27 lines
1.0 KiB
C++
27 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "TextureTransferBase.h"
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#if DVP_SUPPORTED_PLATFORM
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struct ID3D11Device;
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namespace UE::GPUTextureTransfer::Private
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{
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class FD3D11TextureTransfer : public FTextureTransferBase
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{
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protected:
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virtual DVPStatus Init_Impl(const FInitializeDMAArgs& InArgs) override;
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virtual DVPStatus GetConstants_Impl(uint32* OutBufferAddrAlignment, uint32* OutBufferGPUStrideAlignment, uint32* OutSemaphoreAddrAlignment, uint32* OutSemaphoreAllocSize, uint32* OutSemaphorePayloadOffset, uint32* OutSemaphorePayloadSize) const override;
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virtual DVPStatus BindBuffer_Impl(DVPBufferHandle InBufferHandle) const override;
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virtual DVPStatus CreateGPUResource_Impl(const FRegisterDMATextureArgs& InArgs, FTextureInfo* OutTextureInfo) const override;
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virtual DVPStatus UnbindBuffer_Impl(DVPBufferHandle InBufferHandle) const override;
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virtual DVPStatus CloseDevice_Impl() const override;
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private:
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ID3D11Device* D3DDevice = nullptr;
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};
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}
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#endif // DVP_SUPPORTED_PLATFORM
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