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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsVulkanPrerequisites.h"
- #include "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>& 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;
- };
- /** @} */
- }}
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