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- #include "BsGLHardwareBufferManager.h"
- #include "BsGLVertexBuffer.h"
- #include "BsGLVertexArrayObjectManager.h"
- #include "BsRenderStats.h"
- #include "BsException.h"
- namespace BansheeEngine
- {
- GLVertexBufferCore::GLVertexBufferCore(GpuBufferUsage usage, bool useSystemMemory, const VertexBufferProperties& properties)
- :VertexBufferCore(usage, useSystemMemory, properties), mZeroLocked(false)
- {
- }
- void GLVertexBufferCore::initialize()
- {
- glGenBuffers(1, &mBufferId);
- if (!mBufferId)
- {
- BS_EXCEPT(InternalErrorException,
- "Cannot create GL vertex buffer");
- }
- glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
- glBufferData(GL_ARRAY_BUFFER, mSizeInBytes, NULL,
- GLHardwareBufferManager::getGLUsage(mUsage));
- BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
- VertexBufferCore::initialize();
- }
- void GLVertexBufferCore::destroy()
- {
- glDeleteBuffers(1, &mBufferId);
- while (mVAObjects.size() > 0)
- GLVertexArrayObjectManager::instance().notifyBufferDestroyed(mVAObjects[0]);
- BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
- VertexBufferCore::destroy();
- }
- void GLVertexBufferCore::registerVAO(const GLVertexArrayObject& vao)
- {
- mVAObjects.push_back(vao);
- }
- void GLVertexBufferCore::unregisterVAO(const GLVertexArrayObject& vao)
- {
- auto iterFind = std::find(mVAObjects.begin(), mVAObjects.end(), vao);
- if (iterFind != mVAObjects.end())
- mVAObjects.erase(iterFind);
- }
- void* GLVertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
- {
- GLenum access = 0;
- if(mIsLocked)
- {
- BS_EXCEPT(InternalErrorException,
- "Invalid attempt to lock a vertex buffer that has already been locked");
- }
- #if BS_PROFILING_ENABLED
- if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
- {
- BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
- }
- if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
- {
- BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
- }
- #endif
- glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
- if ((options == GBL_WRITE_ONLY) || (options == GBL_WRITE_ONLY_NO_OVERWRITE) || (options == GBL_WRITE_ONLY_DISCARD))
- {
- access = GL_MAP_WRITE_BIT;
- if(options == GBL_WRITE_ONLY_DISCARD)
- access |= GL_MAP_INVALIDATE_BUFFER_BIT;
- else if(options == GBL_WRITE_ONLY_NO_OVERWRITE)
- access |= GL_MAP_UNSYNCHRONIZED_BIT;
- }
- else if (options == GBL_READ_ONLY)
- access = GL_MAP_READ_BIT;
- else
- access = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
- void* buffer = nullptr;
- if (length > 0)
- {
- buffer = glMapBufferRange(GL_ARRAY_BUFFER, offset, length, access);
- if (buffer == nullptr)
- {
- BS_EXCEPT(InternalErrorException, "Cannot map vertex buffer.");
- }
- mZeroLocked = false;
- }
- else
- mZeroLocked = true;
- void* retPtr = static_cast<void*>(static_cast<unsigned char*>(buffer));
- mIsLocked = true;
- return retPtr;
- }
- void GLVertexBufferCore::unlockImpl()
- {
- glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
- if (!mZeroLocked)
- {
- if (!glUnmapBuffer(GL_ARRAY_BUFFER))
- {
- BS_EXCEPT(InternalErrorException, "Buffer data corrupted, please reload.");
- }
- }
- mIsLocked = false;
- }
- void GLVertexBufferCore::readData(UINT32 offset, UINT32 length, void* pDest)
- {
- void* bufferData = lock(offset, length, GBL_READ_ONLY);
- memcpy(pDest, bufferData, length);
- unlock();
- }
- void GLVertexBufferCore::writeData(UINT32 offset, UINT32 length,
- const void* pSource, BufferWriteType writeFlags)
- {
- GpuLockOptions lockOption = GBL_WRITE_ONLY;
- if(writeFlags == BufferWriteType::Discard)
- lockOption = GBL_WRITE_ONLY_DISCARD;
- else if(writeFlags == BufferWriteType::NoOverwrite)
- lockOption = GBL_WRITE_ONLY_NO_OVERWRITE;
- void* bufferData = lock(offset, length, lockOption);
- memcpy(bufferData, pSource, length);
- unlock();
- }
- GLVertexBuffer::GLVertexBuffer(UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage)
- : VertexBuffer(vertexSize, numVertices, usage, false)
- {
- }
- SPtr<CoreObjectCore> GLVertexBuffer::createCore() const
- {
- return bs_shared_ptr<GLVertexBufferCore>(mUsage, mUseSystemMemory, mProperties);
- }
- }
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