1 // 2 // Copyright 2019 Pixar 3 // 4 // Licensed under the Apache License, Version 2.0 (the "Apache License") 5 // with the following modification; you may not use this file except in 6 // compliance with the Apache License and the following modification to it: 7 // Section 6. Trademarks. is deleted and replaced with: 8 // 9 // 6. Trademarks. This License does not grant permission to use the trade 10 // names, trademarks, service marks, or product names of the Licensor 11 // and its affiliates, except as required to comply with Section 4(c) of 12 // the License and to reproduce the content of the NOTICE file. 13 // 14 // You may obtain a copy of the Apache License at 15 // 16 // http://www.apache.org/licenses/LICENSE-2.0 17 // 18 // Unless required by applicable law or agreed to in writing, software 19 // distributed under the Apache License with the above modification is 20 // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 21 // KIND, either express or implied. See the Apache License for the specific 22 // language governing permissions and limitations under the Apache License. 23 // 24 #ifndef PXR_IMAGING_HD_ST_RENDER_BUFFER_H 25 #define PXR_IMAGING_HD_ST_RENDER_BUFFER_H 26 27 #include "pxr/pxr.h" 28 #include "pxr/base/gf/vec3i.h" 29 #include "pxr/imaging/hdSt/api.h" 30 #include "pxr/imaging/hd/renderBuffer.h" 31 #include "pxr/imaging/hgi/hgi.h" 32 #include "pxr/imaging/hgi/enums.h" 33 #include "pxr/imaging/hgi/texture.h" 34 35 PXR_NAMESPACE_OPEN_SCOPE 36 37 class HdStResourceRegistry; 38 class HdStTextureIdentifier; 39 using HdStDynamicUvTextureObjectSharedPtr = 40 std::shared_ptr<class HdStDynamicUvTextureObject>; 41 42 class HdStRenderBuffer : public HdRenderBuffer 43 { 44 public: 45 HDST_API 46 HdStRenderBuffer(HdStResourceRegistry *resourceRegistry, SdfPath const& id); 47 48 HDST_API 49 ~HdStRenderBuffer() override; 50 51 HDST_API 52 void Sync(HdSceneDelegate *sceneDelegate, 53 HdRenderParam *renderParam, 54 HdDirtyBits *dirtyBits) override; 55 56 HDST_API 57 bool Allocate(GfVec3i const& dimensions, 58 HdFormat format, 59 bool multiSampled) override; 60 61 HDST_API 62 unsigned int GetWidth() const override; 63 64 HDST_API 65 unsigned int GetHeight() const override; 66 67 HDST_API 68 unsigned int GetDepth() const override; 69 70 HDST_API GetFormat()71 HdFormat GetFormat() const override {return _format;} 72 73 HDST_API 74 bool IsMultiSampled() const override; 75 76 /// Map the buffer for reading. The control flow should be Map(), 77 /// before any I/O, followed by memory access, followed by Unmap() when 78 /// done. 79 /// \return The address of the buffer. 80 HDST_API 81 void* Map() override; 82 83 /// Unmap the buffer. 84 HDST_API 85 void Unmap() override; 86 87 /// Return whether any clients have this buffer mapped currently. 88 /// \return True if the buffer is currently mapped by someone. 89 HDST_API IsMapped()90 bool IsMapped() const override { 91 return _mappers.load() != 0; 92 } 93 94 /// Is the buffer converged? 95 /// \return True if the buffer is converged (not currently being 96 /// rendered to). 97 HDST_API IsConverged()98 bool IsConverged() const override { 99 return true; 100 } 101 102 /// Resolve the sample buffer into final values. 103 HDST_API 104 void Resolve() override; 105 106 /// Returns the texture handle. 107 HDST_API 108 VtValue GetResource(bool multiSampled) const override; 109 110 /// The identifier that can be passed to, e.g., 111 /// HdStResourceRegistry::AllocateTextureHandle so that a 112 /// shader can bind this buffer as texture. 113 HDST_API 114 HdStTextureIdentifier GetTextureIdentifier( 115 bool multiSampled); 116 117 protected: 118 void _Deallocate() override; 119 120 private: 121 // HdRenderBuffer::Allocate should take a scene delegate or 122 // resource registry so that we do not need to save it here. 123 HdStResourceRegistry * _resourceRegistry; 124 125 // Format saved here (somewhat redundantely) since the 126 // Hgi texture descriptor holds an HgiFormat instead of HdFormat. 127 HdFormat _format; 128 129 uint32_t _msaaSampleCount; 130 131 // The GPU texture resource 132 HdStDynamicUvTextureObjectSharedPtr _textureObject; 133 134 // The GPU multi-sample texture resource (optional) 135 HdStDynamicUvTextureObjectSharedPtr _textureMSAAObject; 136 137 // The number of callers mapping this buffer. 138 std::atomic<int> _mappers; 139 // Texels are temp captured into this buffer between map and unmap. 140 std::vector<uint8_t> _mappedBuffer; 141 }; 142 143 PXR_NAMESPACE_CLOSE_SCOPE 144 145 #endif 146