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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
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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

Members


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 - 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.

StructuredBuffer create()

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 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.

int CPU_RESOURCE

Description

GPU read-only, CPU write-only + copy staging buffer.

int GPU_RESOURCE

Description

GPU read / write + copy staging buffer.

int IMMUTABLE

Description

GPU read-only + copy staging buffer.

int STAGING

Description

GPU no access + CPU read-only + direct staging buffer.
Last update: 2018-08-10
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