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Unigine::StructuredBuffer Class

Header: #include <UnigineTextures.h>

StructuredBuffer is a buffer for structures: it represents a uniform array of structures.

StructuredBuffer resource can specified via the following flags:

  • GPU_RESOURCE specifies a resource that can be read and written by the GPU. It also creates a temporary direct staging buffer to copy the data from the main buffer and gets the data by the CPU.
  • IMMUTABLE specifies a resources that can only be read by the GPU. It also creates a temporary direct staging buffer to copy the data from the main buffer and gets the data by the CPU.
  • CPU_RESOURCE specifies a resource that is accessible by both the GPU (read only mode) and the CPU (write only mode). It also creates a temporary direct staging buffer to copy the data from the main buffer and gets the data by the CPU.
  • STAGING specifies a resource that supports direct data transfer from the GPU to CPU.

See Also#

  • StructuredBuffer C++ sample provided in the Samples (Samples -> C++ -> Render) section of UNIGINE SDK Browser.

StructuredBuffer Class

Members


void * getD3D11ShaderResourceView( )

Gets a shader-resource view that specifies the subresources a shader can access during rendering.

Return value

A pointer to D3D11 shader resource view.

void * getD3D11UnorderedAccessView( )

Gets a view for an unordered access resource that specifies the parts of a resource the pipeline can access during rendering.

Return value

A pointer to a D3D11 unordered access view.

int getData( void * data )

Gets the data from StructuredBuffer instance.

Arguments

  • void * data - A pointer to the data.

Return value

1 if StructuredBuffer data was returned; otherwise, 0.

int getGLBufferID( )

Returns the Id of buffer.

Return value

An Id of the buffer.

void bindCompute( int unit )

Binds the StructuredBuffer to the compute shader type.

Arguments

  • int unit - The number of the slot.

void bindFragment( int unit )

Binds the StructuredBuffer to the fragment shader type.

Arguments

  • int unit - The number of the slot.

void bindVertex( int unit )

Binds the StructuredBuffer to the vertex shader type.

Arguments

  • int unit - The number of the slot.

void clear( )

Clears smart pointer.

Ptr<StructuredBuffer> create( )

Creates a smart pointer to the StructuredBuffer.
Source code (C++)
StructuredBufferPtr input_buffer = StructuredBuffer::create();

int create( int flags, void * data, unsigned int structure_size, unsigned int num_elements )

Creates a StructuredBuffer instance with specified parameters.
Source code (C++)
#define NUMBERS_COUNT 4096 * 8192

// Input data structure
struct InputDataStructure {
	vec4 vector0;
	vec4 vector1;
};

// Source data
InputDataStructure *source_data = new InputDataStructure[NUMBERS_COUNT];

// Create immutable structure buffer (gpu_read-only) and store initial values
StructuredBufferPtr input_buffer = StructuredBuffer::create();
input_buffer->create(StructuredBuffer::IMMUTABLE, source_data, sizeof(InputDataStructure), NUMBERS_COUNT);

Arguments

  • int flags - StructuredBuffer flag.
  • void * data - Pointer to the source data.
  • unsigned int structure_size - The size of the structured buffer.
  • unsigned int num_elements - Number of elements in structured buffer.

Return value

1 if the StructuredBuffer was created successfully; otherwise, 0.

void destroy( )

Destroys smart pointer.

void unbindCompute( int unit )

Unbinds the StructuredBuffer from the compute shader type.

Arguments

  • int unit - The number of the slot.

void unbindFragment( int unit )

Unbinds the StructuredBuffer from the fragment shader type.

Arguments

  • int unit - The number of the slot.

void unbindVertex( int unit )

Unbinds the StructuredBuffer from the vertex shader type.

Arguments

  • int unit - The number of the slot.
Last update: 14.01.2020
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