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#include "drape/vertex_array_buffer.hpp"
#include "drape/glfunctions.hpp"
#include "drape/glextensions_list.hpp"
#include "drape/index_storage.hpp"
#include "drape/support_manager.hpp"
#include "base/stl_add.hpp"
#include "base/assert.hpp"
namespace dp
{
VertexArrayBuffer::VertexArrayBuffer(uint32_t indexBufferSize, uint32_t dataBufferSize)
: m_VAO(0)
, m_dataBufferSize(dataBufferSize)
, m_program()
, m_isPreflushed(false)
, m_moveToGpuOnBuild(false)
, m_isChanged(false)
{
m_indexBuffer = make_unique_dp<IndexBuffer>(indexBufferSize);
// Adreno 200 GPUs aren't able to share OpenGL resources between 2 OGL-contexts correctly,
// so we have to create and destroy VBO on one context.
m_moveToGpuOnBuild = SupportManager::Instance().IsAdreno200Device();
}
VertexArrayBuffer::~VertexArrayBuffer()
{
m_indexBuffer.reset();
m_staticBuffers.clear();
m_dynamicBuffers.clear();
if (m_VAO != 0)
{
/// Build called only when VertexArrayBuffer fulled and transfer to FrontendRenderer
/// but if user move screen before all geometry readed from MWM we delete VertexArrayBuffer on BackendRenderer
/// in this case m_VAO will be equal a 0
/// also m_VAO == 0 will be on device that not support OES_vertex_array_object extension
GLFunctions::glDeleteVertexArray(m_VAO);
}
}
void VertexArrayBuffer::Preflush()
{
if (!m_moveToGpuOnBuild)
PreflushImpl();
}
void VertexArrayBuffer::PreflushImpl()
{
ASSERT(!m_isPreflushed, ());
// Buffers are ready, so moving them from CPU to GPU.
for(auto & buffer : m_staticBuffers)
buffer.second->MoveToGPU(GPUBuffer::ElementBuffer);
for(auto & buffer : m_dynamicBuffers)
buffer.second->MoveToGPU(GPUBuffer::ElementBuffer);
ASSERT(m_indexBuffer != nullptr, ());
m_indexBuffer->MoveToGPU(GPUBuffer::IndexBuffer);
GLFunctions::glBindBuffer(0, gl_const::GLElementArrayBuffer);
GLFunctions::glBindBuffer(0, gl_const::GLArrayBuffer);
m_isPreflushed = true;
}
void VertexArrayBuffer::Render()
{
RenderRange(IndicesRange(0, GetIndexBuffer()->GetCurrentSize()));
}
void VertexArrayBuffer::RenderRange(IndicesRange const & range)
{
if (!(m_staticBuffers.empty() && m_dynamicBuffers.empty()) && GetIndexCount() > 0)
{
ASSERT(m_program != nullptr, ("Somebody not call Build. It's very bad. Very very bad"));
/// if OES_vertex_array_object is supported than all bindings already saved in VAO
/// and we need only bind VAO.
