Refactor ShaderBuffer
This commit is contained in:
@@ -361,8 +361,8 @@ VkAccessFlags UniformBuffer::getDestAccessMask()
|
||||
return VK_ACCESS_UNIFORM_READ_BIT;
|
||||
}
|
||||
|
||||
StructuredBuffer::StructuredBuffer(PGraphics graphics, const StructuredBufferCreateInfo &resourceData)
|
||||
: Gfx::StructuredBuffer(graphics->getFamilyMapping(), resourceData.stride, resourceData.resourceData.size / resourceData.stride, resourceData.resourceData)
|
||||
ShaderBuffer::ShaderBuffer(PGraphics graphics, const ShaderBufferCreateInfo &resourceData)
|
||||
: Gfx::ShaderBuffer(graphics->getFamilyMapping(), resourceData.stride, resourceData.resourceData.size / resourceData.stride, resourceData.resourceData)
|
||||
, Vulkan::ShaderBuffer(graphics, resourceData.resourceData.size, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, currentOwner, resourceData.bDynamic)
|
||||
{
|
||||
if (resourceData.resourceData.data != nullptr)
|
||||
@@ -373,21 +373,21 @@ StructuredBuffer::StructuredBuffer(PGraphics graphics, const StructuredBufferCre
|
||||
}
|
||||
}
|
||||
|
||||
StructuredBuffer::~StructuredBuffer()
|
||||
ShaderBuffer::~ShaderBuffer()
|
||||
{
|
||||
}
|
||||
|
||||
bool StructuredBuffer::updateContents(const BulkResourceData &resourceData)
|
||||
bool ShaderBuffer::updateContents(const BulkResourceData &resourceData)
|
||||
{
|
||||
assert(resourceData.size <= getSize());
|
||||
Gfx::StructuredBuffer::updateContents(resourceData);
|
||||
Gfx::ShaderBuffer::updateContents(resourceData);
|
||||
//We always want to update, as the contents could be different on the GPU
|
||||
void* data = lock();
|
||||
std::memcpy(data, resourceData.data, resourceData.size);
|
||||
unlock();
|
||||
return true;
|
||||
}
|
||||
void* StructuredBuffer::lock(bool bWriteOnly)
|
||||
void* ShaderBuffer::lock(bool bWriteOnly)
|
||||
{
|
||||
if(dedicatedStagingBuffer != nullptr)
|
||||
{
|
||||
@@ -396,7 +396,7 @@ void* StructuredBuffer::lock(bool bWriteOnly)
|
||||
return ShaderBuffer::lock(bWriteOnly);
|
||||
}
|
||||
|
||||
void StructuredBuffer::unlock()
|
||||
void ShaderBuffer::unlock()
|
||||
{
|
||||
if(dedicatedStagingBuffer != nullptr)
|
||||
{
|
||||
@@ -416,28 +416,28 @@ void StructuredBuffer::unlock()
|
||||
}
|
||||
}
|
||||
|
||||
void StructuredBuffer::requestOwnershipTransfer(Gfx::QueueType newOwner)
|
||||
void ShaderBuffer::requestOwnershipTransfer(Gfx::QueueType newOwner)
|
||||
{
|
||||
Gfx::QueueOwnedResource::transferOwnership(newOwner);
|
||||
}
|
||||
|
||||
void StructuredBuffer::executeOwnershipBarrier(Gfx::QueueType newOwner)
|
||||
void ShaderBuffer::executeOwnershipBarrier(Gfx::QueueType newOwner)
|
||||
{
|
||||
Vulkan::ShaderBuffer::executeOwnershipBarrier(newOwner);
|
||||
}
|
||||
|
||||
void StructuredBuffer::executePipelineBarrier(VkAccessFlags srcAccess, VkPipelineStageFlags srcStage,
|
||||
void ShaderBuffer::executePipelineBarrier(VkAccessFlags srcAccess, VkPipelineStageFlags srcStage,
|
||||
VkAccessFlags dstAccess, VkPipelineStageFlags dstStage)
|
||||
{
|
||||
Vulkan::ShaderBuffer::executePipelineBarrier(srcAccess, srcStage, dstAccess, dstStage);
|
||||
}
|
||||
|
||||
VkAccessFlags StructuredBuffer::getSourceAccessMask()
|
||||
VkAccessFlags ShaderBuffer::getSourceAccessMask()
|
||||
{
|
||||
return VK_ACCESS_MEMORY_WRITE_BIT;
|
||||
}
|
||||
|
||||
VkAccessFlags StructuredBuffer::getDestAccessMask()
|
||||
VkAccessFlags ShaderBuffer::getDestAccessMask()
|
||||
{
|
||||
return VK_ACCESS_MEMORY_READ_BIT;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user