love.graphics internal Buffer objects are no longer OpenGL-specific.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-01-28 19:26:57 -04:00
parent 470098b7e6
commit d990044288
27 changed files with 594 additions and 532 deletions
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/**
* Copyright (c) 2006-2017 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#pragma once
// LOVE
#include "common/config.h"
#include "common/int.h"
#include "vertex.h"
// C
#include <stddef.h>
namespace love
{
namespace graphics
{
class Graphics;
/**
* A block of GPU-owned memory. Currently meant for internal use.
**/
class Buffer
{
public:
enum MapFlags
{
MAP_EXPLICIT_RANGE_MODIFY = (1 << 0), // see setMappedRangeModified.
MAP_READ = (1 << 1),
};
Buffer(size_t size, BufferType type, vertex::Usage usage, uint32 mapflags);
virtual ~Buffer();
size_t getSize() const
{
return size;
}
BufferType getType() const
{
return type;
}
vertex::Usage getUsage() const
{
return usage;
}
bool isMapped() const
{
return is_mapped;
}
/**
* Map the Buffer to client memory.
*
* This can be faster for large changes to the buffer. For smaller
* changes, see fill().
*/
virtual void *map() = 0;
/**
* Unmap a previously mapped Buffer. The buffer must be unmapped when used
* to draw.
*/
virtual void unmap() = 0;
/**
* Marks a range of mapped data as modified.
* NOTE: Buffer::fill calls this internally for you.
**/
virtual void setMappedRangeModified(size_t offset, size_t size) = 0;
/**
* Gets the backend-specific handle for this Buffer.
**/
virtual ptrdiff_t getHandle() const = 0;
/**
* Fill a portion of the buffer with data and marks the range as modified.
*
* @param offset The offset in the GLBuffer to store the data.
* @param size The size of the incoming data.
* @param data Pointer to memory to copy data from.
*/
virtual void fill(size_t offset, size_t size, const void *data) = 0;
/**
* Copy the contents of this Buffer to another Buffer object.
**/
virtual void copyTo(size_t offset, size_t size, Buffer *other, size_t otheroffset) = 0;
uint32 getMapFlags() const
{
return map_flags;
}
class Mapper
{
public:
/**
* Memory-maps a Buffer.
*/
Mapper(Buffer &buffer)
: buf(buffer)
{
elems = buf.map();
}
/**
* unmaps the buffer
*/
~Mapper()
{
buf.unmap();
}
/**
* Get pointer to memory mapped region
*/
void *get()
{
return elems;
}
private:
Buffer &buf;
void *elems;
}; // Mapper
protected:
// The size of the buffer, in bytes.
size_t size;
// The type of the buffer object.
BufferType type;
// Usage hint. GL_[DYNAMIC, STATIC, STREAM]_DRAW.
vertex::Usage usage;
uint32 map_flags;
bool is_mapped;
}; // Buffer
/**
* QuadIndices manages one shared Buffer that stores the indices for an element
* array. Vertex arrays using the vertex structure (or anything else that can
* use the pattern below) can request a size and use it for the indexed draw
* call.
*
* indices[i*6 + 0] = i*4 + 0;
* indices[i*6 + 1] = i*4 + 1;
* indices[i*6 + 2] = i*4 + 2;
*
* indices[i*6 + 3] = i*4 + 2;
* indices[i*6 + 4] = i*4 + 1;
* indices[i*6 + 5] = i*4 + 3;
*
* There will always be a large enough Buffer around until all QuadIndices
* instances have been deleted.
*
* Q: Why have something like QuadIndices?
* A: The indices for the SpriteBatch do not change, only the array size varies.
* Using one Buffer for all element arrays removes this duplicated data and
* saves some memory.
*/
class QuadIndices
{
public:
/**
* Adds an entry to the list of sizes and resizes the Buffer
* if needed. A size of 1 allocates a group of 6 indices for 4 vertices
* creating 1 face.
*/
QuadIndices(Graphics *gfx, size_t size);
QuadIndices(const QuadIndices &other);
QuadIndices &operator = (const QuadIndices &other);
/**
* Removes an entry from the list of sizes and resizes the GLBuffer
* if needed.
*/
~QuadIndices();
/**
* Returns the number of index groups.
* This can be used for getIndexCount to get the full count of indices.
*/
size_t getSize() const;
/**
* Returns the number of indices that the passed element count will have.
* Use QuadIndices::getSize to get the full index count for that
* QuadIndices instance.
*/
size_t getIndexCount(size_t elements) const;
/**
* Returns the integer type of the element array.
* If an optional nonzero size argument is passed, the function returns
* the integer type of the element array of that size.
*/
IndexDataType getType(size_t s) const;
inline IndexDataType getType() const
{
return getType(maxSize);
}
/**
* Returns the size in bytes of an element in the element array.
* Can be used with getPointer to calculate an offset into the array based
* on a number of elements.
**/
size_t getElementSize();
/**
* Returns the pointer to the Buffer.
* The pointer will change if a new size request or removal causes a Buffer
* resize. It is recommended to retrieve the pointer value directly before
* the drawing call.
*/
Buffer *getBuffer() const;
/**
* Returns a direct pointer to the index data.
*
* At least one graphics driver (the one for Kepler nvidia GPUs in OS X)
* fails to render geometry if the vertex data was a direct CPU pointer but
* the index data came from an Index Buffer.
* So the direct pointer to the index buffer should be used instead of the
* index buffer when rendering using client-side vertex arrays.
**/
const void *getIndices(size_t offset) const;
private:
/**
* Adds all indices to the array with the type T.
* There are no checks for the correct types or overflows. The calling
* function should check for that.
*/
template <typename T> void fill();
// The size of the array requested by this instance.
size_t size;
// The size in bytes of an element in the element array.
static size_t elementSize;
// The current GLBuffer size. 0 means no Buffer.
static size_t maxSize;
static size_t objectCount;
// The Buffer for the element array. Can be null.
static Buffer *indexBuffer;
// The array of indices that will also be stored in the index buffer.
static char *indices;
}; // QuadIndices
} // graphics
} // love