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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // 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.
- //
- #pragma once
- #include "../Container/ArrayPtr.h"
- #include "../Core/Object.h"
- #include "../Graphics/GPUObject.h"
- #include "../Graphics/GraphicsDefs.h"
- namespace Atomic
- {
- /// Hardware vertex buffer.
- class ATOMIC_API VertexBuffer : public Object, public GPUObject
- {
- ATOMIC_OBJECT(VertexBuffer, Object);
- public:
- /// Construct. Optionally force headless (no GPU-side buffer) operation.
- VertexBuffer(Context* context, bool forceHeadless = false);
- /// Destruct.
- virtual ~VertexBuffer();
- /// Mark the buffer destroyed on graphics context destruction. May be a no-op depending on the API.
- virtual void OnDeviceLost();
- /// Recreate the buffer and restore data if applicable. May be a no-op depending on the API.
- virtual void OnDeviceReset();
- /// Release buffer.
- virtual void Release();
- /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist.
- void SetShadowed(bool enable);
- /// Set size, vertex elements and dynamic mode. Previous data will be lost.
- bool SetSize(unsigned vertexCount, const PODVector<VertexElement>& elements, bool dynamic = false);
- /// Set size and vertex elements and dynamic mode using legacy element bitmask. Previous data will be lost.
- bool SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic = false);
- /// Set all data in the buffer.
- bool SetData(const void* data);
- /// Set a data range in the buffer. Optionally discard data outside the range.
- bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false);
- /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range.
- void* Lock(unsigned start, unsigned count, bool discard = false);
- /// Unlock the buffer and apply changes to the GPU buffer.
- void Unlock();
- /// Return whether CPU memory shadowing is enabled.
- bool IsShadowed() const { return shadowed_; }
- /// Return whether is dynamic.
- bool IsDynamic() const { return dynamic_; }
- /// Return whether is currently locked.
- bool IsLocked() const { return lockState_ != LOCK_NONE; }
- /// Return number of vertices.
- unsigned GetVertexCount() const { return vertexCount_; }
- /// Return vertex size in bytes.
- unsigned GetVertexSize() const { return vertexSize_; }
- /// Return vertex elements.
- const PODVector<VertexElement>& GetElements() const { return elements_; }
- /// Return vertex element, or null if does not exist.
- const VertexElement* GetElement(VertexElementSemantic semantic, unsigned char index = 0) const;
- /// Return vertex element with specific type, or null if does not exist.
- const VertexElement* GetElement(VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0) const;
- /// Return whether has a specified element semantic.
- bool HasElement(VertexElementSemantic semantic, unsigned char index = 0) const { return GetElement(semantic, index) != 0; }
- /// Return whether has an element semantic with specific type.
- bool HasElement(VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0) const { return GetElement(type, semantic, index) != 0; }
- /// Return offset of a element within vertex, or M_MAX_UNSIGNED if does not exist.
- unsigned GetElementOffset(VertexElementSemantic semantic, unsigned char index = 0) const { const VertexElement* element = GetElement(semantic, index); return element ? element->offset_ : M_MAX_UNSIGNED; }
- /// Return offset of a element with specific type within vertex, or M_MAX_UNSIGNED if element does not exist.
- unsigned GetElementOffset(VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0) const { const VertexElement* element = GetElement(type, semantic, index); return element ? element->offset_ : M_MAX_UNSIGNED; }
- /// Return legacy vertex element mask. Note that both semantic and type must match the legacy element for a mask bit to be set.
- unsigned GetElementMask() const { return elementMask_; }
- /// Return CPU memory shadow data.
- unsigned char* GetShadowData() const { return shadowData_.Get(); }
- /// Return shared array pointer to the CPU memory shadow data.
- SharedArrayPtr<unsigned char> GetShadowDataShared() const { return shadowData_; }
- /// Return buffer hash for building vertex declarations. Used internally.
- unsigned long long GetBufferHash(unsigned streamIndex) { return elementHash_ << (streamIndex * 16); }
- /// Return element with specified type and semantic from a vertex element list, or null if does not exist.
- static const VertexElement* GetElement(const PODVector<VertexElement>& elements, VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0);
- /// Return whether element list has a specified element type and semantic.
- static bool HasElement(const PODVector<VertexElement>& elements, VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0);
- /// Return element offset for specified type and semantic from a vertex element list, or M_MAX_UNSIGNED if does not exist.
- static unsigned GetElementOffset(const PODVector<VertexElement>& elements, VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0);
- /// Return a vertex element list from a legacy element bitmask.
- static PODVector<VertexElement> GetElements(unsigned elementMask);
- /// Return vertex size from an element list.
- static unsigned GetVertexSize(const PODVector<VertexElement>& elements);
- /// Return vertex size for a legacy vertex element bitmask.
- static unsigned GetVertexSize(unsigned elementMask);
- /// Update offsets of vertex elements.
- static void UpdateOffsets(PODVector<VertexElement>& elements);
- private:
- /// Update offsets of vertex elements.
- void UpdateOffsets();
- /// Create buffer.
- bool Create();
- /// Update the shadow data to the GPU buffer.
- bool UpdateToGPU();
- /// Map the GPU buffer into CPU memory. Not used on OpenGL.
- void* MapBuffer(unsigned start, unsigned count, bool discard);
- /// Unmap the GPU buffer. Not used on OpenGL.
- void UnmapBuffer();
- /// Shadow data.
- SharedArrayPtr<unsigned char> shadowData_;
- /// Number of vertices.
- unsigned vertexCount_;
- /// Vertex size.
- unsigned vertexSize_;
- /// Vertex elements.
- PODVector<VertexElement> elements_;
- /// Vertex element hash.
- unsigned long long elementHash_;
- /// Vertex element legacy bitmask.
- unsigned elementMask_;
- /// Buffer locking state.
- LockState lockState_;
- /// Lock start vertex.
- unsigned lockStart_;
- /// Lock number of vertices.
- unsigned lockCount_;
- /// Scratch buffer for fallback locking.
- void* lockScratchData_;
- /// Dynamic flag.
- bool dynamic_;
- /// Shadowed flag.
- bool shadowed_;
- /// Discard lock flag. Used by OpenGL only.
- bool discardLock_;
- };
- }
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