1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
|
//
// 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
|