// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef RENDER_RESOURCE_MANAGER_WRAPPER_H #define RENDER_RESOURCE_MANAGER_WRAPPER_H #include "ApexSDKImpl.h" namespace nvidia { namespace apex { class RenderResourceManagerWrapper : public UserRenderResourceManager, public UserAllocated { PX_NOCOPY(RenderResourceManagerWrapper); public: RenderResourceManagerWrapper(UserRenderResourceManager& rrm) : mRrm(rrm) { } virtual UserRenderVertexBuffer* createVertexBuffer(const UserRenderVertexBufferDesc& desc) { URR_CHECK; return mRrm.createVertexBuffer(desc); } virtual void releaseVertexBuffer(UserRenderVertexBuffer& buffer) { mRrm.releaseVertexBuffer(buffer); } virtual UserRenderIndexBuffer* createIndexBuffer(const UserRenderIndexBufferDesc& desc) { URR_CHECK; return mRrm.createIndexBuffer(desc); } virtual void releaseIndexBuffer(UserRenderIndexBuffer& buffer) { mRrm.releaseIndexBuffer(buffer); } virtual UserRenderBoneBuffer* createBoneBuffer(const UserRenderBoneBufferDesc& desc) { URR_CHECK; return mRrm.createBoneBuffer(desc); } virtual void releaseBoneBuffer(UserRenderBoneBuffer& buffer) { mRrm.releaseBoneBuffer(buffer); } virtual UserRenderInstanceBuffer* createInstanceBuffer(const UserRenderInstanceBufferDesc& desc) { URR_CHECK; return mRrm.createInstanceBuffer(desc); } virtual void releaseInstanceBuffer(UserRenderInstanceBuffer& buffer) { mRrm.releaseInstanceBuffer(buffer); } virtual UserRenderSpriteBuffer* createSpriteBuffer(const UserRenderSpriteBufferDesc& desc) { URR_CHECK; return mRrm.createSpriteBuffer(desc); } virtual void releaseSpriteBuffer(UserRenderSpriteBuffer& buffer) { mRrm.releaseSpriteBuffer(buffer); } virtual UserRenderSurfaceBuffer* createSurfaceBuffer(const UserRenderSurfaceBufferDesc& desc) { URR_CHECK; return mRrm.createSurfaceBuffer(desc); } virtual void releaseSurfaceBuffer(UserRenderSurfaceBuffer& buffer) { mRrm.releaseSurfaceBuffer(buffer); } virtual UserRenderResource* createResource(const UserRenderResourceDesc& desc) { URR_CHECK; return mRrm.createResource(desc); } virtual void releaseResource(UserRenderResource& resource) { mRrm.releaseResource(resource); } virtual uint32_t getMaxBonesForMaterial(void* material) { return mRrm.getMaxBonesForMaterial(material); } virtual bool getSpriteLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, UserRenderSpriteBufferDesc* textureDescArray) { return mRrm.getSpriteLayoutData(spriteCount, spriteSemanticsBitmap, textureDescArray); } virtual bool getInstanceLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, UserRenderInstanceBufferDesc* instanceDescArray) { return mRrm.getInstanceLayoutData(spriteCount, spriteSemanticsBitmap, instanceDescArray); } private: UserRenderResourceManager& mRrm; }; } } // end namespace nvidia::apex #endif // RENDER_RESOURCE_MANAGER_WRAPPER_H