Torque3D/Engine/source/gfx/gl/gfxGLPrimitiveBuffer.cpp
2020-05-11 15:00:25 -05:00

191 lines
5.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gfx/gl/gfxGLDevice.h"
#include "gfx/gl/gfxGLPrimitiveBuffer.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
#include "gfx/gl/tGL/tGL.h"
#include "gfx/gl/gfxGLUtils.h"
#include "gfx/gl/gfxGLCircularVolatileBuffer.h"
GLCircularVolatileBuffer* getCircularVolatileIndexBuffer()
{
static GLCircularVolatileBuffer sCircularVolatileIndexBuffer(GL_ELEMENT_ARRAY_BUFFER);
return &sCircularVolatileIndexBuffer;
}
GFXGLPrimitiveBuffer::GFXGLPrimitiveBuffer(GFXDevice *device, U32 indexCount, U32 primitiveCount, GFXBufferType bufferType) :
GFXPrimitiveBuffer(device, indexCount, primitiveCount, bufferType),
mBufferOffset(0),
mZombieCache(NULL),
lockedIndexEnd(0),
lockedIndexStart(0)
{
if( mBufferType == GFXBufferTypeVolatile )
{
mBuffer = getCircularVolatileIndexBuffer()->getHandle();
return;
}
// Generate a buffer and allocate the needed memory
glGenBuffers(1, &mBuffer);
PRESERVE_INDEX_BUFFER();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(U16), NULL, GFXGLBufferType[bufferType]);
}
GFXGLPrimitiveBuffer::~GFXGLPrimitiveBuffer()
{
// This is heavy handed, but it frees the buffer memory
if( mBufferType != GFXBufferTypeVolatile )
glDeleteBuffers(1, &mBuffer);
if( mZombieCache )
delete [] mZombieCache;
}
void GFXGLPrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
{
if( mBufferType == GFXBufferTypeVolatile )
{
AssertFatal(indexStart == 0, "");
getCircularVolatileIndexBuffer()->lock( mIndexCount * sizeof(U16), 0, mBufferOffset, *indexPtr );
}
else
{
mFrameAllocator.lock( mIndexCount * sizeof(U16) );
*indexPtr = (void*)(mFrameAllocator.getlockedPtr() + (indexStart * sizeof(U16)) );
}
lockedIndexStart = indexStart;
lockedIndexEnd = indexEnd;
}
void GFXGLPrimitiveBuffer::unlock()
{
PROFILE_SCOPE(GFXGLPrimitiveBuffer_unlock);
if( mBufferType == GFXBufferTypeVolatile )
{
getCircularVolatileIndexBuffer()->unlock();
}
else
{
U32 offset = lockedIndexStart * sizeof(U16);
U32 length = (lockedIndexEnd - lockedIndexStart) * sizeof(U16);
// Preserve previous binding
PRESERVE_INDEX_BUFFER();
// Bind ourselves
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
if( !lockedIndexStart && lockedIndexEnd == mIndexCount)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndexCount * sizeof(U16), NULL, GFXGLBufferType[mBufferType]); // orphan the buffer
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, length, mFrameAllocator.getlockedPtr() + offset );
mFrameAllocator.unlock();
}
lockedIndexStart = 0;
lockedIndexEnd = 0;
}
void GFXGLPrimitiveBuffer::prepare()
{
// Bind
GFXGLDevice* glDevice = static_cast<GFXGLDevice*>(mDevice);
glDevice->setPB(this);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
glDevice->getOpenglCache()->setCacheBinded(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
}
void GFXGLPrimitiveBuffer::finish()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
static_cast<GFXGLDevice*>(mDevice)->getOpenglCache()->setCacheBinded(GL_ELEMENT_ARRAY_BUFFER, 0);
}
GLvoid* GFXGLPrimitiveBuffer::getBuffer()
{
// NULL specifies no offset into the hardware buffer
return (GLvoid*)(uintptr_t)mBufferOffset;
}
void GFXGLPrimitiveBuffer::zombify()
{
if(mZombieCache)
return;
mZombieCache = new U8[mIndexCount * sizeof(U16)];
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, mIndexCount * sizeof(U16), mZombieCache);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &mBuffer);
mBuffer = 0;
}
void GFXGLPrimitiveBuffer::resurrect()
{
if(!mZombieCache)
return;
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndexCount * sizeof(U16), mZombieCache, GFXGLBufferType[mBufferType]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
delete[] mZombieCache;
mZombieCache = NULL;
}
namespace
{
bool onGFXDeviceSignal( GFXDevice::GFXDeviceEventType type )
{
if( GFX->getAdapterType() == OpenGL && GFXDevice::deEndOfFrame == type )
getCircularVolatileIndexBuffer()->protectUsedRange();
return true;
}
}
MODULE_BEGIN( GFX_GL_PrimitiveBuffer )
MODULE_INIT_AFTER( gfx )
MODULE_SHUTDOWN_BEFORE( gfx )
MODULE_INIT
{
GFXDevice::getDeviceEventSignal( ).notify( &onGFXDeviceSignal );
}
MODULE_SHUTDOWN
{
GFXDevice::getDeviceEventSignal( ).remove( &onGFXDeviceSignal );
}
MODULE_END