BsGLVertexBuffer.cpp 4.1 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsGLHardwareBufferManager.h"
  5. #include "BsGLVertexBuffer.h"
  6. #include "BsGLVertexArrayObjectManager.h"
  7. #include "BsRenderStats.h"
  8. #include "BsException.h"
  9. namespace BansheeEngine
  10. {
  11. GLVertexBuffer::GLVertexBuffer(UINT32 vertexSize,
  12. UINT32 numVertices, GpuBufferUsage usage)
  13. : VertexBuffer(vertexSize, numVertices, usage, false)
  14. {
  15. }
  16. GLVertexBuffer::~GLVertexBuffer()
  17. {
  18. }
  19. void GLVertexBuffer::initialize_internal()
  20. {
  21. glGenBuffers(1, &mBufferId);
  22. if (!mBufferId)
  23. {
  24. BS_EXCEPT(InternalErrorException,
  25. "Cannot create GL vertex buffer");
  26. }
  27. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  28. glBufferData(GL_ARRAY_BUFFER, mSizeInBytes, NULL,
  29. GLHardwareBufferManager::getGLUsage(mUsage));
  30. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  31. VertexBuffer::initialize_internal();
  32. }
  33. void GLVertexBuffer::destroy_internal()
  34. {
  35. glDeleteBuffers(1, &mBufferId);
  36. while (mVAObjects.size() > 0)
  37. GLVertexArrayObjectManager::instance().notifyBufferDestroyed(mVAObjects[0]);
  38. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  39. VertexBuffer::destroy_internal();
  40. }
  41. void GLVertexBuffer::registerVAO(const GLVertexArrayObject& vao)
  42. {
  43. mVAObjects.push_back(vao);
  44. }
  45. void GLVertexBuffer::unregisterVAO(const GLVertexArrayObject& vao)
  46. {
  47. auto iterFind = std::find(mVAObjects.begin(), mVAObjects.end(), vao);
  48. if (iterFind != mVAObjects.end())
  49. mVAObjects.erase(iterFind);
  50. }
  51. void* GLVertexBuffer::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  52. {
  53. GLenum access = 0;
  54. if(mIsLocked)
  55. {
  56. BS_EXCEPT(InternalErrorException,
  57. "Invalid attempt to lock a vertex buffer that has already been locked");
  58. }
  59. #if BS_PROFILING_ENABLED
  60. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  61. {
  62. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  63. }
  64. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  65. {
  66. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  67. }
  68. #endif
  69. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  70. if ((options == GBL_WRITE_ONLY) || (options == GBL_WRITE_ONLY_NO_OVERWRITE) || (options == GBL_WRITE_ONLY_DISCARD))
  71. {
  72. access = GL_MAP_WRITE_BIT;
  73. if(options == GBL_WRITE_ONLY_DISCARD)
  74. access |= GL_MAP_INVALIDATE_BUFFER_BIT;
  75. else if(options == GBL_WRITE_ONLY_NO_OVERWRITE)
  76. access |= GL_MAP_UNSYNCHRONIZED_BIT;
  77. }
  78. else if (options == GBL_READ_ONLY)
  79. access = GL_MAP_READ_BIT;
  80. else
  81. access = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
  82. void* buffer = glMapBufferRange(GL_ARRAY_BUFFER, offset, length, access);
  83. if(buffer == nullptr)
  84. {
  85. BS_EXCEPT(InternalErrorException, "Cannot map vertex buffer.");
  86. }
  87. void* retPtr = static_cast<void*>(static_cast<unsigned char*>(buffer));
  88. mIsLocked = true;
  89. return retPtr;
  90. }
  91. void GLVertexBuffer::unlockImpl(void)
  92. {
  93. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  94. if(!glUnmapBuffer(GL_ARRAY_BUFFER))
  95. {
  96. BS_EXCEPT(InternalErrorException, "Buffer data corrupted, please reload.");
  97. }
  98. mIsLocked = false;
  99. }
  100. void GLVertexBuffer::readData(UINT32 offset, UINT32 length, void* pDest)
  101. {
  102. void* bufferData = lock(offset, length, GBL_READ_ONLY);
  103. memcpy(pDest, bufferData, length);
  104. unlock();
  105. }
  106. void GLVertexBuffer::writeData(UINT32 offset, UINT32 length,
  107. const void* pSource, BufferWriteType writeFlags)
  108. {
  109. GpuLockOptions lockOption = GBL_WRITE_ONLY;
  110. if(writeFlags == BufferWriteType::Discard)
  111. lockOption = GBL_WRITE_ONLY_DISCARD;
  112. else if(writeFlags == BufferWriteType::NoOverwrite)
  113. lockOption = GBL_WRITE_ONLY_NO_OVERWRITE;
  114. void* bufferData = lock(offset, length, lockOption);
  115. memcpy(bufferData, pSource, length);
  116. unlock();
  117. }
  118. }