if (!Bind())
BindStaticBuffers();
BindDynamicBuffers();
GetIndexBuffer()->Bind();
GLFunctions::glDrawElements(dp::IndexStorage::SizeOfIndex(), range.m_idxCount, range.m_idxStart);
Unbind();
}
}
void VertexArrayBuffer::Build(ref_ptr<GpuProgram> program)
{
if (m_moveToGpuOnBuild && !m_isPreflushed)
PreflushImpl();
if (m_VAO != 0 && m_program == program)
return;
m_program = program;
/// if OES_vertex_array_object not supported, than buffers will be bind on each Render call
if (!GLExtensionsList::Instance().IsSupported(GLExtensionsList::VertexArrayObject))
return;
if (m_staticBuffers.empty())
return;
if (m_VAO != 0)
GLFunctions::glDeleteVertexArray(m_VAO);
m_VAO = GLFunctions::glGenVertexArray();
Bind();
BindStaticBuffers();
Unbind();
}
void VertexArrayBuffer::UploadData(BindingInfo const & bindingInfo, void const * data, uint32_t count)
{
ref_ptr<DataBuffer> buffer;
if (!bindingInfo.IsDynamic())
buffer = GetOrCreateStaticBuffer(bindingInfo);
else
buffer = GetOrCreateDynamicBuffer(bindingInfo);
if (count > 0)
m_isChanged = true;
buffer->GetBuffer()->UploadData(data, count);
}
ref_ptr<DataBuffer> VertexArrayBuffer::GetOrCreateDynamicBuffer(BindingInfo const & bindingInfo)
{
return GetOrCreateBuffer(bindingInfo, true);
}
ref_ptr<DataBuffer> VertexArrayBuffer::GetDynamicBuffer(BindingInfo const & bindingInfo) const
{
return GetBuffer(bindingInfo, true);
}
ref_ptr<DataBuffer> VertexArrayBuffer::GetOrCreateStaticBuffer(BindingInfo const & bindingInfo)
{
return GetOrCreateBuffer(bindingInfo, false);
}
ref_ptr<DataBuffer> VertexArrayBuffer::GetBuffer(BindingInfo const & bindingInfo, bool isDynamic) const
{
TBuffersMap const * buffers = nullptr;
if (isDynamic)
buffers = &m_dynamicBuffers;
else
buffers = &m_staticBuffers;
TBuffersMap::const_iterator it = buffers->find(bindingInfo);
if (it == buffers->end())
return nullptr;
return make_ref(it->second);
}
ref_ptr<DataBuffer> VertexArrayBuffer::GetOrCreateBuffer(BindingInfo const & bindingInfo, bool isDynamic)
{
TBuffersMap * buffers = nullptr;
if (isDynamic)
buffers = &m_dynamicBuffers;
else
buffers = &m_staticBuffers;
TBuffersMap::iterator it = buffers->find(bindingInfo);
if (it == buffers->end())
{
drape_ptr<DataBuffer> dataBuffer = make_unique_dp<DataBuffer>(bindingInfo.GetElementSize(), m_dataBufferSize);
ref_ptr<DataBuffer> result = make_ref(dataBuffer);
(*buffers).insert(make_pair(bindingInfo, move(dataBuffer)));
return result;
}
return make_ref(it->second);
}
uint32_t VertexArrayBuffer::GetAvailableIndexCount() const
{
return GetIndexBuffer()->GetAvailableSize();
}
uint32_t VertexArrayBuffer::GetAvailableVertexCount() const
{
if (m_staticBuffers.empty())
return m_dataBufferSize;
#ifdef DEBUG
TBuffersMap::const_iterator it = m_staticBuffers.begin();
uint32_t prev = it->second->GetBuffer()->GetAvailableSize();
for (; it != m_staticBuffers.end(); ++it)
ASSERT_EQUAL(prev, it->second->GetBuffer()->GetAvailableSize(), ());
#endif
return m_staticBuffers.begin()->second->GetBuffer()->GetAvailableSize();
}
uint32_t VertexArrayBuffer::GetStartIndexValue() const
{
if (m_staticBuffers.empty())
return 0;
#ifdef DEBUG
TBuffersMap::const_iterator it = m_staticBuffers.begin();
uint32_t prev = it->second->GetBuffer()->GetCurrentSize();
for (; it != m_staticBuffers.end(); ++it)
ASSERT(prev == it->second->GetBuffer()->GetCurrentSize(), ());
#endif
return m_staticBuffers.begin()->second->GetBuffer()->GetCurrentSize();
}
uint32_t VertexArrayBuffer::GetDynamicBufferOffset(BindingInfo const & bindingInfo)
{
return GetOrCreateDynamicBuffer(bindingInfo)->GetBuffer()->GetCurrentSize();
}
uint32_t VertexArrayBuffer::GetIndexCount() const
{
return GetIndexBuffer()->GetCurrentSize();
}
void VertexArrayBuffer::UploadIndexes(void const * data, uint32_t count)
{
ASSERT(count <= GetIndexBuffer()->GetAvailableSize(), ());
GetIndexBuffer()->UploadData(data, count);
}
void VertexArrayBuffer::ApplyMutation(ref_ptr<IndexBufferMutator> indexMutator,
ref_ptr<AttributeBufferMutator> attrMutator)
{
/// We need to bind current VAO before calling glBindBuffer if OES_vertex_array_object is supported.
