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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 "../Core/Object.h"
- #include "../Container/ArrayPtr.h"
- #include "../Graphics/GPUObject.h"
- #include "../Graphics/GraphicsDefs.h"
- namespace Atomic
- {
- /// Hardware index buffer.
- class ATOMIC_API IndexBuffer : public Object, public GPUObject
- {
- ATOMIC_OBJECT(IndexBuffer, Object);
- public:
- /// Construct. Optionally force headless (no GPU-side buffer) operation.
- IndexBuffer(Context* context, bool forceHeadless = false);
- /// Destruct.
- virtual ~IndexBuffer();
- /// 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 and vertex elements and dynamic mode. Previous data will be lost.
- bool SetSize(unsigned indexCount, bool largeIndices, 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 indices.
- unsigned GetIndexCount() const { return indexCount_; }
- /// Return index size in bytes.
- unsigned GetIndexSize() const { return indexSize_; }
- /// Return used vertex range from index range.
- bool GetUsedVertexRange(unsigned start, unsigned count, unsigned& minVertex, unsigned& vertexCount);
- /// 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_; }
- private:
- /// 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 indices.
- unsigned indexCount_;
- /// Index size.
- unsigned indexSize_;
- /// 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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