BsGLGpuBuffer.cpp 3.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsGLGpuBuffer.h"
  4. #include "BsDebug.h"
  5. #include "BsRenderStats.h"
  6. #include "BsGLPixelFormat.h"
  7. #include "BsGLHardwareBufferManager.h"
  8. namespace BansheeEngine
  9. {
  10. GLGpuBufferCore::GLGpuBufferCore(const GPU_BUFFER_DESC& desc, GpuDeviceFlags deviceMask)
  11. : GpuBufferCore(desc, deviceMask), mTextureID(0), mFormat(0)
  12. {
  13. if(desc.type != GBT_STANDARD)
  14. LOGERR("Only standard buffers are support on OpenGL.");
  15. if (desc.useCounter)
  16. LOGERR("Buffer counters not supported on OpenGL.");
  17. assert((deviceMask == GDF_DEFAULT || deviceMask == GDF_PRIMARY) && "Multiple GPUs not supported natively on OpenGL.");
  18. // Note: Implement OpenGL shader storage buffers, append/consume buffers, transform feedback buffers,
  19. // indirect argument buffers and counter buffers
  20. mFormat = GLPixelUtil::getBufferFormat(desc.format);
  21. }
  22. GLGpuBufferCore::~GLGpuBufferCore()
  23. {
  24. glDeleteTextures(1, &mTextureID);
  25. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuBuffer);
  26. }
  27. void GLGpuBufferCore::initialize()
  28. {
  29. // Create buffer
  30. const auto& props = getProperties();
  31. UINT32 size = props.getElementCount() * props.getElementSize();
  32. mBuffer.initialize(GL_TEXTURE_BUFFER, size, props.getUsage());
  33. // Create texture
  34. glGenTextures(1, &mTextureID);
  35. glBindTexture(GL_TEXTURE_BUFFER, mTextureID);
  36. glTexBuffer(GL_TEXTURE_BUFFER, mFormat, mBuffer.getGLBufferId());
  37. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuBuffer);
  38. GpuBufferCore::initialize();
  39. }
  40. void* GLGpuBufferCore::lock(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx)
  41. {
  42. #if BS_PROFILING_ENABLED
  43. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  44. {
  45. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  46. }
  47. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD
  48. || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  49. {
  50. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  51. }
  52. #endif
  53. return mBuffer.lock(offset, length, options);
  54. }
  55. void GLGpuBufferCore::unlock()
  56. {
  57. mBuffer.unlock();
  58. }
  59. void GLGpuBufferCore::readData(UINT32 offset, UINT32 length, void* dest, UINT32 queueIdx)
  60. {
  61. mBuffer.readData(offset, length, dest);
  62. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  63. }
  64. void GLGpuBufferCore::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags,
  65. UINT32 queueIdx)
  66. {
  67. mBuffer.writeData(offset, length, source, writeFlags);
  68. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  69. }
  70. void GLGpuBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  71. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer, UINT32 queueIdx)
  72. {
  73. GLGpuBufferCore& glSrcBuffer = static_cast<GLGpuBufferCore&>(srcBuffer);
  74. GLuint srcId = glSrcBuffer.getGLBufferId();
  75. glCopyBufferSubData(srcId, getGLBufferId(), srcOffset, dstOffset, length);
  76. }
  77. }