ULRE/inc/hgl/graph/VKArrayBuffer.h

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#ifndef HGL_GRAPH_VULKAN_ARRAY_BUFFER_INCLUDE
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#define HGL_GRAPH_VULKAN_ARRAY_BUFFER_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/graph/VKUBODynamic.h>
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namespace hgl
{
class Collection;
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namespace graph
{
class VKMemoryAllocator;
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/**
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* GPU数据阵列缓冲区<br>
* instance等
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*/
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class GPUArrayBuffer
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{
protected:
GPUDevice *device;
VkBufferUsageFlags buffer_usage_flags;
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uint item_length; ///<单个数据长度
VKMemoryAllocator *vk_ma;
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uint32_t offset_alignment;
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Collection *coll;
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protected:
void * Map(const uint32 start,const uint32 count);
void Flush(const uint32 count);
public:
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GPUArrayBuffer(GPUDevice *dev,VkBufferUsageFlags flags,const uint il,VkDescriptorType dt);
virtual ~GPUArrayBuffer();
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const uint32_t GetOffsetAlignment()const{return offset_alignment;}
const uint32_t GetUnitSize()const;
DeviceBuffer * GetBuffer();
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uint32 Alloc(const uint32 max_count); ///<预分配空间
void Clear();
template<typename T>
bool Start(UBODynamicAccess<T> *ubo_access,const uint32 start,const uint32 count)
{
if(!ubo_access)return(false);
void *ptr=Map(start,count);
if(!ptr)return(false);
ubo_access->Start((uchar *)ptr,offset_alignment,count);
return(true);
}
void End(UBODynamicAccess<void> *ubo_access)
{
if(!ubo_access)return;
Flush(ubo_access->GetCount());
ubo_access->Restart();
}
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};//class GPUArrayBuffer
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_VULKAN_ARRAY_BUFFER_INCLUDE