/// Otherwise we risk affecting a previously binded VAO.
Bind();
if (indexMutator != nullptr)
{
ASSERT(m_indexBuffer != nullptr, ());
if (indexMutator->GetCapacity() > m_indexBuffer->GetBuffer()->GetCapacity())
{
m_indexBuffer = make_unique_dp<IndexBuffer>(indexMutator->GetCapacity());
m_indexBuffer->MoveToGPU(GPUBuffer::IndexBuffer);
}
m_indexBuffer->UpdateData(indexMutator->GetIndexes(), indexMutator->GetIndexCount());
}
if (attrMutator == nullptr)
{
Unbind();
return;
}
typedef AttributeBufferMutator::TMutateData TMutateData;
typedef AttributeBufferMutator::TMutateNodes TMutateNodes;
TMutateData const & data = attrMutator->GetMutateData();
for (TMutateData::const_iterator it = data.begin(); it != data.end(); ++it)
{
ref_ptr<DataBuffer> buffer = GetDynamicBuffer(it->first);
ASSERT(buffer != nullptr, ());
DataBufferMapper mapper(buffer);
TMutateNodes const & nodes = it->second;
for (size_t i = 0; i < nodes.size(); ++i)
{
MutateNode const & node = nodes[i];
ASSERT_GREATER(node.m_region.m_count, 0, ());
mapper.UpdateData(node.m_data.get(), node.m_region.m_offset, node.m_region.m_count);
}
}
Unbind();
}
bool VertexArrayBuffer::Bind() const
{
ASSERT(m_VAO != 0, ("You need to call Build method before bind it and render"));
if (GLExtensionsList::Instance().IsSupported(GLExtensionsList::VertexArrayObject))
{
GLFunctions::glBindVertexArray(m_VAO);
return true;
}
return false;
}
void VertexArrayBuffer::Unbind() const
{
if (GLExtensionsList::Instance().IsSupported(GLExtensionsList::VertexArrayObject))
GLFunctions::glBindVertexArray(0);
}
void VertexArrayBuffer::BindStaticBuffers() const
{
BindBuffers(m_staticBuffers);
}
void VertexArrayBuffer::BindDynamicBuffers() const
{
BindBuffers(m_dynamicBuffers);
}
void VertexArrayBuffer::BindBuffers(TBuffersMap const & buffers) const
{
TBuffersMap::const_iterator it = buffers.begin();
for (; it != buffers.end(); ++it)
{
BindingInfo const & binding = it->first;
ref_ptr<DataBuffer> buffer = make_ref(it->second);
buffer->GetBuffer()->Bind();
for (uint16_t i = 0; i < binding.GetCount(); ++i)
{
BindingDecl const & decl = binding.GetBindingDecl(i);
int8_t attributeLocation = m_program->GetAttributeLocation(decl.m_attributeName);
assert(attributeLocation != -1);
GLFunctions::glEnableVertexAttribute(attributeLocation);
GLFunctions::glVertexAttributePointer(attributeLocation,
decl.m_componentCount,
decl.m_componentType,
false,
decl.m_stride,
decl.m_offset);
}
}
}
ref_ptr<DataBufferBase> VertexArrayBuffer::GetIndexBuffer() const
{
ASSERT(m_indexBuffer != nullptr, ());
return m_indexBuffer->GetBuffer();
}
} // namespace dp
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