// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Device/DeviceBuffer.h" #include "Data/RawBuffer.h" class Device; class Device_Mem; ////////////////////////////////////////////////////////////////////////// /// This is simply a wrapper around RawBuffer. Must be owned by the /// CPU device (though that can change in the future) ////////////////////////////////////////////////////////////////////////// class TEXTUREGRAPHENGINE_API DeviceBuffer_Mem : public DeviceBuffer { protected: virtual DeviceBuffer* CreateFromRaw(RawBufferPtr RawObj) override; virtual DeviceBuffer* CreateFromDesc(BufferDescriptor NewDesc, CHashPtr NewHashValue) override; void Allocate(); virtual AsyncBufferResultPtr TransferFrom(DeviceBufferRef& Source) override; public: DeviceBuffer_Mem(Device_Mem* Device, BufferDescriptor Desc, CHashPtr HashValue); DeviceBuffer_Mem(Device_Mem* Device, RawBufferPtr RawObj); virtual ~DeviceBuffer_Mem() override; ////////////////////////////////////////////////////////////////////////// /// DeviceBuffer implementation ////////////////////////////////////////////////////////////////////////// virtual RawBufferPtr Raw_Now() override; virtual size_t MemSize() const override; virtual AsyncBufferResultPtr Bind(const BlobTransform* Transform, const ResourceBindInfo& BindInfo) override; /// With base implementations //virtual void Release() override; virtual bool IsCompatible(Device* Dev) const override; ////////////////////////////////////////////////////////////////////////// /// Inline functions ////////////////////////////////////////////////////////////////////////// };