclarationPtr createVertexDeclaration(const VertexDeclaration::VertexElementList& elements);
- protected:
- /**
- * @copydoc createGpuParamBlockBuffer
- */
- virtual GpuParamBlockBufferPtr createGpuParamBlockBufferImpl() = 0;
- /**
- * @copydoc createGpuBuffer
- */
- virtual GpuBufferPtr createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferUsage usage,
- bool randomGpuWrite = false, bool useCounter = false) = 0;
- /**
- * @copydoc createVertexDeclaration
- */
- virtual VertexDeclarationPtr createVertexDeclarationImpl(const VertexDeclaration::VertexElementList& elements);
- };
- /**
- * @brief Handles creation of various hardware buffers.
- *
- * @note Core thread only.
- */
- class BS_CORE_EXPORT HardwareBufferCoreManager : public Module<HardwareBufferCoreManager>
- {
- public:
- virtual ~HardwareBufferCoreManager() { }
- /**
- * @copydoc HardwareBufferManager::createVertexBuffer
- */
- virtual SPtr<VertexBufferCore> createVertexBuffer(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut = false);
- /**
- * @copydoc HardwareBufferManager::createIndexBuffer
- */
- virtual SPtr<IndexBufferCore> createIndexBuffer(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage);
- protected:
- /**
- * @copydoc createVertexBuffer
- */
- virtual SPtr<VertexBufferCore> createVertexBufferImpl(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut = false) = 0;
- /**
- * @copydoc createIndexBuffer
- */
- virtual SPtr<IndexBufferCore> createIndexBufferImpl(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage) = 0;
- };
- }
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