mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Added immutable vertex and index buffers.
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parent
d08c0df85d
commit
28d303c5ea
13 changed files with 98 additions and 32 deletions
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@ -731,7 +731,8 @@ void GFXD3D9Device::setShader( GFXShader *shader, bool force )
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//-----------------------------------------------------------------------------
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GFXPrimitiveBuffer * GFXD3D9Device::allocPrimitiveBuffer( U32 numIndices,
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U32 numPrimitives,
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GFXBufferType bufferType )
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GFXBufferType bufferType,
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void* data )
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{
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// Allocate a buffer to return
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GFXD3D9PrimitiveBuffer * res = new GFXD3D9PrimitiveBuffer(this, numIndices, numPrimitives, bufferType);
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@ -741,12 +742,13 @@ GFXPrimitiveBuffer * GFXD3D9Device::allocPrimitiveBuffer( U32 numIndices,
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D3DPOOL pool = D3DPOOL_DEFAULT;
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// Assumptions:
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// - static buffers are write once, use many
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// - static buffers are write rarely, use many
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// - dynamic buffers are write many, use many
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// - volatile buffers are write once, use once
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// You may never read from a buffer.
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switch(bufferType)
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{
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case GFXBufferTypeImmutable:
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case GFXBufferTypeStatic:
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pool = isD3D9Ex() ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
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break;
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@ -781,6 +783,14 @@ GFXPrimitiveBuffer * GFXD3D9Device::allocPrimitiveBuffer( U32 numIndices,
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D3D9Assert(mD3DDevice->CreateIndexBuffer( sizeof(U16) * numIndices , usage, GFXD3D9IndexFormat[GFXIndexFormat16], pool, &res->ib, 0),
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"Failed to allocate an index buffer.");
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}
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if(data)
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{
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void* dest;
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res->lock(0, numIndices, &dest);
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dMemcpy(dest, data, sizeof(U16) * numIndices);
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res->unlock();
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}
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return res;
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}
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@ -791,7 +801,8 @@ GFXPrimitiveBuffer * GFXD3D9Device::allocPrimitiveBuffer( U32 numIndices,
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GFXVertexBuffer * GFXD3D9Device::allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType )
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GFXBufferType bufferType,
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void* data)
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{
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PROFILE_SCOPE( GFXD3D9Device_allocVertexBuffer );
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@ -808,7 +819,7 @@ GFXVertexBuffer * GFXD3D9Device::allocVertexBuffer( U32 numVerts,
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res->mNumVerts = 0;
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// Assumptions:
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// - static buffers are write once, use many
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// - static buffers are write rarely, use many
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// - dynamic buffers are write many, use many
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// - volatile buffers are write once, use once
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// You may never read from a buffer.
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@ -850,6 +861,15 @@ GFXVertexBuffer * GFXD3D9Device::allocVertexBuffer( U32 numVerts,
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}
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res->mNumVerts = numVerts;
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if(data)
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{
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void* dest;
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res->lock(0, numVerts, &dest);
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dMemcpy(dest, data, vertSize * numVerts);
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res->unlock();
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}
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return res;
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}
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@ -298,10 +298,12 @@ public:
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virtual GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType );
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GFXBufferType bufferType,
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void* data = NULL );
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virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
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U32 numPrimitives,
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GFXBufferType bufferType );
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GFXBufferType bufferType,
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void* data = NULL );
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virtual void deallocVertexBuffer( GFXD3D9VertexBuffer *vertBuff );
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virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
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virtual void setVertexDecl( const GFXVertexDecl *decl );
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@ -31,6 +31,7 @@ void GFXD3D9PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
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U32 flags=0;
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switch(mBufferType)
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{
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case GFXBufferTypeImmutable:
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case GFXBufferTypeStatic:
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// flags |= D3DLOCK_DISCARD;
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break;
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@ -276,14 +276,16 @@ GFXNullDevice::~GFXNullDevice()
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GFXVertexBuffer *GFXNullDevice::allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType )
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GFXBufferType bufferType,
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void* data )
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{
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return new GFXNullVertexBuffer(GFX, numVerts, vertexFormat, vertSize, bufferType);
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}
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GFXPrimitiveBuffer *GFXNullDevice::allocPrimitiveBuffer( U32 numIndices,
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U32 numPrimitives,
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GFXBufferType bufferType)
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GFXBufferType bufferType,
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void* data )
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{
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return new GFXNullPrimitiveBuffer(GFX, numIndices, numPrimitives, bufferType);
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}
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@ -115,10 +115,12 @@ protected:
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virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType );
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GFXBufferType bufferType,
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void* data = NULL );
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virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
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U32 numPrimitives,
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GFXBufferType bufferType );
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GFXBufferType bufferType,
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void* data = NULL );
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virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ) { return NULL; }
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virtual void setVertexDecl( const GFXVertexDecl *decl ) { }
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@ -637,7 +637,8 @@ protected:
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virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType ) = 0;
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GFXBufferType bufferType,
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void* data = NULL ) = 0;
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/// Called from GFXVertexFormat to allocate the hardware
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/// specific vertex declaration for rendering.
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@ -674,7 +675,8 @@ protected:
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/// @note All index buffers use unsigned 16-bit indices.
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virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
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U32 numPrimitives,
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GFXBufferType bufferType ) = 0;
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GFXBufferType bufferType,
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void* data = NULL ) = 0;
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/// @}
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@ -39,8 +39,8 @@
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enum GFXBufferType
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{
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GFXBufferTypeStatic, ///< Static vertex buffers are created and filled one time.
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///< incur a performance penalty. Resizing a static vertex buffer is not
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GFXBufferTypeStatic, ///< Static vertex buffers are created and rarely updated.
