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
Members
void clear()
Clears smart pointer.StructuredBuffer create()
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.
int create(int flags, void * data, unsigned int structure_size, unsigned int num_elements)
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.int getGLBufferID()
Returns the Id of buffer.Return value
An Id of the buffer.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.void bindFragment(int unit)
Binds the StructuredBuffer to the fragment shader type.Arguments
- int unit - The number of the slot.
void bindCompute(int unit)
Binds the StructuredBuffer to the compute 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.
void bindVertex(int unit)
Binds the StructuredBuffer to the vertex shader type.Arguments
- int unit - The number of the slot.
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 unbindFragment(int unit)
Unbinds the StructuredBuffer from the fragment shader type.Arguments
- int unit - The number of the slot.
int STRUCTURED_BUFFER_GPU_RESOURCE
Description
GPU read / write + copy staging buffer.int STRUCTURED_BUFFER_IMMUTABLE
Description
GPU read-only + copy staging buffer.int STRUCTURED_BUFFER_CPU_RESOURCE
Description
GPU read-only, CPU write-only + copy staging buffer.int STRUCTURED_BUFFER_STAGING
Description
GPU no access + CPU read-only + direct staging buffer.Last update: 2017-07-03
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