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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.
- -----------------------------------------------------------------------------
- */
- #include "CmGLHardwareIndexBuffer.h"
- #include "CmGLHardwareBufferManager.h"
- #include "OgreException.h"
- namespace CamelotEngine {
- //---------------------------------------------------------------------
- GLHardwareIndexBuffer::GLHardwareIndexBuffer(HardwareBufferManagerBase* mgr, IndexType idxType,
- size_t numIndexes, HardwareBuffer::Usage usage, bool useShadowBuffer)
- : HardwareIndexBuffer(mgr, idxType, numIndexes, usage, false, useShadowBuffer)
- {
- glGenBuffersARB( 1, &mBufferId );
- if (!mBufferId)
- {
- OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
- "Cannot create GL index buffer",
- "GLHardwareIndexBuffer::GLHardwareIndexBuffer");
- }
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId);
- // Initialise buffer and set usage
- glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, NULL,
- GLHardwareBufferManager::getGLUsage(usage));
- //std::cerr << "creating index buffer " << mBufferId << std::endl;
- }
- //---------------------------------------------------------------------
- GLHardwareIndexBuffer::~GLHardwareIndexBuffer()
- {
- glDeleteBuffersARB(1, &mBufferId);
- }
- //---------------------------------------------------------------------
- void* GLHardwareIndexBuffer::lockImpl(size_t offset,
- size_t length, LockOptions options)
- {
- GLenum access = 0;
- if(mIsLocked)
- {
- OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
- "Invalid attempt to lock an index buffer that has already been locked",
- "GLHardwareIndexBuffer::lock");
- }
-
- void* retPtr = 0;
- GLHardwareBufferManager* glBufManager = static_cast<GLHardwareBufferManager*>(HardwareBufferManager::getSingletonPtr());
- // Try to use scratch buffers for smaller buffers
- if( length < glBufManager->getGLMapBufferThreshold() )
- {
- retPtr = glBufManager->allocateScratch((UINT32)length);
- if (retPtr)
- {
- mLockedToScratch = true;
- mScratchOffset = offset;
- mScratchSize = length;
- mScratchPtr = retPtr;
- mScratchUploadOnUnlock = (options != HBL_READ_ONLY);
- if (options != HBL_DISCARD)
- {
- // have to read back the data before returning the pointer
- readData(offset, length, retPtr);
- }
- }
- }
- if (!retPtr)
- {
- glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId );
- // Use glMapBuffer
- if(options == HBL_DISCARD)
- {
- // Discard the buffer
- glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, NULL,
- GLHardwareBufferManager::getGLUsage(mUsage));
- }
- if (mUsage & HBU_WRITE_ONLY)
- access = GL_WRITE_ONLY_ARB;
- else if (options == HBL_READ_ONLY)
- access = GL_READ_ONLY_ARB;
- else
- access = GL_READ_WRITE_ARB;
- void* pBuffer = glMapBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, access );
- if(pBuffer == 0)
- {
- OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
- "Index Buffer: Out of memory",
- "GLHardwareIndexBuffer::lock");
- }
- // return offsetted
- retPtr = static_cast<void*>(
- static_cast<unsigned char*>(pBuffer) + offset);
- mLockedToScratch = false;
- }
- mIsLocked = true;
- return retPtr;
- }
- //---------------------------------------------------------------------
- void GLHardwareIndexBuffer::unlockImpl(void)
- {
- if (mLockedToScratch)
- {
- if (mScratchUploadOnUnlock)
- {
- // have to write the data back to vertex buffer
- writeData(mScratchOffset, mScratchSize, mScratchPtr,
- mScratchOffset == 0 && mScratchSize == getSizeInBytes());
- }
- // deallocate from scratch buffer
- static_cast<GLHardwareBufferManager*>(
- HardwareBufferManager::getSingletonPtr())->deallocateScratch(mScratchPtr);
- mLockedToScratch = false;
- }
- else
- {
- glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId );
- if(!glUnmapBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB ))
- {
- OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
- "Buffer data corrupted, please reload",
- "GLHardwareIndexBuffer::unlock");
- }
- }
- mIsLocked = false;
- }
- //---------------------------------------------------------------------
- void GLHardwareIndexBuffer::readData(size_t offset, size_t length,
- void* pDest)
- {
- if(mUseShadowBuffer)
- {
- // get data from the shadow buffer
- void* srcData = mpShadowBuffer->lock(offset, length, HBL_READ_ONLY);
- memcpy(pDest, srcData, length);
- mpShadowBuffer->unlock();
- }
- else
- {
- glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId );
- glGetBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, offset, length, pDest);
- }
- }
- //---------------------------------------------------------------------
- void GLHardwareIndexBuffer::writeData(size_t offset, size_t length,
- const void* pSource, bool discardWholeBuffer)
- {
- glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId );
- // Update the shadow buffer
- if(mUseShadowBuffer)
- {
- void* destData = mpShadowBuffer->lock(offset, length,
- discardWholeBuffer ? HBL_DISCARD : HBL_NORMAL);
- memcpy(destData, pSource, length);
- mpShadowBuffer->unlock();
- }
- if (offset == 0 && length == mSizeInBytes)
- {
- glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, pSource,
- GLHardwareBufferManager::getGLUsage(mUsage));
- }
- else
- {
- if(discardWholeBuffer)
- {
- glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, NULL,
- GLHardwareBufferManager::getGLUsage(mUsage));
- }
- // Now update the real buffer
- glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, offset, length, pSource);
- }
- }
- //---------------------------------------------------------------------
- void GLHardwareIndexBuffer::_updateFromShadow(void)
- {
- if (mUseShadowBuffer && mShadowUpdated && !mSuppressHardwareUpdate)
- {
- const void *srcData = mpShadowBuffer->lock(
- mLockStart, mLockSize, HBL_READ_ONLY);
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mBufferId);
- // Update whole buffer if possible, otherwise normal
- if (mLockStart == 0 && mLockSize == mSizeInBytes)
- {
- glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, srcData,
- GLHardwareBufferManager::getGLUsage(mUsage));
- }
- else
- {
- glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mLockStart, mLockSize, srcData);
- }
- mpShadowBuffer->unlock();
- mShadowUpdated = false;
- }
- }
- }
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