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///< Updating might incur a performance penalty. Resizing a static vertex buffer is not
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///< allowed.
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GFXBufferTypeDynamic, ///< Dynamic vertex buffers are meant for vertices that can be changed
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///< often. Vertices written into dynamic vertex buffers will remain valid
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@ -48,7 +48,8 @@ enum GFXBufferType
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///< allowed.
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GFXBufferTypeVolatile, ///< Volatile vertex or index buffers are meant for vertices or indices that are essentially
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///< only used once. They can be resized without any performance penalty.
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GFXBufferTypeImmutable, ///< Immutable buffers must specify the data when creating the buffer. Cannot be modified.
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GFXBufferType_COUNT ///< Number of buffer types.
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};
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@ -80,3 +80,16 @@ void GFXPrimitiveBufferHandle::set(GFXDevice *theDevice, U32 indexCount, U32 pri
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getPointer()->mDebugCreationPath = desc;
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#endif
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}
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//-----------------------------------------------------------------------------
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// immutable
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//-----------------------------------------------------------------------------
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void GFXPrimitiveBufferHandle::immutable(GFXDevice *theDevice, U32 indexCount, U32 primitiveCount, void* data, String desc)
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{
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StrongRefPtr<GFXPrimitiveBuffer>::operator=( theDevice->allocPrimitiveBuffer(indexCount, primitiveCount, GFXBufferTypeImmutable, data) );
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#ifdef TORQUE_DEBUG
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if( desc.isNotEmpty() )
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getPointer()->mDebugCreationPath = desc;
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#endif
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}
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@ -140,6 +140,8 @@ public:
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}
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void set(GFXDevice *theDevice, U32 indexCount, U32 primitiveCount, GFXBufferType bufferType, String desc = String::EmptyString );
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void immutable(GFXDevice *theDevice, U32 indexCount, U32 primitiveCount, void* data, String desc = String::EmptyString );
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void lock(U16 **indexBuffer, GFXPrimitive **primitiveBuffer = NULL, U32 indexStart = 0, U32 indexEnd = 0)
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{
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@ -355,23 +355,46 @@ GFXPrimitiveBuffer* GFXGLDevice::findVolatilePBO(U32 numIndices, U32 numPrimitiv
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GFXVertexBuffer *GFXGLDevice::allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType )
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GFXBufferType bufferType,
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void* data = NULL )
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{
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if(bufferType == GFXBufferTypeVolatile)
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return findVolatileVBO(numVerts, vertexFormat, vertSize);
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GFXGLVertexBuffer* buf = new GFXGLVertexBuffer( GFX, numVerts, vertexFormat, vertSize, bufferType );
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buf->registerResourceWithDevice(this);
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buf->registerResourceWithDevice(this);
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if(data)
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{
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void* dest;
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buf->lock(0, numVerts, &dest);
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dMemcpy(dest, data, vertSize * numVerts);
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buf->unlock();
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}
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return buf;
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}
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GFXPrimitiveBuffer *GFXGLDevice::allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType )
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GFXPrimitiveBuffer *GFXGLDevice::allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void* data )
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{
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GFXPrimitiveBuffer* buf
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if(bufferType == GFXBufferTypeVolatile)
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return findVolatilePBO(numIndices, numPrimitives);
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GFXGLPrimitiveBuffer* buf = new GFXGLPrimitiveBuffer(GFX, numIndices, numPrimitives, bufferType);
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buf->registerResourceWithDevice(this);
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{
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buf = findVolatilePBO(numIndices, numPrimitives);
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}
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else
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{
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buf = new GFXGLPrimitiveBuffer(GFX, numIndices, numPrimitives, bufferType);
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buf->registerResourceWithDevice(this);
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}
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if(data)
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{
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void* dest;
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buf->lock(0, numIndices, &dest);
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dMemcpy(dest, data, sizeof(U16) * numIndices);
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buf->unlock();
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}
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return buf;
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}
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@ -173,8 +173,9 @@ protected:
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virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType );
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virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType );
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GFXBufferType bufferType,
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void* data = NULL);
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virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void* data = NULL );
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// NOTE: The GL device doesn't need a vertex declaration at
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// this time, but we need to return something to keep the system
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@ -45,6 +45,7 @@ void GFXGLEnumTranslate::init()
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GFXGLBufferType[GFXBufferTypeStatic] = GL_STATIC_DRAW;
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GFXGLBufferType[GFXBufferTypeDynamic] = GL_DYNAMIC_DRAW;
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GFXGLBufferType[GFXBufferTypeVolatile] = GL_STREAM_DRAW;
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GFXGLBufferType[GFXBufferTypeImmutable] = GL_STATIC_DRAW;
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// Primitives
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GFXGLPrimType[GFXPointList] = GL_POINTS;
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@ -338,14 +338,10 @@ void RenderParticleMgr::render( SceneRenderState *state )
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void RenderParticleMgr::_initGFXResources()
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{
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// Screen quad
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U16 *prims = NULL;
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mScreenQuadPrimBuff.set(GFX, 4, 2, GFXBufferTypeStatic);
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mScreenQuadPrimBuff.lock(&prims);
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(*prims++) = 0;
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(*prims++) = 1;
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(*prims++) = 2;
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(*prims++) = 3;
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mScreenQuadPrimBuff.unlock();
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U16 prims [] = {
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0, 1, 2, 3,
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};
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mScreenQuadPrimBuff.immutable(GFX, 4, 2, prims);
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mScreenQuadVertBuff.set(GFX, 4, GFXBufferTypeStatic);
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CompositeQuadVert *verts = mScreenQuadVertBuff.lock();
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