mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
210 lines
6.2 KiB
C++
210 lines
6.2 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 "platform/platform.h"
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#include "gfx/gl/gfxGLVertexBuffer.h"
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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/gfxGLUtils.h"
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#include "gfx/gl/gfxGLVertexAttribLocation.h"
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#include "gfx/gl/gfxGLCircularVolatileBuffer.h"
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GLCircularVolatileBuffer* getCircularVolatileVertexBuffer()
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{
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static GLCircularVolatileBuffer sCircularVolatileVertexBuffer(GL_ARRAY_BUFFER);
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return &sCircularVolatileVertexBuffer;
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}
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GFXGLVertexBuffer::GFXGLVertexBuffer( GFXDevice *device,
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U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertexSize,
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GFXBufferType bufferType )
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: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType ),
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mBufferOffset(0),
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mBufferVertexOffset(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 = getCircularVolatileVertexBuffer()->getHandle();
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return;
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}
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// Generate a buffer
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glGenBuffers(1, &mBuffer);
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//and allocate the needed memory
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PRESERVE_VERTEX_BUFFER();
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glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ARRAY_BUFFER, numVerts * vertexSize, NULL, GFXGLBufferType[bufferType]);
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}
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GFXGLVertexBuffer::~GFXGLVertexBuffer()
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{
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// While heavy handed, this does delete the buffer and frees the associated 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 GFXGLVertexBuffer::lock( U32 vertexStart, U32 vertexEnd, void **vertexPtr )
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{
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PROFILE_SCOPE(GFXGLVertexBuffer_lock);
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if( mBufferType == GFXBufferTypeVolatile )
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{
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AssertFatal(vertexStart == 0, "");
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if( GFXGL->mCapabilities.vertexAttributeBinding )
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{
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getCircularVolatileVertexBuffer()->lock( mNumVerts * mVertexSize, 0, mBufferOffset, *vertexPtr );
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}
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else
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{
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getCircularVolatileVertexBuffer()->lock( mNumVerts * mVertexSize, mVertexSize, mBufferOffset, *vertexPtr );
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mBufferVertexOffset = mBufferOffset / mVertexSize;
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}
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}
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else
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{
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mFrameAllocator.lock( mNumVerts * mVertexSize );
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lockedVertexPtr = (void*)(mFrameAllocator.getlockedPtr() + (vertexStart * mVertexSize));
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*vertexPtr = lockedVertexPtr;
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}
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lockedVertexStart = vertexStart;
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lockedVertexEnd = vertexEnd;
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}
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void GFXGLVertexBuffer::unlock()
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{
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PROFILE_SCOPE(GFXGLVertexBuffer_unlock);
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if( mBufferType == GFXBufferTypeVolatile )
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{
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getCircularVolatileVertexBuffer()->unlock();
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}
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else
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{
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U32 offset = lockedVertexStart * mVertexSize;
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U32 length = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
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PRESERVE_VERTEX_BUFFER();
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glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
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if( !lockedVertexStart && lockedVertexEnd == mNumVerts)
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glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, NULL, GFXGLBufferType[mBufferType]); // orphan the buffer
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glBufferSubData(GL_ARRAY_BUFFER, offset, length, mFrameAllocator.getlockedPtr() + offset );
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mFrameAllocator.unlock();
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}
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lockedVertexStart = 0;
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lockedVertexEnd = 0;
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lockedVertexPtr = NULL;
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}
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void GFXGLVertexBuffer::prepare()
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{
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AssertFatal(0, "GFXGLVertexBuffer::prepare - use GFXGLVertexBuffer::prepare(U32 stream, U32 divisor)");
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}
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void GFXGLVertexBuffer::prepare(U32 stream, U32 divisor)
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{
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if( GFXGL->mCapabilities.vertexAttributeBinding )
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{
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glBindVertexBuffer( stream, mBuffer, mBufferOffset, mVertexSize );
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glVertexBindingDivisor( stream, divisor );
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return;
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}
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}
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void GFXGLVertexBuffer::finish()
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{
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}
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GLvoid* GFXGLVertexBuffer::getBuffer()
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{
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// NULL specifies no offset into the hardware buffer
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return (GLvoid*)NULL;
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}
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void GFXGLVertexBuffer::zombify()
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{
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if(mZombieCache || !mBuffer)
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return;
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mZombieCache = new U8[mNumVerts * mVertexSize];
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glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
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glGetBufferSubData(GL_ARRAY_BUFFER, 0, mNumVerts * mVertexSize, mZombieCache);
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glBindBuffer(GL_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 GFXGLVertexBuffer::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_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, mZombieCache, GFXGLBufferType[mBufferType]);
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glBindBuffer(GL_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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getCircularVolatileVertexBuffer()->protectUsedRange();
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return true;
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}
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}
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MODULE_BEGIN( GFX_GL_VertexBuffer )
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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 |