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0ad/source/renderer/VertexBuffer.cpp

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/* Copyright (C) 2011 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/>.
*/
/*
* encapsulation of VBOs with sharing
*/
#include "precompiled.h"
#include "ps/Errors.h"
#include "lib/ogl.h"
#include "lib/sysdep/cpu.h"
#include "Renderer.h"
#include "VertexBuffer.h"
#include "VertexBufferManager.h"
#include "ps/CLogger.h"
///////////////////////////////////////////////////////////////////////////////
// CVertexBuffer constructor
CVertexBuffer::CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target)
: m_VertexSize(vertexSize), m_Handle(0), m_SysMem(0), m_Usage(usage), m_Target(target)
{
size_t size = MAX_VB_SIZE_BYTES;
if (target == GL_ARRAY_BUFFER)
{
// We want to store 16-bit indices to any vertex in a buffer, so the
// buffer must never be bigger than vertexSize*64K bytes
size = std::min(size, vertexSize*65536);
}
// allocate raw buffer
if (g_Renderer.m_Caps.m_VBO)
{
pglGenBuffersARB(1, &m_Handle);
pglBindBufferARB(m_Target, m_Handle);
pglBufferDataARB(m_Target, size, 0, m_Usage);
pglBindBufferARB(m_Target, 0);
}
else
{
m_SysMem = new u8[size];
}
// store max/free vertex counts
m_MaxVertices=m_FreeVertices=size/vertexSize;
// create sole free chunk
VBChunk* chunk=new VBChunk;
chunk->m_Owner=this;
chunk->m_Count=m_FreeVertices;
chunk->m_Index=0;
m_FreeList.push_front(chunk);
}
///////////////////////////////////////////////////////////////////////////////
// CVertexBuffer destructor
CVertexBuffer::~CVertexBuffer()
{
if (m_Handle)
pglDeleteBuffersARB(1, &m_Handle);
if (m_SysMem)
delete[] m_SysMem;
// janwas 2004-06-14: release freelist
typedef std::list<VBChunk*>::iterator Iter;
for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
delete *iter;
}
///////////////////////////////////////////////////////////////////////////////
// Allocate: try to allocate a buffer of given number of vertices (each of
// given size), with the given type, and using the given texture - return null
// if no free chunks available
CVertexBuffer::VBChunk* CVertexBuffer::Allocate(size_t vertexSize, size_t numVertices, GLenum usage, GLenum target)
{
// check this is the right kind of buffer
if (usage != m_Usage || target != m_Target || vertexSize != m_VertexSize)
return 0;
// quick check there's enough vertices spare to allocate
if (numVertices > m_FreeVertices)
return 0;
// trawl free list looking for first free chunk with enough space
VBChunk* chunk=0;
typedef std::list<VBChunk*>::iterator Iter;
for (Iter iter=m_FreeList.begin();iter!=m_FreeList.end();++iter) {
if (numVertices<=(*iter)->m_Count) {
chunk=*iter;
// remove this chunk from the free list
m_FreeList.erase(iter);
m_FreeVertices -= chunk->m_Count;
// no need to search further ..
break;
}
}
if (!chunk) {
// no big enough spare chunk available
return 0;
}
// split chunk into two; - allocate a new chunk using all unused vertices in the
// found chunk, and add it to the free list
if (chunk->m_Count > numVertices)
{
VBChunk* newchunk = new VBChunk;
newchunk->m_Owner = this;
newchunk->m_Count = chunk->m_Count - numVertices;
newchunk->m_Index = chunk->m_Index + numVertices;
m_FreeList.push_front(newchunk);
m_FreeVertices += newchunk->m_Count;
// resize given chunk
chunk->m_Count = numVertices;
}
// return found chunk
return chunk;
}
///////////////////////////////////////////////////////////////////////////////
// Release: return given chunk to this buffer
void CVertexBuffer::Release(VBChunk* chunk)
{
// add to free list
// TODO, RC - need to merge available chunks where possible to avoid
// excessive fragmentation of vertex buffer space
m_FreeList.push_front(chunk);
m_FreeVertices += chunk->m_Count;
}
///////////////////////////////////////////////////////////////////////////////
// UpdateChunkVertices: update vertex data for given chunk
void CVertexBuffer::UpdateChunkVertices(VBChunk* chunk,void* data)
{
if (g_Renderer.m_Caps.m_VBO)
{
ENSURE(m_Handle);
pglBindBufferARB(m_Target, m_Handle);
pglBufferSubDataARB(m_Target, chunk->m_Index * m_VertexSize, chunk->m_Count * m_VertexSize, data);
pglBindBufferARB(m_Target, 0);
}
else
{
ENSURE(m_SysMem);
memcpy(m_SysMem + chunk->m_Index * m_VertexSize, data, chunk->m_Count * m_VertexSize);
}
}
///////////////////////////////////////////////////////////////////////////////
// Bind: bind to this buffer; return pointer to address required as parameter
// to glVertexPointer ( + etc) calls
u8* CVertexBuffer::Bind()
{
if (g_Renderer.m_Caps.m_VBO)
{
pglBindBufferARB(m_Target, m_Handle);
return (u8*)0;
}
else
{
return m_SysMem;
}
}
u8* CVertexBuffer::GetBindAddress()
{
if (g_Renderer.m_Caps.m_VBO)
return (u8*)0;
else
return m_SysMem;
}
void CVertexBuffer::Unbind()
{
if (g_Renderer.m_Caps.m_VBO)
{
pglBindBufferARB(GL_ARRAY_BUFFER, 0);
pglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
size_t CVertexBuffer::GetBytesReserved() const
{
return MAX_VB_SIZE_BYTES;
}
size_t CVertexBuffer::GetBytesAllocated() const
{
return (m_MaxVertices - m_FreeVertices) * m_VertexSize;
}