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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsGpuBufferView.h"
- #include "BsCoreObject.h"
- namespace BansheeEngine
- {
- /** @addtogroup RenderAPI
- * @{
- */
- /**
- * Information about a GpuBuffer. Allows core and non-core versions of GpuBuffer to share the same structure for
- * properties.
- */
- class BS_CORE_EXPORT GpuBufferProperties
- {
- public:
- GpuBufferProperties(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferFormat format,
- GpuBufferUsage usage, bool randomGpuWrite, bool useCounter);
- /**
- * Returns the type of the GPU buffer. Type determines which kind of views (if any) can be created for the buffer,
- * and how is data read or modified in it.
- */
- GpuBufferType getType() const { return mType; }
- /** Returns format used by the buffer. Only relevant for standard buffers. */
- GpuBufferFormat getFormat() const { return mFormat; }
- /** Returns buffer usage which determines how are planning on updating the buffer contents. */
- GpuBufferUsage getUsage() const { return mUsage; }
- /** Return whether the buffer supports random reads and writes within the GPU programs. */
- bool getRandomGpuWrite() const { return mRandomGpuWrite; }
- /** Returns whether the buffer supports counter use within GPU programs. */
- bool getUseCounter() const { return mUseCounter; }
- /** Returns number of elements in the buffer. */
- UINT32 getElementCount() const { return mElementCount; }
- /** Returns size of a single element in the buffer in bytes. */
- UINT32 getElementSize() const { return mElementSize; }
- protected:
- GpuBufferType mType;
- GpuBufferUsage mUsage;
- GpuBufferFormat mFormat;
- bool mRandomGpuWrite;
- bool mUseCounter;
- UINT32 mElementCount;
- UINT32 mElementSize;
- };
- /**
- * Handles a generic GPU buffer that you may use for storing any kind of data you wish to be accessible to the GPU.
- * These buffers may be bounds to GPU program binding slots and accessed from a GPU program, or may be used by fixed
- * pipeline in some way.
- *
- * Buffer types:
- * - Raw buffers containing a block of bytes that are up to the GPU program to interpret.
- * - Structured buffer containing an array of structures compliant to a certain layout. Similar to raw buffer but
- * easier to interpret the data.
- * - Random read/write buffers that allow you to write to random parts of the buffer from within the GPU program, and
- * then read it later. These can only be bound to pixel and compute stages.
- * - Append/Consume buffers also allow you to write to them, but in a stack-like fashion, usually where one set of
- * programs produces data while other set consumes it from the same buffer. Append/Consume buffers are structured
- * by default.
- *
- * @note Sim thread only.
- */
- class BS_CORE_EXPORT GpuBuffer : public CoreObject
- {
- public:
- virtual ~GpuBuffer() { }
- /** Returns properties describing the buffer. */
- const GpuBufferProperties& getProperties() const { return mProperties; }
- /** Retrieves a core implementation of a GPU buffer usable only from the core thread. */
- SPtr<GpuBufferCore> getCore() const;
- /** Returns the size of a single element in the buffer, of the provided format, in bytes. */
- static UINT32 getFormatSize(GpuBufferFormat format);
- /** @copydoc HardwareBufferManager::createGpuBuffer */
- static SPtr<GpuBuffer> create(UINT32 elementCount, UINT32 elementSize, GpuBufferType type,
- GpuBufferFormat format, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false);
- protected:
- friend class HardwareBufferManager;
- GpuBuffer(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferFormat format, GpuBufferUsage usage,
- bool randomGpuWrite = false, bool useCounter = false);
- /** @copydoc CoreObject::createCore */
- SPtr<CoreObjectCore> createCore() const override;
- GpuBufferProperties mProperties;
- };
- /** @} */
- /** @addtogroup RenderAPI-Internal
- * @{
- */
- /**
- * Core thread version of a GpuBuffer.
- *
- * @note Core thread only.
- */
- class BS_CORE_EXPORT GpuBufferCore : public CoreObjectCore
- {
- public:
- virtual ~GpuBufferCore();
- /**
- * Locks the buffer returning a pointer to the internal buffer data that you may then read or write to.
- * Caller must ensure it will only perform actions promised in the provided GPU lock options parameter.
