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//-----------------------------------------------------------------------------
// Name: vbocontainer.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "vbocontainer.h"
#include <Graphics/graphics.h>
#include <Logging/logdata.h>
#include <Utility/assert.h>
#include <Internal/profiler.h>
#include <SDL_assert.h>
VBOContainer::VBOContainer():
is_valid(false),
storage(0)
{}
void VBOContainer::Fill(char flags, GLuint size, void* data) {
if( size > 0 ) {
LOG_ASSERT(data);
Graphics* graphics = Graphics::Instance();
GLenum target;
if(flags & kVBOElement){
target = GL_ELEMENT_ARRAY_BUFFER;
} else if(flags & kVBOFloat){
target = GL_ARRAY_BUFFER;
} else {
target = 0xFFFFFFFF;
// No target flag set
SDL_assert(false);
}
GLenum hint;
if(flags & kVBOStatic){
hint = GL_STATIC_DRAW;
} else if(flags & kVBODynamic){
hint = GL_DYNAMIC_DRAW;
} else if(flags & kVBOStream){
hint = GL_STREAM_DRAW;
} else {
hint = 0xFFFFFFFF;
// No hint flag set
SDL_assert(false);
}
if(flags & kVBOStatic || !is_valid){
element = flags & kVBOElement;
if(is_valid) {
LOGS << "Disposing " << gl_VBO << std::endl;
Dispose();
}
glGenBuffers( 1, &gl_VBO );
//LOGI << "Generated vbo: " << gl_VBO << std::endl;
graphics->BindVBO(target, gl_VBO);
glBufferData( target, size, data, hint );
is_valid = true;
storage = size;
} else {
graphics->BindVBO(target, gl_VBO);
/*
* Some early tests indicate that no BufferData orphaning and memory mapped transfers are
* the most efficient combination for MacOSX intel.
* Generally, i never expect BufferData orphaning in combination with mapping will ever be more efficient
* as it tells the driver to invalidate or orphan the data twice.
*
* MacOSX Intel:
* kAlwaysOrphan = false
* kUseMapRange = true
* MacOSX Nvidia:
* ....
* ....
* Windows ATI:
* ....
* ....
* Windows NVIDIA:
* ....
* ....
* Windows Intel:
* ....
* ....
* Linux NVIDIA:
* ....
* ....
* Linux Intel:
* ....
* ....
* Linux ATI:
* ....
* ....
*/
const bool kAlwaysOrphan = false;
bool orphaned = false;
if(size > storage ) {
LOGW << "Reallocating buffer because of resize" << std::endl;
PROFILER_ZONE(g_profiler_ctx, "glBufferData");
storage = size;
glBufferData( target, storage, NULL, hint );
orphaned = true;
}
//if( !(flags & kVBOForceReBufferData) ){
if( orphaned == false && kAlwaysOrphan)
{
PROFILER_ZONE(g_profiler_ctx, "glBufferData orphan");
glBufferData( target, storage, NULL, hint );
}
const bool kUseMapRange = true;
if(kUseMapRange) {
PROFILER_ZONE(g_profiler_ctx, "glMapBufferRange");
//Using the Unsynchronized bit here seems incorrect.
//Because we can't actually guarantee on the client side
//that the GL environment isn't done with the buffer yet.
//For this we have to do a ring buffer implementation instead.
//Which we might do anyways..
//void* mapped = glMapBufferRange(target, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT );
void* mapped = glMapBufferRange(target, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_INVALIDATE_RANGE_BIT );
memcpy(mapped, data, size);
glUnmapBuffer(target);
} else {
PROFILER_ZONE(g_profiler_ctx, "glBufferSubData");
glBufferSubData( target, 0, size, data);
}
}
graphics->BindVBO(target, 0);
}
size_ = size;
}
void VBOContainer::Dispose() {
if(!is_valid){
return;
}
Graphics* graphics = Graphics::Instance();
GLenum target;
if( element ) {
target = GL_ELEMENT_ARRAY_BUFFER;
} else {
target = GL_ARRAY_BUFFER;
}
//LOGI << "Disposing vbo: " << gl_VBO << " for target " << target << std::endl;
LogSystem::Flush();
graphics->UnbindVBO( target, gl_VBO );
glDeleteBuffers( 1, &gl_VBO );
is_valid = false;
size_ = 0;
}
void VBOContainer::Bind() const {
if(!is_valid){
LOG_ASSERT(false);
return;
}
if(element){
Graphics::Instance()->BindElementVBO(gl_VBO);
} else {
Graphics::Instance()->BindArrayVBO(gl_VBO);
}
}
bool VBOContainer::valid() const {
return is_valid;
}
unsigned VBOContainer::size() {
return valid() ? size_ : 0;
}
uintptr_t VBOContainer::offset() const {
return 0;
}
VBOContainer::~VBOContainer() {
Dispose();
}
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