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forked from 0ad/0ad
0ad/source/renderer/VertexBufferManager.h
2023-10-28 21:01:22 +00:00

112 lines
3.2 KiB
C++

/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Allocate and destroy CVertexBuffers
*/
#ifndef INCLUDED_VERTEXBUFFERMANAGER
#define INCLUDED_VERTEXBUFFERMANAGER
#include "lib/types.h"
#include "renderer/VertexBuffer.h"
#include <memory>
#include <utility>
#include <vector>
// CVertexBufferManager: owner object for CVertexBuffer objects; acts as
// 'front end' for their allocation and destruction
class CVertexBufferManager
{
public:
CVertexBufferManager(Renderer::Backend::IDevice* device) : m_Device(device) {}
enum class Group : u32
{
DEFAULT,
TERRAIN,
WATER,
COUNT
};
// Helper for automatic VBChunk lifetime management.
class Handle
{
public:
Handle() = default;
Handle(const Handle&) = delete;
Handle& operator=(const Handle&) = delete;
explicit Handle(CVertexBuffer::VBChunk* chunk);
Handle(Handle&& other);
Handle& operator=(Handle&& other);
~Handle() { Reset(); }
bool IsValid() const { return m_Chunk != nullptr; }
explicit operator bool() const { return IsValid(); }
bool operator!() const { return !static_cast<bool>(*this); }
void Reset();
friend void swap(Handle& lhs, Handle& rhs)
{
using std::swap;
swap(lhs.m_Chunk, rhs.m_Chunk);
}
CVertexBuffer::VBChunk& operator*() const { return *m_Chunk; }
CVertexBuffer::VBChunk* operator->() const { return m_Chunk; }
CVertexBuffer::VBChunk* Get() const { return m_Chunk; }
private:
CVertexBuffer::VBChunk* m_Chunk = nullptr;
};
/**
* Try to allocate a vertex buffer of the given size and type.
*
* @param vertexSize size of each vertex in the buffer
* @param numberOfVertices number of vertices in the buffer
* @param type buffer type
* @param dynamic will be buffer updated frequently or not
* @param backingStore if not dynamic, this is nullptr; else for dynamic,
* this must be a copy of the vertex data that remains valid for the
* lifetime of the VBChunk
* @return chunk, or empty handle if no free chunks available
*/
Handle AllocateChunk(
const size_t vertexSize, const size_t numberOfVertices,
const Renderer::Backend::IBuffer::Type type,
const bool dynamic, void* backingStore = nullptr, Group group = Group::DEFAULT);
/// Returns the given @p chunk to its owning buffer
void Release(CVertexBuffer::VBChunk* chunk);
size_t GetBytesReserved() const;
size_t GetBytesAllocated() const;
private:
Renderer::Backend::IDevice* m_Device{nullptr};
/// List of all known vertex buffers
std::vector<std::unique_ptr<CVertexBuffer>> m_Buffers[static_cast<std::size_t>(Group::COUNT)];
};
#endif // INCLUDED_VERTEXBUFFERMANAGER