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/*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file \ingroup gpu
*
* GPU vertex buffer
*/
#ifndef __GPU_VERTEX_BUFFER_H__
#define __GPU_VERTEX_BUFFER_H__
#include "GPU_vertex_format.h"
#define VRAM_USAGE 1
/**
* How to create a #GPUVertBuf:
* 1) verts = GPU_vertbuf_create() or GPU_vertbuf_init(verts)
* 2) GPU_vertformat_attr_add(verts->format, ...)
* 3) GPU_vertbuf_data_alloc(verts, vertex_len) <-- finalizes/packs vertex format
* 4) GPU_vertbuf_attr_fill(verts, pos, application_pos_buffer)
*/
/* Is GPUVertBuf always used as part of a GPUBatch? */
typedef enum {
/* can be extended to support more types */
GPU_USAGE_STREAM,
GPU_USAGE_STATIC, /* do not keep data in memory */
GPU_USAGE_DYNAMIC
} GPUUsageType;
typedef struct GPUVertBuf {
GPUVertFormat format;
uint vertex_len; /* number of verts we want to draw */
uint vertex_alloc; /* number of verts data */
bool dirty;
unsigned char *data; /* NULL indicates data in VRAM (unmapped) */
uint32_t vbo_id; /* 0 indicates not yet allocated */
GPUUsageType usage; /* usage hint for GL optimisation */
} GPUVertBuf;
GPUVertBuf *GPU_vertbuf_create(GPUUsageType);
GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *, GPUUsageType);
#define GPU_vertbuf_create_with_format(format) \
GPU_vertbuf_create_with_format_ex(format, GPU_USAGE_STATIC)
void GPU_vertbuf_discard(GPUVertBuf *);
void GPU_vertbuf_init(GPUVertBuf *, GPUUsageType);
void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType);
#define GPU_vertbuf_init_with_format(verts, format) \
GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC)
uint GPU_vertbuf_size_get(const GPUVertBuf *);
void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len);
void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len);
void GPU_vertbuf_data_len_set(GPUVertBuf *, uint v_len);
/* The most important #set_attr variant is the untyped one. Get it right first.
* It takes a void* so the app developer is responsible for matching their app data types
* to the vertex attribute's type and component count. They're in control of both, so this
* should not be a problem. */
void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data);
void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data); /* tightly packed, non interleaved input data */
void GPU_vertbuf_attr_fill_stride(GPUVertBuf *, uint a_idx, uint stride, const void *data);
/* For low level access only */
typedef struct GPUVertBufRaw {
uint size;
uint stride;
unsigned char *data;
unsigned char *data_init;
#if TRUST_NO_ONE
/* Only for overflow check */
unsigned char *_data_end;
#endif
} GPUVertBufRaw;
GPU_INLINE void *GPU_vertbuf_raw_step(GPUVertBufRaw *a)
{
unsigned char *data = a->data;
a->data += a->stride;
#if TRUST_NO_ONE
assert(data < a->_data_end);
#endif
return (void *)data;
}
GPU_INLINE uint GPU_vertbuf_raw_used(GPUVertBufRaw *a)
{
return ((a->data - a->data_init) / a->stride);
}
void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *, uint a_idx, GPUVertBufRaw *access);
void GPU_vertbuf_use(GPUVertBuf *);
/* Metrics */
uint GPU_vertbuf_get_memory_usage(void);
/* Macros */
#define GPU_VERTBUF_DISCARD_SAFE(verts) do { \
if (verts != NULL) { \
GPU_vertbuf_discard(verts); \
verts = NULL; \
} \
} while (0)
#endif /* __GPU_VERTEX_BUFFER_H__ */
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