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2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "TextureTransferBase.h"
#if DVP_SUPPORTED_PLATFORM
#include "IVulkanDynamicRHI.h"
namespace UE::GPUTextureTransfer::Private
{
class FVulkanTextureTransfer : public FTextureTransferBase
{
protected:
virtual DVPStatus Init_Impl(const FInitializeDMAArgs& InArgs) override;
virtual DVPStatus GetConstants_Impl(uint32* OutBufferAddrAlignment, uint32* OutBufferGPUStrideAlignment, uint32* OutSemaphoreAddrAlignment, uint32* OutSemaphoreAllocSize, uint32* OutSemaphorePayloadOffset, uint32* OutSemaphorePayloadSize) const override;
virtual DVPStatus BindBuffer_Impl(DVPBufferHandle InBufferHandle) const override;
virtual DVPStatus CreateGPUResource_Impl(const FRegisterDMATextureArgs& InArgs, FTextureInfo* OutTextureInfo) const override;
virtual DVPStatus UnbindBuffer_Impl(DVPBufferHandle InBufferHandle) const override;
virtual DVPStatus CloseDevice_Impl() const override;
virtual DVPStatus MapBufferWaitAPI_Impl(DVPBufferHandle InHandle) const;
virtual DVPStatus MapBufferEndAPI_Impl(DVPBufferHandle InHandle) const;
private:
VkInstance VulkanInstance = nullptr;
VkDevice VulkanDevice = nullptr;
VkQueue VulkanQueue = nullptr;
};
}
#endif