Unigine.StructuredBuffer Class
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
Properties
string DebugName#
The Friendly name of the structured buffer used for GPU debugging (RenderDoc, NVIDIA Nsight).
int NumElements#
The number of elements in the structured buffer.
Members
StructuredBuffer ( ) #
Constructor. Creates a new structured buffer.StructuredBufferPtr input_buffer = StructuredBuffer::create();
IntPtr 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.IntPtr 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 ( IntPtr data ) #
Gets the data from StructuredBuffer instance.Arguments
- IntPtr 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 - Number of the slot.
void UnbindCompute ( int unit ) #
Unbinds the StructuredBuffer from the compute shader type.Arguments
- int unit - Number of the slot.
void BindControl ( int unit ) #
Binds the StructuredBuffer to the tessellation control (hull) shader type.Arguments
- int unit - Number of the slot.
void UnbindControl ( int unit ) #
Unbinds the StructuredBuffer from the tessellation control (hull) shader type.Arguments
- int unit - Number of the slot.
void BindEvaluate ( int unit ) #
Binds the StructuredBuffer to the tessellation evaluation (domain) shader type.Arguments
- int unit - Number of the slot.
void UnbindEvaluate ( int unit ) #
Unbinds the StructuredBuffer from the tessellation evaluation (domain) shader type.Arguments
- int unit - Number of the slot.
void BindFragment ( int unit ) #
Binds the StructuredBuffer to the fragment shader type.Arguments
- int unit - Number of the slot.
void UnbindFragment ( int unit ) #
Unbinds the StructuredBuffer from the fragment shader type.Arguments
- int unit - Number of the slot.
void BindGeometry ( int unit ) #
Binds the StructuredBuffer to the geometry shader type.Arguments
- int unit - Number of the slot.
void UnbindGeometry ( int unit ) #
Unbinds the StructuredBuffer from the geometry shader type.Arguments
- int unit - Number of the slot.
void BindVertex ( int unit ) #
Binds the StructuredBuffer to the vertex shader type.Arguments
- int unit - Number of the slot.
void Clear ( ) #
Clears smart pointer.int Create ( int flags, IntPtr data, uint structure_size, uint num_elements ) #
Arguments
- int flags - StructuredBuffer flag.
- IntPtr data - Pointer to the source data.
- uint structure_size - The size of the structured buffer.
- uint num_elements - Number of elements in the structured buffer.
Return value
1 if the StructuredBuffer was created successfully; otherwise, 0.int Create ( int flags, uint structure_size, uint num_elements ) #
Constructor. Creates a new structured buffer with the specified parameters.Arguments
- int flags - StructuredBuffer flag.
- uint structure_size - The size of the structured buffer.
- uint num_elements - Number of elements in the structured buffer.
Return value
1 if the StructuredBuffer was created successfully; otherwise, 0.void Destroy ( ) #
Destroys smart pointer.void UnbindVertex ( int unit ) #
Unbinds the StructuredBuffer from the vertex shader type.Arguments
- int unit - Number of the slot.
void SetDebugName ( string name ) #
Sets a friendly name for GPU debugging (RenderDoc, NVIDIA Nsight). It can be used to help you determine if the corresponding object interface pointer caused the leak. Memory leaks are reported by the debug software layer by outputting a list of object interface pointers along with their friendly names.Arguments
- string name - Friendly debug name to be set.
string getDebugName ( ) #
Returns the currently used friendly name for GPU debugging (RenderDoc, NVIDIA Nsight). It can be used to help you determine if the corresponding object interface pointer caused the leak. Memory leaks are reported by the debug software layer by outputting a list of object interface pointers along with their friendly names.Return value
Friendly debug name.void ClearBuffer ( ) #
Clears the structured buffer.void Copy ( StructuredBuffer src ) #
Copies the data from the specified source structured buffer.Arguments
- StructuredBuffer src - Source structured buffer to copy data from.
int GetNumElements ( ) #
Returns the number of elements in the structured buffer.Return value
Number of elements in the structured buffer.Last update:
2022-12-14
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