CmGLDefaultHardwareBufferManager.cpp 7.1 KB

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  1. /*
  2. -----------------------------------------------------------------------------
  3. This source file is part of OGRE
  4. (Object-oriented Graphics Rendering Engine)
  5. For the latest info, see http://www.ogre3d.org/
  6. Copyright (c) 2000-2011 Torus Knot Software Ltd
  7. Permission is hereby granted, free of charge, to any person obtaining a copy
  8. of this software and associated documentation files (the "Software"), to deal
  9. in the Software without restriction, including without limitation the rights
  10. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  11. copies of the Software, and to permit persons to whom the Software is
  12. furnished to do so, subject to the following conditions:
  13. The above copyright notice and this permission notice shall be included in
  14. all copies or substantial portions of the Software.
  15. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. THE SOFTWARE.
  22. -----------------------------------------------------------------------------
  23. */
  24. #include "CmGLDefaultHardwareBufferManager.h"
  25. #include "CmException.h"
  26. namespace CamelotEngine {
  27. GLDefaultHardwareVertexBuffer::GLDefaultHardwareVertexBuffer(UINT32 vertexSize, UINT32 numVertices,
  28. HardwareBuffer::Usage usage)
  29. : HardwareVertexBuffer(0, vertexSize, numVertices, usage, true, false) // always software, never shadowed
  30. {
  31. mpData = static_cast<unsigned char*>(_aligned_malloc(mSizeInBytes, CM_SIMD_ALIGNMENT));
  32. }
  33. //-----------------------------------------------------------------------
  34. GLDefaultHardwareVertexBuffer::GLDefaultHardwareVertexBuffer(HardwareBufferManagerBase* mgr, UINT32 vertexSize, UINT32 numVertices,
  35. HardwareBuffer::Usage usage)
  36. : HardwareVertexBuffer(mgr, vertexSize, numVertices, usage, true, false) // always software, never shadowed
  37. {
  38. mpData = static_cast<unsigned char*>(_aligned_malloc(mSizeInBytes, CM_SIMD_ALIGNMENT));
  39. }
  40. //-----------------------------------------------------------------------
  41. GLDefaultHardwareVertexBuffer::~GLDefaultHardwareVertexBuffer()
  42. {
  43. _aligned_free(mpData);
  44. }
  45. //-----------------------------------------------------------------------
  46. void* GLDefaultHardwareVertexBuffer::lockImpl(UINT32 offset, UINT32 length, LockOptions options)
  47. {
  48. // Only for use internally, no 'locking' as such
  49. return mpData + offset;
  50. }
  51. //-----------------------------------------------------------------------
  52. void GLDefaultHardwareVertexBuffer::unlockImpl(void)
  53. {
  54. // Nothing to do
  55. }
  56. //-----------------------------------------------------------------------
  57. void* GLDefaultHardwareVertexBuffer::lock(UINT32 offset, UINT32 length, LockOptions options)
  58. {
  59. mIsLocked = true;
  60. return mpData + offset;
  61. }
  62. //-----------------------------------------------------------------------
  63. void GLDefaultHardwareVertexBuffer::unlock(void)
  64. {
  65. mIsLocked = false;
  66. // Nothing to do
  67. }
  68. //-----------------------------------------------------------------------
  69. void GLDefaultHardwareVertexBuffer::readData(UINT32 offset, UINT32 length, void* pDest)
  70. {
  71. assert((offset + length) <= mSizeInBytes);
  72. memcpy(pDest, mpData + offset, length);
  73. }
  74. //-----------------------------------------------------------------------
  75. void GLDefaultHardwareVertexBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource,
  76. bool discardWholeBuffer)
  77. {
  78. assert((offset + length) <= mSizeInBytes);
  79. // ignore discard, memory is not guaranteed to be zeroised
  80. memcpy(mpData + offset, pSource, length);
  81. }
  82. //-----------------------------------------------------------------------
  83. GLDefaultHardwareIndexBuffer::GLDefaultHardwareIndexBuffer(IndexType idxType,
  84. UINT32 numIndexes, HardwareBuffer::Usage usage)
  85. : HardwareIndexBuffer(0, idxType, numIndexes, usage, true, false) // always software, never shadowed
  86. {
  87. mpData = new unsigned char[mSizeInBytes];
  88. }
  89. //-----------------------------------------------------------------------
  90. GLDefaultHardwareIndexBuffer::~GLDefaultHardwareIndexBuffer()
  91. {
  92. delete [] mpData;
  93. }
  94. //-----------------------------------------------------------------------
  95. void* GLDefaultHardwareIndexBuffer::lockImpl(UINT32 offset, UINT32 length, LockOptions options)
  96. {
  97. // Only for use internally, no 'locking' as such
  98. return mpData + offset;
  99. }
  100. //-----------------------------------------------------------------------
  101. void GLDefaultHardwareIndexBuffer::unlockImpl(void)
  102. {
  103. // Nothing to do
  104. }
  105. //-----------------------------------------------------------------------
  106. void* GLDefaultHardwareIndexBuffer::lock(UINT32 offset, UINT32 length, LockOptions options)
  107. {
  108. mIsLocked = true;
  109. return mpData + offset;
  110. }
  111. //-----------------------------------------------------------------------
  112. void GLDefaultHardwareIndexBuffer::unlock(void)
  113. {
  114. mIsLocked = false;
  115. // Nothing to do
  116. }
  117. //-----------------------------------------------------------------------
  118. void GLDefaultHardwareIndexBuffer::readData(UINT32 offset, UINT32 length, void* pDest)
  119. {
  120. assert((offset + length) <= mSizeInBytes);
  121. memcpy(pDest, mpData + offset, length);
  122. }
  123. //-----------------------------------------------------------------------
  124. void GLDefaultHardwareIndexBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource,
  125. bool discardWholeBuffer)
  126. {
  127. assert((offset + length) <= mSizeInBytes);
  128. // ignore discard, memory is not guaranteed to be zeroised
  129. memcpy(mpData + offset, pSource, length);
  130. }
  131. //-----------------------------------------------------------------------
  132. //-----------------------------------------------------------------------
  133. GLDefaultHardwareBufferManagerBase::GLDefaultHardwareBufferManagerBase()
  134. {
  135. }
  136. //-----------------------------------------------------------------------
  137. GLDefaultHardwareBufferManagerBase::~GLDefaultHardwareBufferManagerBase()
  138. {
  139. destroyAllBindings();
  140. }
  141. //-----------------------------------------------------------------------
  142. HardwareVertexBufferPtr
  143. GLDefaultHardwareBufferManagerBase::createVertexBuffer(UINT32 vertexSize,
  144. UINT32 numVerts, HardwareBuffer::Usage usage, bool useShadowBuffer)
  145. {
  146. return HardwareVertexBufferPtr(
  147. new GLDefaultHardwareVertexBuffer(this, vertexSize, numVerts, usage));
  148. }
  149. //-----------------------------------------------------------------------
  150. HardwareIndexBufferPtr
  151. GLDefaultHardwareBufferManagerBase::createIndexBuffer(HardwareIndexBuffer::IndexType itype,
  152. UINT32 numIndexes, HardwareBuffer::Usage usage, bool useShadowBuffer)
  153. {
  154. return HardwareIndexBufferPtr(
  155. new GLDefaultHardwareIndexBuffer(itype, numIndexes, usage) );
  156. }
  157. }