/** * 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 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() const; /** * 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 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