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** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
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#ifndef QSSG_RENDER_STORAGE_BUFFER_H
#define QSSG_RENDER_STORAGE_BUFFER_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRender/private/qssgrenderdatabuffer_p.h>
#include <QtCore/QString>
QT_BEGIN_NAMESPACE
// forward declaration
class QSSGRenderContext;
class QSSGRenderVertexBuffer;
///< Constant (uniform) buffer representation
class Q_QUICK3DRENDER_EXPORT QSSGRenderStorageBuffer : public QSSGRenderDataBuffer
{
public:
/**
* @brief constructor
*
* @param[in] context Pointer to context
* @param[in] bufferName Name of the buffer. Must match the name used in programs
* @param[in] size Size of the buffer
* @param[in] usage Usage of the buffer (e.g. static, dynamic...)
* @param[in] data A pointer to the buffer data that is allocated by the
* application.
* @param[in] pBuffer Pointer to the buffer
*
* @return No return.
*/
QSSGRenderStorageBuffer(const QSSGRef<QSSGRenderContext> &context,
const QByteArray &bufferName,
QSSGRenderBufferUsageType usageType,
QSSGByteView data,
QSSGRenderDataBuffer *pBuffer = nullptr);
///< destructor
virtual ~QSSGRenderStorageBuffer();
/**
* @brief bind the buffer bypasses the context state
*
* @return no return.
*/
void bind() override;
/**
* @brief bind the buffer to a shader program
*
* @param[in] index Index of the constant buffer within the program
*
* @return no return.
*/
void bindToShaderProgram(quint32 index);
/**
* @brief update the buffer to hardware
*
* @return no return.
*/
void update();
/**
* @brief update a piece of memory directly within the storage buffer
*
* Note: When you use this function you should know what you are doing.
* The memory layout within C++ must exactly match the memory layout in the
*shader.
* We use std140 (430) layout which guarantees a specific layout behavior across
*all HW vendors.
* How the memory layout is computed can be found in the GL spec.
*
* @param[in] offset offset into storage buffer
* @param[in] data pointer to data
*
* @return no return
*/
void updateData(qint32 offset, QSSGByteView data);
/**
* @brief get the buffer name
*
* @return the buffer name
*/
QByteArray name() const { return m_name; }
private:
QByteArray m_name; ///< buffer name
QSSGRenderDataBuffer *m_wrappedBuffer; ///< pointer to wrapped buffer
bool m_dirty; ///< true if buffer is dirty
};
QT_END_NAMESPACE
#endif