0ad/source/renderer/VertexBuffer.h
vladislavbelov b9fd6f18f0 Adds proper IBuffer usage instead of dynamic flag.
Comments By: phosit
Differential Revision: https://code.wildfiregames.com/D5281
This was SVN commit r28107.
2024-06-10 19:31:41 +00:00

166 lines
5.8 KiB
C++

/* Copyright (C) 2024 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/IDevice.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_Renderer.GetVertexBufferManager().AllocateChunk)
friend class CVertexBuffer;
VBChunk() {}
~VBChunk() {}
};
public:
CVertexBuffer(
Renderer::Backend::IDevice* device,
const char* name, const size_t vertexSize,
const Renderer::Backend::IBuffer::Type type, const uint32_t usage);
CVertexBuffer(
Renderer::Backend::IDevice* device,
const char* name, const size_t vertexSize,
const Renderer::Backend::IBuffer::Type type, const uint32_t usage,
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 uint32_t usage) 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 uint32_t usage);
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 uint32_t usage,
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