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- /*
- -----------------------------------------------------------------------------
- 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.
- -----------------------------------------------------------------------------
- */
- #ifndef __GLHARWAREBUFFERMANAGER_H__
- #define __GLHARWAREBUFFERMANAGER_H__
- #include "CmGLPrerequisites.h"
- #include "CmHardwareBufferManager.h"
- namespace CamelotEngine {
- // Default threshold at which glMapBuffer becomes more efficient than glBufferSubData (32k?)
- # define OGRE_GL_DEFAULT_MAP_BUFFER_THRESHOLD (1024 * 32)
- /** Implementation of HardwareBufferManager for OpenGL. */
- class _OgreGLExport GLHardwareBufferManagerBase : public HardwareBufferManagerBase
- {
- protected:
- char* mScratchBufferPool;
- CM_MUTEX(mScratchMutex)
- size_t mMapBufferThreshold;
- public:
- GLHardwareBufferManagerBase();
- ~GLHardwareBufferManagerBase();
- /// Creates a vertex buffer
- HardwareVertexBufferPtr createVertexBuffer(size_t vertexSize,
- size_t numVerts, HardwareBuffer::Usage usage, bool useShadowBuffer = false);
- /// Create a hardware vertex buffer
- HardwareIndexBufferPtr createIndexBuffer(
- HardwareIndexBuffer::IndexType itype, size_t numIndexes,
- HardwareBuffer::Usage usage, bool useShadowBuffer = false);
- /// Utility function to get the correct GL usage based on HBU's
- static GLenum getGLUsage(unsigned int usage);
- /// Utility function to get the correct GL type based on VET's
- static GLenum getGLType(unsigned int type);
- /** Allocator method to allow us to use a pool of memory as a scratch
- area for hardware buffers. This is because glMapBuffer is incredibly
- inefficient, seemingly no matter what options we give it. So for the
- period of lock/unlock, we will instead allocate a section of a local
- memory pool, and use glBufferSubDataARB / glGetBufferSubDataARB
- instead.
- */
- void* allocateScratch(UINT32 size);
- /// @see allocateScratch
- void deallocateScratch(void* ptr);
- /** Threshold after which glMapBuffer is used and not glBufferSubData
- */
- const size_t getGLMapBufferThreshold() const;
- void setGLMapBufferThreshold( const size_t value );
- };
- /// GLHardwareBufferManagerBase as a Singleton
- class _OgreGLExport GLHardwareBufferManager : public HardwareBufferManager
- {
- public:
- GLHardwareBufferManager()
- : HardwareBufferManager(new GLHardwareBufferManagerBase())
- {
- }
- ~GLHardwareBufferManager()
- {
- delete mImpl;
- }
- /// Utility function to get the correct GL usage based on HBU's
- static GLenum getGLUsage(unsigned int usage)
- { return GLHardwareBufferManagerBase::getGLUsage(usage); }
- /// Utility function to get the correct GL type based on VET's
- static GLenum getGLType(unsigned int type)
- { return GLHardwareBufferManagerBase::getGLType(type); }
- /** Allocator method to allow us to use a pool of memory as a scratch
- area for hardware buffers. This is because glMapBuffer is incredibly
- inefficient, seemingly no matter what options we give it. So for the
- period of lock/unlock, we will instead allocate a section of a local
- memory pool, and use glBufferSubDataARB / glGetBufferSubDataARB
- instead.
- */
- void* allocateScratch(UINT32 size)
- {
- return static_cast<GLHardwareBufferManagerBase*>(mImpl)->allocateScratch(size);
- }
- /// @see allocateScratch
- void deallocateScratch(void* ptr)
- {
- static_cast<GLHardwareBufferManagerBase*>(mImpl)->deallocateScratch(ptr);
- }
- /** Threshold after which glMapBuffer is used and not glBufferSubData
- */
- const size_t getGLMapBufferThreshold() const
- {
- return static_cast<GLHardwareBufferManagerBase*>(mImpl)->getGLMapBufferThreshold();
- }
- void setGLMapBufferThreshold( const size_t value )
- {
- static_cast<GLHardwareBufferManagerBase*>(mImpl)->setGLMapBufferThreshold(value);
- }
- };
- }
- #endif // __GLHARWAREBUFFERMANAGER_H__
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