/* 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 . */ /* * 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::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::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) { debug_assert(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 { debug_assert(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; }