diff options
Diffstat (limited to 'Runtime/Graphics/SharedVertexBuffer.cpp')
-rw-r--r-- | Runtime/Graphics/SharedVertexBuffer.cpp | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/Runtime/Graphics/SharedVertexBuffer.cpp b/Runtime/Graphics/SharedVertexBuffer.cpp new file mode 100644 index 0000000..d547b3c --- /dev/null +++ b/Runtime/Graphics/SharedVertexBuffer.cpp @@ -0,0 +1,190 @@ +#include "VertexBuffer.h" +#include "../Profiling/FrameStats.h" + +SharedVertexBuffer::SharedVertexBuffer() +{ +} + +SharedVertexBuffer::~SharedVertexBuffer() +{ +} + +//GetChunk +//-> ReleaseChunk +//-> DrawChunk + +void SharedVertexBuffer::GetChunk(uint attrsMask, int maxVerts, int maxIndices, EPrimitive primitive, void **out_vb, void **out_ib) +{ + Assert(out_vb && out_ib); + + uint stride = VertexLayout::GetDynamicChunkStride(attrsMask); // data size of single vertex + GLenum usage = GL_STREAM_DRAW; + uint vbufferSize = stride * maxVerts; + uint ibufferSize = VertexLayout::GetDefaultIndexSize() * maxIndices; + + const bool mapVertexBuffer = vbufferSize >= DataBufferThreshold; + const bool mapIndexBuffer = ibufferSize >= DataBufferThreshold; + + GPU::DataBuffer* vertexBuffer = mapVertexBuffer ? GPU::ClaimBuffer(vbufferSize, usage) : 0; + GPU::DataBuffer* indexBuffer = mapIndexBuffer ? GPU::ClaimBuffer(ibufferSize, usage) : 0; + + if (vertexBuffer && vertexBuffer->GetSize() < vbufferSize) + vertexBuffer->Restore(vbufferSize, usage); + + if (indexBuffer && indexBuffer->GetSize() < ibufferSize) + indexBuffer->Restore(ibufferSize, usage); + + if (!mapVertexBuffer && m_CurVBData.size() < vbufferSize) + m_CurVBData.resize(vbufferSize); + + if (!mapIndexBuffer && m_CurIBData.size() < ibufferSize) + m_CurIBData.resize(ibufferSize); + + const GLenum access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_FLUSH_EXPLICIT_BIT; + + if (vertexBuffer) + *out_vb = vertexBuffer->MapRange(0, vbufferSize, access); + else + *out_vb = &m_CurVBData[0]; + + if (indexBuffer) + *out_ib = indexBuffer->MapRange(0, ibufferSize, access); + else + *out_ib = &m_CurIBData[0]; + + m_CurVB = vertexBuffer; + m_CurIB = indexBuffer; + m_CurPrimitive = primitive; + m_CurAttrMask = attrsMask; + m_CurStride = stride; +} + +void SharedVertexBuffer::ReleaseChunk(int actualVerts, int actualIndices) +{ + int actualVBufferSize = m_CurStride * actualVerts; + int actualIBufferSize = VertexLayout::GetDefaultIndexSize() * actualIndices; + + const GLenum usage = GL_STREAM_DRAW; + + if (m_CurVB) + { + m_CurVB->FlushMapedRange(0, actualVBufferSize); + m_CurVB->UnMap(); + } + else if (actualVBufferSize >= DataBufferThreshold) + { + m_CurVB = GPU::ClaimBuffer(actualVBufferSize, usage); + m_CurVB->RestoreWithData(actualVBufferSize, usage, &m_CurVBData[0]); + } + + if (m_CurIB) + { + m_CurIB->FlushMapedRange(0, actualIBufferSize); + m_CurIB->UnMap(); + } + else if (actualIBufferSize >= DataBufferThreshold) + { + m_CurIB = GPU::ClaimBuffer(0, usage); + m_CurIB->RestoreWithData(0, usage, &m_CurIBData[0]); + } + + m_CurVertexCount = actualVerts; + m_CurIndexCount = actualIndices; +} + +void SharedVertexBuffer::DrawChunk() +{ + DefaultVertexLayout vertexArray; + FillVertexDataInfo(vertexArray); + + // bind vertex attributes data + VertexLayout::SetupDefaultVertexLayout(vertexArray); + + const void* indexPtr = m_CurIB ? 0 : (m_CurIBData.empty() ? 0 : &m_CurIBData[0]); + + if (m_CurIB) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_CurIB->GetHandle()); + + GLenum indexFormat = VertexLayout::GetDefaultIndexFormat(); + + switch (m_CurPrimitive) + { + case Primitive_Triangle: + glDrawElements(GL_TRIANGLES, m_CurIndexCount, indexFormat, indexPtr); + g_FrameStats.AddDrawCall(); + g_FrameStats.AddTrianglesCount(m_CurIndexCount / 3); + break; + case Primitive_Line: + glDrawElements(GL_LINE, m_CurIndexCount, indexFormat, indexPtr); + g_FrameStats.AddDrawCall(); + break; + case Primitive_Point: + glDrawElements(GL_POINT, m_CurIndexCount, indexFormat, indexPtr); + g_FrameStats.AddDrawCall(); + break; + } + + if (m_CurIB) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + // End draw + Clean(); +} + +void SharedVertexBuffer::FillVertexDataInfo(DefaultVertexLayout& dst) +{ + const byte* basepointer = m_CurVB ? 0 : &m_CurVBData[0]; + const GLuint buffer = m_CurVB ? m_CurVB->GetHandle() : 0; + + int attrOffsets[VertexAttr_Count] = { 0 }; + { + uint32 curOffset = 0; + for (uint idx = 0; idx < VertexAttr_Count; ++idx) + { + if (m_CurAttrMask & Mask(idx)) + { + attrOffsets[idx] = curOffset; + curOffset += VertexLayout::GetDefaultVertexAttrSize(idx); + } + } + } + + dst.buffer = buffer; + + for (uint32 attrIdx = 0; attrIdx < VertexAttr_Count; ++attrIdx) + { + if (m_CurAttrMask & Mask(attrIdx)) + { + dst.attributes[attrIdx].pointer = basepointer + attrOffsets[attrIdx]; + dst.attributes[attrIdx].componentFormat = VertexLayout::GetDefaultShaderChannelFormat(attrIdx); + dst.attributes[attrIdx].componentNum = VertexLayout::GetDefaultShaderChannelDimension(attrIdx); + dst.attributes[attrIdx].stride = m_CurStride; + + dst.enableMask |= Mask(attrIdx); + } + } +} + +void SharedVertexBuffer::Clean() +{ + if (m_CurVB) + { + GPU::ReleaseBuffer(m_CurVB); + m_CurVB = 0; + } + + if (m_CurIB) + { + GPU::ReleaseBuffer(m_CurIB); + m_CurIB = 0; + } + + m_CurPrimitive = Primitive_Triangle; + m_CurAttrMask = 0; + m_CurStride = 0; + m_CurVertexCount = 0; + m_CurIndexCount = 0; + + m_CurVBData.clear(); + m_CurIBData.clear(); +} |