1
0
forked from 0ad/0ad
0ad/source/renderer/VertexBuffer.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

164 lines
5.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* Encapsulation of backend buffers with batching and sharing.
*/
#ifndef INCLUDED_VERTEXBUFFER
#define INCLUDED_VERTEXBUFFER
#include "renderer/backend/IBuffer.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include <memory>
#include <vector>
/**
* 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::IBuffer::Type type, const bool dynamic);
CVertexBuffer(
const char* name, const size_t vertexSize,
const Renderer::Backend::IBuffer::Type type, const bool dynamic,
const size_t maximumBufferSize);
~CVertexBuffer();
void UploadIfNeeded(Renderer::Backend::IDeviceCommandContext* 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::IBuffer::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::IBuffer* 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::IBuffer::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<VBChunk*> m_FreeList;
/// List of allocated chunks
std::vector<VBChunk*> m_AllocList;
/// Available free vertices - total of all free vertices in the free list
size_t m_FreeVertices;
std::unique_ptr<Renderer::Backend::IBuffer> m_Buffer;
bool m_HasNeededChunks;
};
#endif // INCLUDED_VERTEXBUFFER