BsHardwareBufferManager.h 6.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsModule.h"
  6. #include "BsVertexBuffer.h"
  7. #include "BsIndexBuffer.h"
  8. #include "BsVertexDeclaration.h"
  9. namespace BansheeEngine
  10. {
  11. /** @addtogroup RenderAPI-Internal
  12. * @{
  13. */
  14. /**
  15. * Handles creation of various hardware buffers.
  16. *
  17. * @note Sim thread only.
  18. */
  19. class BS_CORE_EXPORT HardwareBufferManager : public Module<HardwareBufferManager>
  20. {
  21. public:
  22. HardwareBufferManager();
  23. virtual ~HardwareBufferManager();
  24. /**
  25. * Creates a new vertex buffer used for holding number of vertices and other per-vertex data. Buffer can be bound
  26. * to the pipeline and its data can be passed to the active vertex GPU program.
  27. *
  28. * @param[in] vertexSize Size of a single vertex in the buffer, in bytes.
  29. * @param[in] numVerts Number of vertices the buffer can hold.
  30. * @param[in] usage Usage that tells the hardware how will be buffer be used.
  31. * @param[in] streamOut If true the buffer will be usable for streaming out data from the GPU.
  32. */
  33. virtual VertexBufferPtr createVertexBuffer(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut = false);
  34. /**
  35. * Creates a new index buffer that holds indices referencing vertices in a vertex buffer. Indices are interpreted
  36. * by the pipeline and vertices are drawn in the order specified in the index buffer.
  37. *
  38. * @param[in] itype Index type, determines size of an index.
  39. * @param[in] numIndexes Number of indexes can buffer can hold.
  40. * @param[in] usage Usage that tells the hardware how will be buffer be used.
  41. */
  42. virtual IndexBufferPtr createIndexBuffer(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage);
  43. /**
  44. * Creates an GPU parameter block that you can use for setting parameters for GPU programs. Parameter blocks may be
  45. * used for sharing parameter data between multiple GPU programs, requiring you to update only one buffer for all of
  46. * them, potentially improving performance.
  47. *
  48. * @param[in] size Size of the parameter buffer in bytes.
  49. * @param[in] usage Usage that tells the hardware how will be buffer be used.
  50. */
  51. virtual GpuParamBlockBufferPtr createGpuParamBlockBuffer(UINT32 size, GpuParamBlockUsage usage = GPBU_DYNAMIC);
  52. /**
  53. * Creates a generic buffer that can be passed as a parameter to a GPU program. This type of buffer can hold various
  54. * type of data and can be used for various purposes. See "GpuBufferType" for explanation of different buffer types.
  55. *
  56. * @param[in] elementCount Number of elements in the buffer.
  57. * @param[in] elementSize Size of each individual element in the buffer, in bytes.
  58. * @param[in] type Type of the buffer.
  59. * @param[in] usage Usage that tells the hardware how will be buffer be used.
  60. * @param[in] randomGpuWrite (optional) Allows the GPU to write to the resource.
  61. * @param[in] useCounter (optional) Binds a counter that can be used from a GPU program on the buffer.
  62. *
  63. * @note
  64. * Be aware that due to some render API restrictions some of these settings cannot be used together, and if so you
  65. * will receive an assert in debug mode.
  66. */
  67. virtual GpuBufferPtr createGpuBuffer(UINT32 elementCount, UINT32 elementSize,
  68. GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false);
  69. /** Creates a new vertex declaration from a list of vertex elements. */
  70. virtual VertexDeclarationPtr createVertexDeclaration(const List<VertexElement>& elements);
  71. };
  72. /**
  73. * Handles creation of various hardware buffers.
  74. *
  75. * @note Core thread only.
  76. */
  77. class BS_CORE_EXPORT HardwareBufferCoreManager : public Module<HardwareBufferCoreManager>
  78. {
  79. public:
  80. virtual ~HardwareBufferCoreManager() { }
  81. /** @copydoc HardwareBufferManager::createVertexBuffer */
  82. virtual SPtr<VertexBufferCore> createVertexBuffer(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut = false);
  83. /** @copydoc HardwareBufferManager::createIndexBuffer */
  84. virtual SPtr<IndexBufferCore> createIndexBuffer(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage);
  85. /** @copydoc HardwareBufferManager::createVertexDeclaration */
  86. virtual SPtr<VertexDeclarationCore> createVertexDeclaration(const List<VertexElement>& elements);
  87. /** @copydoc HardwareBufferManager::createGpuParamBlockBuffer */
  88. virtual SPtr<GpuParamBlockBufferCore> createGpuParamBlockBuffer(UINT32 size, GpuParamBlockUsage usage = GPBU_DYNAMIC);
  89. /** @copydoc HardwareBufferManager::createGpuBuffer */
  90. virtual SPtr<GpuBufferCore> createGpuBuffer(UINT32 elementCount, UINT32 elementSize,
  91. GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false);
  92. protected:
  93. friend class IndexBuffer;
  94. friend class VertexBuffer;
  95. friend class VertexDeclaration;
  96. friend class GpuParamBlockBuffer;
  97. friend class GpuBuffer;
  98. /** @copydoc createVertexBuffer */
  99. virtual SPtr<VertexBufferCore> createVertexBufferInternal(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut = false) = 0;
  100. /** @copydoc createIndexBuffer */
  101. virtual SPtr<IndexBufferCore> createIndexBufferInternal(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage) = 0;
  102. /** @copydoc createGpuParamBlockBuffer */
  103. virtual SPtr<GpuParamBlockBufferCore> createGpuParamBlockBufferInternal(UINT32 size, GpuParamBlockUsage usage = GPBU_DYNAMIC) = 0;
  104. /** @copydoc createGpuBuffer */
  105. virtual SPtr<GpuBufferCore> createGpuBufferInternal(UINT32 elementCount, UINT32 elementSize,
  106. GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false) = 0;
  107. /** @copydoc createVertexDeclaration */
  108. virtual SPtr<VertexDeclarationCore> createVertexDeclarationInternal(const List<VertexElement>& elements);
  109. };
  110. /** @} */
  111. }