- *
- * @param[in] offset Number of bytes at which to lock the buffer. Returned pointer points to this location.
- * @param[in] length Number of bytes to lock.
- * @param[in] options How to lock the buffer. Certain options offer better performance than others.
- */
- virtual void* lock(UINT32 offset, UINT32 length, GpuLockOptions options) = 0;
- /**
- * Unlocks a previously locked buffer. Any pointers to internal buffers returned when it was locked will become
- * invalid.
- */
- virtual void unlock() = 0;
- /**
- * Reads buffer data into the previously allocated buffer.
- *
- * @param[in] offset Number of bytes at which to start reading the buffer.
- * @param[in] length Number of bytes to read.
- * @param[in] pDest Previously allocated buffer of @p length bytes size that the data will be written to.
- */
- virtual void readData(UINT32 offset, UINT32 length, void* pDest) = 0;
- /**
- * Writes data into the buffer.
- *
- * @param[in] offset Number of bytes at which to start writing to the buffer.
- * @param[in] length Number of bytes to write.
- * @param[in] pSource Buffer containg the data to write.
- * @param[in] writeFlags Flags that may be used to improve performance for specific use cases.
- */
- virtual void writeData(UINT32 offset, UINT32 length, const void* pSource,
- BufferWriteType writeFlags = BufferWriteType::Normal) = 0;
- /**
- * Copies data from another buffer into this buffer.
- *
- * @param[in] srcBuffer Buffer to copy the data from.
- * @param[in] srcOffset Offset in bytes into the source buffer - this is where reading starts from.
- * @param[in] dstOffset Offset in bytes into the destination buffer - this is where writing starts from.
- * @param[in] length Number of bytes to copy from source to destination.
- * @param[in] discardWholeBuffer If true, the contents of the current buffer will be entirely discarded. This can
- * improve performance if you know you wont be needing that data any more.
- */
- virtual void copyData(GpuBufferCore& srcBuffer, UINT32 srcOffset,
- UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false) = 0;
- /** Returns properties describing the buffer. */
- const GpuBufferProperties& getProperties() const { return mProperties; }
- /**
- * Creates a buffer view that may be used for binding a buffer to a slot in the pipeline. Views allow you to specify
- * how is data in the buffer organized to make it easier for the pipeline to interpret.
- *
- * @param[in] buffer Buffer to create the view for.
- * @param[in] firstElement Position of the first element visible by the view.
- * @param[in] numElements Number of elements to bind to the view.
- * @param[in] usage Determines type of the view we are creating, and which slots in the pipeline will
- * the view be bindable to.
- *
- * @note If a view with this exact parameters already exists, it will be returned and new one will not be created.
- * @note Only Default and RandomWrite views are supported for this type of buffer.
- */
- // TODO Low Priority: Perhaps reflect usage flag limitation by having an enum with only the supported two options?
- static GpuBufferView* requestView(const SPtr<GpuBufferCore>& buffer, UINT32 firstElement,
- UINT32 numElements, GpuViewUsage usage);
- /**
- * Releases a view created with requestView.
- *
- * @note View will only truly get released once all references to it are released.
- */
- static void releaseView(GpuBufferView* view);
- /** @copydoc HardwareBufferManager::createGpuBuffer */
- static SPtr<GpuBufferCore> create(UINT32 elementCount, UINT32 elementSize, GpuBufferType type,
- GpuBufferFormat format, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false);
- protected:
- GpuBufferCore(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferFormat format,
- GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false);
- /** Creates an empty view for the current buffer. */
- virtual GpuBufferView* createView() = 0;
- /** Destroys a view previously created for this buffer. */
- virtual void destroyView(GpuBufferView* view) = 0;
- /** Destroys all buffer views regardless if their reference count is zero or not. */
- void clearBufferViews();
- /** Helper class to help with reference counting for GPU buffer views. */
- struct GpuBufferReference
- {
- GpuBufferReference(GpuBufferView* _view)
- :view(_view), refCount(0)
- { }
- GpuBufferView* view;
- UINT32 refCount;
- };
- UnorderedMap<GPU_BUFFER_DESC, GpuBufferReference*, GpuBufferView::HashFunction, GpuBufferView::EqualFunction> mBufferViews;
- GpuBufferProperties mProperties;
- };
- /** @} */
- }
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