// // Copyright 2016 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #ifndef PXR_IMAGING_HD_BPRIM_H #define PXR_IMAGING_HD_BPRIM_H #include "pxr/pxr.h" #include "pxr/imaging/hd/api.h" #include "pxr/imaging/hd/version.h" #include "pxr/imaging/hd/types.h" #include "pxr/usd/sdf/path.h" PXR_NAMESPACE_OPEN_SCOPE class HdSceneDelegate; class HdRenderParam; /// \class HdBprim /// /// Bprim (buffer prim) is a base class of managing a blob of data that is /// used to communicate between the scene delegate and render. /// /// Like other prim types (Rprim and Sprim), the Bprim communicates with the /// scene delegate got get buffer properties (e.g. the size of the buffer) as /// well as the contents of the buffer. /// /// Changes to the properties and contents are change tracked and updates /// are cached in the renderer. The Render Delegate may choose to transform /// the data into a renderer specific form on download. /// /// BPrims are sync'ed first and thus, Bprims should not be /// Dependent on the state of any other prim. /// /// The most typical use of a Bprim would be a Texture. class HdBprim { public: HD_API HdBprim(SdfPath const & id); HD_API virtual ~HdBprim(); /// Returns the identifier by which this buffer is known. This /// identifier is a common associative key used by the SceneDelegate, /// RenderIndex, and for binding to the buffer SdfPath const& GetId() const { return _id; } /// Synchronizes state from the delegate to this object. /// @param[in, out] dirtyBits: On input specifies which state is /// is dirty and can be pulled from the scene /// delegate. /// On output specifies which bits are still /// dirty and were not cleaned by the sync. /// virtual void Sync(HdSceneDelegate *sceneDelegate, HdRenderParam *renderParam, HdDirtyBits *dirtyBits) = 0; /// Finalizes object resources. This function might not delete resources, /// but it should deal with resource ownership so that the sprim is /// deletable. HD_API virtual void Finalize(HdRenderParam *renderParam); /// Returns the minimal set of dirty bits to place in the /// change tracker for use in the first sync of this prim. /// Typically this would be all dirty bits. virtual HdDirtyBits GetInitialDirtyBitsMask() const = 0; private: SdfPath _id; }; PXR_NAMESPACE_CLOSE_SCOPE #endif // PXR_IMAGING_HD_BPRIM_H