BsGLVertexBuffer.cpp 4.2 KB

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  1. #include "BsGLHardwareBufferManager.h"
  2. #include "BsGLVertexBuffer.h"
  3. #include "BsGLVertexArrayObjectManager.h"
  4. #include "BsRenderStats.h"
  5. #include "BsException.h"
  6. namespace BansheeEngine
  7. {
  8. GLVertexBufferCore::GLVertexBufferCore(GpuBufferUsage usage, bool useSystemMemory, const VertexBufferProperties& properties)
  9. :VertexBufferCore(usage, useSystemMemory, properties), mZeroLocked(false)
  10. {
  11. }
  12. void GLVertexBufferCore::initialize()
  13. {
  14. glGenBuffers(1, &mBufferId);
  15. if (!mBufferId)
  16. {
  17. BS_EXCEPT(InternalErrorException,
  18. "Cannot create GL vertex buffer");
  19. }
  20. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  21. glBufferData(GL_ARRAY_BUFFER, mSizeInBytes, NULL,
  22. GLHardwareBufferManager::getGLUsage(mUsage));
  23. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  24. VertexBufferCore::initialize();
  25. }
  26. void GLVertexBufferCore::destroy()
  27. {
  28. glDeleteBuffers(1, &mBufferId);
  29. while (mVAObjects.size() > 0)
  30. GLVertexArrayObjectManager::instance().notifyBufferDestroyed(mVAObjects[0]);
  31. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  32. VertexBufferCore::destroy();
  33. }
  34. void GLVertexBufferCore::registerVAO(const GLVertexArrayObject& vao)
  35. {
  36. mVAObjects.push_back(vao);
  37. }
  38. void GLVertexBufferCore::unregisterVAO(const GLVertexArrayObject& vao)
  39. {
  40. auto iterFind = std::find(mVAObjects.begin(), mVAObjects.end(), vao);
  41. if (iterFind != mVAObjects.end())
  42. mVAObjects.erase(iterFind);
  43. }
  44. void* GLVertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  45. {
  46. GLenum access = 0;
  47. if(mIsLocked)
  48. {
  49. BS_EXCEPT(InternalErrorException,
  50. "Invalid attempt to lock a vertex buffer that has already been locked");
  51. }
  52. #if BS_PROFILING_ENABLED
  53. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  54. {
  55. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  56. }
  57. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  58. {
  59. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  60. }
  61. #endif
  62. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  63. if ((options == GBL_WRITE_ONLY) || (options == GBL_WRITE_ONLY_NO_OVERWRITE) || (options == GBL_WRITE_ONLY_DISCARD))
  64. {
  65. access = GL_MAP_WRITE_BIT;
  66. if(options == GBL_WRITE_ONLY_DISCARD)
  67. access |= GL_MAP_INVALIDATE_BUFFER_BIT;
  68. else if(options == GBL_WRITE_ONLY_NO_OVERWRITE)
  69. access |= GL_MAP_UNSYNCHRONIZED_BIT;
  70. }
  71. else if (options == GBL_READ_ONLY)
  72. access = GL_MAP_READ_BIT;
  73. else
  74. access = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
  75. void* buffer = nullptr;
  76. if (length > 0)
  77. {
  78. buffer = glMapBufferRange(GL_ARRAY_BUFFER, offset, length, access);
  79. if (buffer == nullptr)
  80. {
  81. BS_EXCEPT(InternalErrorException, "Cannot map vertex buffer.");
  82. }
  83. mZeroLocked = false;
  84. }
  85. else
  86. mZeroLocked = true;
  87. void* retPtr = static_cast<void*>(static_cast<unsigned char*>(buffer));
  88. mIsLocked = true;
  89. return retPtr;
  90. }
  91. void GLVertexBufferCore::unlockImpl()
  92. {
  93. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  94. if (!mZeroLocked)
  95. {
  96. if (!glUnmapBuffer(GL_ARRAY_BUFFER))
  97. {
  98. BS_EXCEPT(InternalErrorException, "Buffer data corrupted, please reload.");
  99. }
  100. }
  101. mIsLocked = false;
  102. }
  103. void GLVertexBufferCore::readData(UINT32 offset, UINT32 length, void* pDest)
  104. {
  105. void* bufferData = lock(offset, length, GBL_READ_ONLY);
  106. memcpy(pDest, bufferData, length);
  107. unlock();
  108. }
  109. void GLVertexBufferCore::writeData(UINT32 offset, UINT32 length,
  110. const void* pSource, BufferWriteType writeFlags)
  111. {
  112. GpuLockOptions lockOption = GBL_WRITE_ONLY;
  113. if(writeFlags == BufferWriteType::Discard)
  114. lockOption = GBL_WRITE_ONLY_DISCARD;
  115. else if(writeFlags == BufferWriteType::NoOverwrite)
  116. lockOption = GBL_WRITE_ONLY_NO_OVERWRITE;
  117. void* bufferData = lock(offset, length, lockOption);
  118. memcpy(bufferData, pSource, length);
  119. unlock();
  120. }
  121. GLVertexBuffer::GLVertexBuffer(UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage)
  122. : VertexBuffer(vertexSize, numVertices, usage, false)
  123. {
  124. }
  125. CoreObjectCore* GLVertexBuffer::createCore() const
  126. {
  127. return bs_new<GLVertexBufferCore>(mUsage, mUseSystemMemory, mProperties);
  128. }
  129. }