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/VKDynamicBufferAccess.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:
uint align_size;
uint range_size;
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VKMemoryAllocator *vk_ma;
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Collection *coll;
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protected:
void * Map(const uint32 start,const uint32 count);
void Flush(const uint32 count);
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private:
GPUArrayBuffer(VKMemoryAllocator *,const uint,const uint);
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friend class GPUDevice;
public:
virtual ~GPUArrayBuffer();
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const uint32_t GetAlignSize()const{return align_size;} ///<数据对齐字节数
const uint32_t GetRangeSize()const{return range_size;} ///<单次渲染访问最大字节数
DeviceBuffer * GetBuffer();
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uint32 Alloc(const uint32 max_count); ///<预分配空间
void Clear();
template<typename T>
bool Start(DynamicBufferAccess<T> *dba,const uint32 start,const uint32 count)
{
if(!dba)return(false);
void *ptr=Map(start,count);
if(!ptr)return(false);
dba->Start((uchar *)ptr,align_size,count);
return(true);
}
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template<typename T>
void End(DynamicBufferAccess<T> *dba)
{
if(!dba)return;
Flush(dba->GetCount());
dba->Restart();
}
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};//class GPUArrayBuffer
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_VULKAN_ARRAY_BUFFER_INCLUDE