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