HDK
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#include <buffer.h>
Public Member Functions | |
HGIGL_API | ~HgiGLBuffer () override |
HGIGL_API size_t | GetByteSizeOfResource () const override |
HGIGL_API uint64_t | GetRawResource () const override |
HGIGL_API void * | GetCPUStagingAddress () override |
uint32_t | GetBufferId () const |
HGIGL_API uint64_t | GetBindlessGPUAddress () |
Returns the bindless gpu address (caller must verify extension support) More... | |
Public Member Functions inherited from HgiBuffer | |
virtual HGI_API | ~HgiBuffer () |
HGI_API HgiBufferDesc const & | GetDescriptor () const |
The descriptor describes the object. More... | |
Protected Member Functions | |
HGIGL_API | HgiGLBuffer (HgiBufferDesc const &desc) |
Protected Member Functions inherited from HgiBuffer | |
HGI_API | HgiBuffer (HgiBufferDesc const &desc) |
Friends | |
class | HgiGL |
Additional Inherited Members | |
Protected Attributes inherited from HgiBuffer | |
HgiBufferDesc | _descriptor |
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override |
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protected |
HGIGL_API uint64_t HgiGLBuffer::GetBindlessGPUAddress | ( | ) |
Returns the bindless gpu address (caller must verify extension support)
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overridevirtual |
Returns the byte size of the GPU buffer. This can be helpful if the application wishes to tally up memory usage.
Implements HgiBuffer.
Returns the 'staging area' in which new buffer data is copied before it is flushed to GPU. Some implementations (e.g. Metal) may have build in support for queueing up CPU->GPU copies. Those implementations can return the CPU pointer to the buffer's content directly. The caller should not assume that the data from the CPU staging area is automatically flushed to the GPU. Instead, after copying is finished, the caller should use BlitCmds CopyBufferCpuToGpu to ensure the transfer from the staging area to the GPU is scheduled.
Implements HgiBuffer.
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overridevirtual |
This function returns the handle to the Hgi backend's gpu resource, cast to a uint64_t. Clients should avoid using this function and instead use Hgi base classes so that client code works with any Hgi platform. For transitioning code to Hgi, it can however we useful to directly access a platform's internal resource handles. There is no safety provided in using this. If you by accident pass a HgiMetal resource into an OpenGL call, bad things may happen. In OpenGL this returns the GLuint resource name. In Metal this returns the id<MTLBuffer> as uint64_t. In Vulkan this returns the VkBuffer as uint64_t. In DX12 this returns the ID3D12Resource pointer as uint64_t.
Implements HgiBuffer.