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