//----------------------------------------------------------------------------- // 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