/* Copyright (C) 2022 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 . */ /* * Encapsulation of backend buffers with batching and sharing. */ #ifndef INCLUDED_VERTEXBUFFER #define INCLUDED_VERTEXBUFFER #include "renderer/backend/gl/Buffer.h" #include "renderer/backend/gl/DeviceCommandContext.h" #include #include /** * CVertexBuffer: encapsulation of backend buffers, also supplying * some additional functionality for sharing buffers between multiple objects. * * The class can be used in two modes, depending on the usage parameter: * * Static buffer: Call Allocate() with backingStore = nullptr. Then call * UpdateChunkVertices() with any pointer - the data will be immediately copied * to the buffer. This should be used for vertex data that rarely changes. * * Dynamic buffer: Call Allocate() with backingStore pointing * at some memory that will remain valid for the lifetime of the CVertexBuffer. * This should be used for vertex data that may change every frame. * Rendering is expected to occur in two phases: * - "Prepare" phase: * If this chunk is going to be used for rendering during the next rendering phase, * you must call PrepareForRendering(). * If the vertex data in backingStore has been modified since the last uploading phase, * you must call UpdateChunkVertices(). * - "Upload" phase: * UploadedIfNeeded() can be called (multiple times). The vertex data will be uploaded * to the GPU if necessary. * It is okay to have multiple prepare/upload cycles per frame (though slightly less * efficient), but they must occur sequentially. */ class CVertexBuffer { NONCOPYABLE(CVertexBuffer); public: // VBChunk: describes a portion of this vertex buffer struct VBChunk { // Owning (parent) vertex buffer CVertexBuffer* m_Owner; // Start index of this chunk in owner size_t m_Index; // Number of vertices used by chunk size_t m_Count; // If UseStreaming() is true, points at the data for this chunk void* m_BackingStore; // If true, the backend buffer is not consistent with the chunk's // backing store (and will need to be re-uploaded before rendering with // this chunk). bool m_Dirty; // If true, we have been told this chunk is going to be used for // rendering in the next uploading phase and will need to be uploaded bool m_Needed; private: // Only CVertexBuffer can construct/delete these // (Other people should use g_VBMan.AllocateChunk) friend class CVertexBuffer; VBChunk() {} ~VBChunk() {} }; public: // constructor, destructor CVertexBuffer( const char* name, const size_t vertexSize, const Renderer::Backend::GL::CBuffer::Type type, const bool dynamic); CVertexBuffer( const char* name, const size_t vertexSize, const Renderer::Backend::GL::CBuffer::Type type, const bool dynamic, const size_t maximumBufferSize); ~CVertexBuffer(); void UploadIfNeeded(Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext); /// Make the vertex data available for the next usage. void PrepareForRendering(VBChunk* chunk); /// Update vertex data for given chunk. Transfers the provided data to the actual OpenGL vertex buffer. void UpdateChunkVertices(VBChunk* chunk, void* data); size_t GetVertexSize() const { return m_VertexSize; } size_t GetBytesReserved() const; size_t GetBytesAllocated() const; /// Returns true if this vertex buffer is compatible with the specified vertex type and intended usage. bool CompatibleVertexType( const size_t vertexSize, const Renderer::Backend::GL::CBuffer::Type type, const bool dynamic) const; void DumpStatus() const; /** * Given the usage flags of a buffer that has been (or will be) allocated: * * If true, we assume the buffer is going to be modified on every frame, * so we will re-upload the entire buffer every frame using glMapBuffer. * This requires the buffer's owner to hold onto its backing store. * * If false, we assume it will change rarely, and use direct upload to * update it incrementally. The backing store can be freed to save memory. */ static bool UseStreaming(const bool dynamic); Renderer::Backend::GL::CBuffer* GetBuffer() { return m_Buffer.get(); } private: friend class CVertexBufferManager; // allow allocate only via CVertexBufferManager /// Try to allocate a buffer of given number of vertices (each of given size), /// and with the given type - return null if no free chunks available VBChunk* Allocate( const size_t vertexSize, const size_t numberOfVertices, const Renderer::Backend::GL::CBuffer::Type type, const bool dynamic, void* backingStore); /// Return given chunk to this buffer void Release(VBChunk* chunk); /// Vertex size of this vertex buffer size_t m_VertexSize; /// Number of vertices of above size in this buffer size_t m_MaxVertices; /// List of free chunks in this buffer std::vector m_FreeList; /// List of allocated chunks std::vector m_AllocList; /// Available free vertices - total of all free vertices in the free list size_t m_FreeVertices; std::unique_ptr m_Buffer; bool m_HasNeededChunks; }; #endif // INCLUDED_VERTEXBUFFER