Torque3D/Engine/source/gfx/gl/gfxGLVertexBuffer.cpp
Azaezel fbfd3ed8ed clang: constructor initialization order
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.,
2016-10-14 18:16:55 -05:00

210 lines
6.2 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 "platform/platform.h"
#include "gfx/gl/gfxGLVertexBuffer.h"
#include "gfx/gl/gfxGLDevice.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
#include "gfx/gl/gfxGLUtils.h"
#include "gfx/gl/gfxGLVertexAttribLocation.h"
#include "gfx/gl/gfxGLCircularVolatileBuffer.h"
GLCircularVolatileBuffer* getCircularVolatileVertexBuffer()
{
static GLCircularVolatileBuffer sCircularVolatileVertexBuffer(GL_ARRAY_BUFFER);
return &sCircularVolatileVertexBuffer;
}
GFXGLVertexBuffer::GFXGLVertexBuffer( GFXDevice *device,
U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertexSize,
GFXBufferType bufferType )
: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType ),
mBufferOffset(0),
mBufferVertexOffset(0),
mZombieCache(NULL)
{
if( mBufferType == GFXBufferTypeVolatile )
{
mBuffer = getCircularVolatileVertexBuffer()->getHandle();
return;
}
// Generate a buffer
glGenBuffers(1, &mBuffer);
//and allocate the needed memory
PRESERVE_VERTEX_BUFFER();
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, numVerts * vertexSize, NULL, GFXGLBufferType[bufferType]);
}
GFXGLVertexBuffer::~GFXGLVertexBuffer()
{
// While heavy handed, this does delete the buffer and frees the associated memory.
if( mBufferType != GFXBufferTypeVolatile )
glDeleteBuffers(1, &mBuffer);
if( mZombieCache )
delete [] mZombieCache;
}
void GFXGLVertexBuffer::lock( U32 vertexStart, U32 vertexEnd, void **vertexPtr )
{
PROFILE_SCOPE(GFXGLVertexBuffer_lock);
if( mBufferType == GFXBufferTypeVolatile )
{
AssertFatal(vertexStart == 0, "");
if( GFXGL->mCapabilities.vertexAttributeBinding )
{
getCircularVolatileVertexBuffer()->lock( mNumVerts * mVertexSize, 0, mBufferOffset, *vertexPtr );
}
else
{
getCircularVolatileVertexBuffer()->lock( mNumVerts * mVertexSize, mVertexSize, mBufferOffset, *vertexPtr );
mBufferVertexOffset = mBufferOffset / mVertexSize;
}
}
else
{
mFrameAllocator.lock( mNumVerts * mVertexSize );
lockedVertexPtr = (void*)(mFrameAllocator.getlockedPtr() + (vertexStart * mVertexSize));
*vertexPtr = lockedVertexPtr;
}
lockedVertexStart = vertexStart;
lockedVertexEnd = vertexEnd;
}
void GFXGLVertexBuffer::unlock()
{
PROFILE_SCOPE(GFXGLVertexBuffer_unlock);
if( mBufferType == GFXBufferTypeVolatile )
{
getCircularVolatileVertexBuffer()->unlock();
}
else
{
U32 offset = lockedVertexStart * mVertexSize;
U32 length = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
PRESERVE_VERTEX_BUFFER();
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
if( !lockedVertexStart && lockedVertexEnd == mNumVerts)
glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, NULL, GFXGLBufferType[mBufferType]); // orphan the buffer
glBufferSubData(GL_ARRAY_BUFFER, offset, length, mFrameAllocator.getlockedPtr() + offset );
mFrameAllocator.unlock();
}
lockedVertexStart = 0;
lockedVertexEnd = 0;
lockedVertexPtr = NULL;
}
void GFXGLVertexBuffer::prepare()
{
AssertFatal(0, "GFXGLVertexBuffer::prepare - use GFXGLVertexBuffer::prepare(U32 stream, U32 divisor)");
}
void GFXGLVertexBuffer::prepare(U32 stream, U32 divisor)
{
if( GFXGL->mCapabilities.vertexAttributeBinding )
{
glBindVertexBuffer( stream, mBuffer, mBufferOffset, mVertexSize );
glVertexBindingDivisor( stream, divisor );
return;
}
}
void GFXGLVertexBuffer::finish()
{
}
GLvoid* GFXGLVertexBuffer::getBuffer()
{
// NULL specifies no offset into the hardware buffer
return (GLvoid*)NULL;
}
void GFXGLVertexBuffer::zombify()
{
if(mZombieCache || !mBuffer)
return;
mZombieCache = new U8[mNumVerts * mVertexSize];
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glGetBufferSubData(GL_ARRAY_BUFFER, 0, mNumVerts * mVertexSize, mZombieCache);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &mBuffer);
mBuffer = 0;
}
void GFXGLVertexBuffer::resurrect()
{
if(!mZombieCache)
return;
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, mZombieCache, GFXGLBufferType[mBufferType]);
glBindBuffer(GL_ARRAY_BUFFER, 0);
delete[] mZombieCache;
mZombieCache = NULL;
}
namespace
{
bool onGFXDeviceSignal( GFXDevice::GFXDeviceEventType type )
{
if( GFX->getAdapterType() == OpenGL && GFXDevice::deEndOfFrame == type )
getCircularVolatileVertexBuffer()->protectUsedRange();
return true;
}
}
MODULE_BEGIN( GFX_GL_VertexBuffer )
MODULE_INIT_AFTER( gfx )
MODULE_SHUTDOWN_BEFORE( gfx )
MODULE_INIT
{
GFXDevice::getDeviceEventSignal().notify( &onGFXDeviceSignal );
}
MODULE_SHUTDOWN
{
GFXDevice::getDeviceEventSignal( ).remove( &onGFXDeviceSignal );
}
MODULE_END