mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
188 lines
5.8 KiB
C++
188 lines
5.8 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLPrimitiveBuffer.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/tGL/tGL.h"
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#include "gfx/gl/gfxGLUtils.h"
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#include "gfx/gl/gfxGLCircularVolatileBuffer.h"
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GLCircularVolatileBuffer* getCircularVolatileIndexBuffer()
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{
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static GLCircularVolatileBuffer sCircularVolatileIndexBuffer(GL_ELEMENT_ARRAY_BUFFER);
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return &sCircularVolatileIndexBuffer;
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}
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GFXGLPrimitiveBuffer::GFXGLPrimitiveBuffer(GFXDevice *device, U32 indexCount, U32 primitiveCount, GFXBufferType bufferType) :
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GFXPrimitiveBuffer(device, indexCount, primitiveCount, bufferType),
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mBufferOffset(0),
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mZombieCache(NULL)
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{
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if( mBufferType == GFXBufferTypeVolatile )
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{
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mBuffer = getCircularVolatileIndexBuffer()->getHandle();
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return;
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}
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// Generate a buffer and allocate the needed memory
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glGenBuffers(1, &mBuffer);
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PRESERVE_INDEX_BUFFER();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(U16), NULL, GFXGLBufferType[bufferType]);
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}
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GFXGLPrimitiveBuffer::~GFXGLPrimitiveBuffer()
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{
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// This is heavy handed, but it frees the buffer memory
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if( mBufferType != GFXBufferTypeVolatile )
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glDeleteBuffers(1, &mBuffer);
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if( mZombieCache )
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delete [] mZombieCache;
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}
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void GFXGLPrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
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{
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if( mBufferType == GFXBufferTypeVolatile )
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{
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AssertFatal(indexStart == 0, "");
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getCircularVolatileIndexBuffer()->lock( mIndexCount * sizeof(U16), 0, mBufferOffset, *indexPtr );
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}
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else
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{
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mFrameAllocator.lock( mIndexCount * sizeof(U16) );
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*indexPtr = (void*)(mFrameAllocator.getlockedPtr() + (indexStart * sizeof(U16)) );
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}
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lockedIndexStart = indexStart;
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lockedIndexEnd = indexEnd;
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}
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void GFXGLPrimitiveBuffer::unlock()
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{
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PROFILE_SCOPE(GFXGLPrimitiveBuffer_unlock);
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if( mBufferType == GFXBufferTypeVolatile )
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{
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getCircularVolatileIndexBuffer()->unlock();
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}
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else
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{
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U32 offset = lockedIndexStart * sizeof(U16);
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U32 length = (lockedIndexEnd - lockedIndexStart) * sizeof(U16);
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// Preserve previous binding
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PRESERVE_INDEX_BUFFER();
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// Bind ourselves
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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if( !lockedIndexStart && lockedIndexEnd == mIndexCount)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndexCount * sizeof(U16), NULL, GFXGLBufferType[mBufferType]); // orphan the buffer
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, length, mFrameAllocator.getlockedPtr() + offset );
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mFrameAllocator.unlock();
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}
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lockedIndexStart = 0;
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lockedIndexEnd = 0;
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}
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void GFXGLPrimitiveBuffer::prepare()
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{
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// Bind
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GFXGLDevice* glDevice = static_cast<GFXGLDevice*>(mDevice);
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glDevice->setPB(this);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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glDevice->getOpenglCache()->setCacheBinded(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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}
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void GFXGLPrimitiveBuffer::finish()
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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static_cast<GFXGLDevice*>(mDevice)->getOpenglCache()->setCacheBinded(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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GLvoid* GFXGLPrimitiveBuffer::getBuffer()
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{
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// NULL specifies no offset into the hardware buffer
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return (GLvoid*)(uintptr_t)mBufferOffset;
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}
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void GFXGLPrimitiveBuffer::zombify()
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{
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if(mZombieCache)
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return;
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mZombieCache = new U8[mIndexCount * sizeof(U16)];
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, mIndexCount * sizeof(U16), mZombieCache);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &mBuffer);
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mBuffer = 0;
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}
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void GFXGLPrimitiveBuffer::resurrect()
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{
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if(!mZombieCache)
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return;
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glGenBuffers(1, &mBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndexCount * sizeof(U16), mZombieCache, GFXGLBufferType[mBufferType]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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delete[] mZombieCache;
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mZombieCache = NULL;
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}
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namespace
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{
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bool onGFXDeviceSignal( GFXDevice::GFXDeviceEventType type )
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{
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if( GFX->getAdapterType() == OpenGL && GFXDevice::deEndOfFrame == type )
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getCircularVolatileIndexBuffer()->protectUsedRange();
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return true;
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}
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}
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MODULE_BEGIN( GFX_GL_PrimitiveBuffer )
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MODULE_INIT_AFTER( gfx )
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MODULE_SHUTDOWN_BEFORE( gfx )
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MODULE_INIT
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{
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GFXDevice::getDeviceEventSignal( ).notify( &onGFXDeviceSignal );
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}
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MODULE_SHUTDOWN
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{
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GFXDevice::getDeviceEventSignal( ).remove( &onGFXDeviceSignal );
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}
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MODULE_END |