/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd 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 "CmGLHardwareIndexBuffer.h" #include "CmGLHardwareBufferManager.h" #include "OgreException.h" namespace CamelotEngine { //--------------------------------------------------------------------- GLHardwareIndexBuffer::GLHardwareIndexBuffer(HardwareBufferManagerBase* mgr, IndexType idxType, size_t numIndexes, HardwareBuffer::Usage usage, bool useShadowBuffer) : HardwareIndexBuffer(mgr, idxType, numIndexes, usage, false, useShadowBuffer) { glGenBuffersARB( 1, &mBufferId ); if (!mBufferId) { OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Cannot create GL index buffer", "GLHardwareIndexBuffer::GLHardwareIndexBuffer"); } glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId); // Initialise buffer and set usage glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, NULL, GLHardwareBufferManager::getGLUsage(usage)); //std::cerr << "creating index buffer " << mBufferId << std::endl; } //--------------------------------------------------------------------- GLHardwareIndexBuffer::~GLHardwareIndexBuffer() { glDeleteBuffersARB(1, &mBufferId); } //--------------------------------------------------------------------- void* GLHardwareIndexBuffer::lockImpl(size_t offset, size_t length, LockOptions options) { GLenum access = 0; if(mIsLocked) { OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Invalid attempt to lock an index buffer that has already been locked", "GLHardwareIndexBuffer::lock"); } void* retPtr = 0; GLHardwareBufferManager* glBufManager = static_cast(HardwareBufferManager::getSingletonPtr()); // Try to use scratch buffers for smaller buffers if( length < glBufManager->getGLMapBufferThreshold() ) { retPtr = glBufManager->allocateScratch((UINT32)length); if (retPtr) { mLockedToScratch = true; mScratchOffset = offset; mScratchSize = length; mScratchPtr = retPtr; mScratchUploadOnUnlock = (options != HBL_READ_ONLY); if (options != HBL_DISCARD) { // have to read back the data before returning the pointer readData(offset, length, retPtr); } } } if (!retPtr) { glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId ); // Use glMapBuffer if(options == HBL_DISCARD) { // Discard the buffer glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, NULL, GLHardwareBufferManager::getGLUsage(mUsage)); } if (mUsage & HBU_WRITE_ONLY) access = GL_WRITE_ONLY_ARB; else if (options == HBL_READ_ONLY) access = GL_READ_ONLY_ARB; else access = GL_READ_WRITE_ARB; void* pBuffer = glMapBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, access ); if(pBuffer == 0) { OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Index Buffer: Out of memory", "GLHardwareIndexBuffer::lock"); } // return offsetted retPtr = static_cast( static_cast(pBuffer) + offset); mLockedToScratch = false; } mIsLocked = true; return retPtr; } //--------------------------------------------------------------------- void GLHardwareIndexBuffer::unlockImpl(void) { if (mLockedToScratch) { if (mScratchUploadOnUnlock) { // have to write the data back to vertex buffer writeData(mScratchOffset, mScratchSize, mScratchPtr, mScratchOffset == 0 && mScratchSize == getSizeInBytes()); } // deallocate from scratch buffer static_cast( HardwareBufferManager::getSingletonPtr())->deallocateScratch(mScratchPtr); mLockedToScratch = false; } else { glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId ); if(!glUnmapBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB )) { OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Buffer data corrupted, please reload", "GLHardwareIndexBuffer::unlock"); } } mIsLocked = false; } //--------------------------------------------------------------------- void GLHardwareIndexBuffer::readData(size_t offset, size_t length, void* pDest) { if(mUseShadowBuffer) { // get data from the shadow buffer void* srcData = mpShadowBuffer->lock(offset, length, HBL_READ_ONLY); memcpy(pDest, srcData, length); mpShadowBuffer->unlock(); } else { glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId ); glGetBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, offset, length, pDest); } } //--------------------------------------------------------------------- void GLHardwareIndexBuffer::writeData(size_t offset, size_t length, const void* pSource, bool discardWholeBuffer) { glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId ); // Update the shadow buffer if(mUseShadowBuffer) { void* destData = mpShadowBuffer->lock(offset, length, discardWholeBuffer ? HBL_DISCARD : HBL_NORMAL); memcpy(destData, pSource, length); mpShadowBuffer->unlock(); } if (offset == 0 && length == mSizeInBytes) { glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, pSource, GLHardwareBufferManager::getGLUsage(mUsage)); } else { if(discardWholeBuffer) { glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, NULL, GLHardwareBufferManager::getGLUsage(mUsage)); } // Now update the real buffer glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, offset, length, pSource); } } //--------------------------------------------------------------------- void GLHardwareIndexBuffer::_updateFromShadow(void) { if (mUseShadowBuffer && mShadowUpdated && !mSuppressHardwareUpdate) { const void *srcData = mpShadowBuffer->lock( mLockStart, mLockSize, HBL_READ_ONLY); glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId); // Update whole buffer if possible, otherwise normal if (mLockStart == 0 && mLockSize == mSizeInBytes) { glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, srcData, GLHardwareBufferManager::getGLUsage(mUsage)); } else { glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mLockStart, mLockSize, srcData); } mpShadowBuffer->unlock(); mShadowUpdated = false; } } }