BsGLVertexBuffer.cpp 4.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsGLHardwareBufferManager.h"
  4. #include "BsGLVertexBuffer.h"
  5. #include "BsGLVertexArrayObjectManager.h"
  6. #include "BsRenderStats.h"
  7. #include "BsException.h"
  8. namespace BansheeEngine
  9. {
  10. GLVertexBufferCore::GLVertexBufferCore(UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool streamOut)
  11. :VertexBufferCore(vertexSize, numVertices, usage, streamOut), mZeroLocked(false)
  12. {
  13. }
  14. GLVertexBufferCore::~GLVertexBufferCore()
  15. {
  16. glDeleteBuffers(1, &mBufferId);
  17. while (mVAObjects.size() > 0)
  18. GLVertexArrayObjectManager::instance().notifyBufferDestroyed(mVAObjects[0]);
  19. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  20. }
  21. void GLVertexBufferCore::initialize()
  22. {
  23. glGenBuffers(1, &mBufferId);
  24. if (!mBufferId)
  25. {
  26. BS_EXCEPT(InternalErrorException,
  27. "Cannot create GL vertex buffer");
  28. }
  29. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  30. glBufferData(GL_ARRAY_BUFFER, mSizeInBytes, NULL,
  31. GLHardwareBufferCoreManager::getGLUsage(mUsage));
  32. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  33. VertexBufferCore::initialize();
  34. }
  35. void GLVertexBufferCore::registerVAO(const GLVertexArrayObject& vao)
  36. {
  37. mVAObjects.push_back(vao);
  38. }
  39. void GLVertexBufferCore::unregisterVAO(const GLVertexArrayObject& vao)
  40. {
  41. auto iterFind = std::find(mVAObjects.begin(), mVAObjects.end(), vao);
  42. if (iterFind != mVAObjects.end())
  43. mVAObjects.erase(iterFind);
  44. }
  45. void* GLVertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  46. {
  47. GLenum access = 0;
  48. if(mIsLocked)
  49. {
  50. BS_EXCEPT(InternalErrorException,
  51. "Invalid attempt to lock a vertex buffer that has already been locked");
  52. }
  53. #if BS_PROFILING_ENABLED
  54. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  55. {
  56. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  57. }
  58. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  59. {
  60. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  61. }
  62. #endif
  63. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  64. if ((options == GBL_WRITE_ONLY) || (options == GBL_WRITE_ONLY_NO_OVERWRITE) || (options == GBL_WRITE_ONLY_DISCARD))
  65. {
  66. access = GL_MAP_WRITE_BIT;
  67. if(options == GBL_WRITE_ONLY_DISCARD)
  68. access |= GL_MAP_INVALIDATE_BUFFER_BIT;
  69. else if(options == GBL_WRITE_ONLY_NO_OVERWRITE)
  70. access |= GL_MAP_UNSYNCHRONIZED_BIT;
  71. }
  72. else if (options == GBL_READ_ONLY)
  73. access = GL_MAP_READ_BIT;
  74. else
  75. access = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
  76. void* buffer = nullptr;
  77. if (length > 0)
  78. {
  79. buffer = glMapBufferRange(GL_ARRAY_BUFFER, offset, length, access);
  80. if (buffer == nullptr)
  81. {
  82. BS_EXCEPT(InternalErrorException, "Cannot map vertex buffer.");
  83. }
  84. mZeroLocked = false;
  85. }
  86. else
  87. mZeroLocked = true;
  88. void* retPtr = static_cast<void*>(static_cast<unsigned char*>(buffer));
  89. mIsLocked = true;
  90. return retPtr;
  91. }
  92. void GLVertexBufferCore::unlockImpl()
  93. {
  94. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  95. if (!mZeroLocked)
  96. {
  97. if (!glUnmapBuffer(GL_ARRAY_BUFFER))
  98. {
  99. BS_EXCEPT(InternalErrorException, "Buffer data corrupted, please reload.");
  100. }
  101. }
  102. mIsLocked = false;
  103. }
  104. void GLVertexBufferCore::readData(UINT32 offset, UINT32 length, void* pDest)
  105. {
  106. void* bufferData = lock(offset, length, GBL_READ_ONLY);
  107. memcpy(pDest, bufferData, length);
  108. unlock();
  109. }
  110. void GLVertexBufferCore::writeData(UINT32 offset, UINT32 length,
  111. const void* pSource, BufferWriteType writeFlags)
  112. {
  113. GpuLockOptions lockOption = GBL_WRITE_ONLY;
  114. if(writeFlags == BufferWriteType::Discard)
  115. lockOption = GBL_WRITE_ONLY_DISCARD;
  116. else if(writeFlags == BufferWriteType::NoOverwrite)
  117. lockOption = GBL_WRITE_ONLY_NO_OVERWRITE;
  118. void* bufferData = lock(offset, length, lockOption);
  119. memcpy(bufferData, pSource, length);
  120. unlock();
  121. }
  122. }