BsGLVertexBuffer.cpp 2.7 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 "Profiling/BsRenderStats.h"
  7. #include "BsGLCommandBuffer.h"
  8. namespace bs { namespace ct
  9. {
  10. GLVertexBuffer::GLVertexBuffer(const VERTEX_BUFFER_DESC& desc, GpuDeviceFlags deviceMask)
  11. :VertexBuffer(desc, deviceMask), mUsage(desc.usage)
  12. {
  13. assert((deviceMask == GDF_DEFAULT || deviceMask == GDF_PRIMARY) && "Multiple GPUs not supported natively on OpenGL.");
  14. }
  15. GLVertexBuffer::~GLVertexBuffer()
  16. {
  17. while (mVAObjects.size() > 0)
  18. GLVertexArrayObjectManager::instance().notifyBufferDestroyed(mVAObjects[0]);
  19. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  20. }
  21. void GLVertexBuffer::initialize()
  22. {
  23. mBuffer.initialize(GL_ARRAY_BUFFER, mSize, mUsage);
  24. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  25. VertexBuffer::initialize();
  26. }
  27. void GLVertexBuffer::registerVAO(const GLVertexArrayObject& vao)
  28. {
  29. mVAObjects.push_back(vao);
  30. }
  31. void GLVertexBuffer::unregisterVAO(const GLVertexArrayObject& vao)
  32. {
  33. auto iterFind = std::find(mVAObjects.begin(), mVAObjects.end(), vao);
  34. if (iterFind != mVAObjects.end())
  35. mVAObjects.erase(iterFind);
  36. }
  37. void* GLVertexBuffer::map(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx)
  38. {
  39. return mBuffer.lock(offset, length, options);
  40. }
  41. void GLVertexBuffer::unmap()
  42. {
  43. mBuffer.unlock();
  44. }
  45. void GLVertexBuffer::readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx, UINT32 queueIdx)
  46. {
  47. mBuffer.readData(offset, length, dest);
  48. }
  49. void GLVertexBuffer::writeData(UINT32 offset, UINT32 length,
  50. const void* pSource, BufferWriteType writeFlags, UINT32 queueIdx)
  51. {
  52. mBuffer.writeData(offset, length, pSource, writeFlags);
  53. }
  54. void GLVertexBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  55. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer, const SPtr<ct::CommandBuffer>& commandBuffer)
  56. {
  57. auto executeRef = [this](HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length)
  58. {
  59. GLVertexBuffer& glSrcBuffer = static_cast<GLVertexBuffer&>(srcBuffer);
  60. glSrcBuffer.mBuffer.copyData(mBuffer, srcOffset, dstOffset, length);
  61. };
  62. if (commandBuffer == nullptr)
  63. executeRef(srcBuffer, srcOffset, dstOffset, length);
  64. else
  65. {
  66. auto execute = [&]() { executeRef(srcBuffer, srcOffset, dstOffset, length); };
  67. SPtr<GLCommandBuffer> cb = std::static_pointer_cast<GLCommandBuffer>(commandBuffer);
  68. cb->queueCommand(execute);
  69. }
  70. }
  71. }}