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3f365857ee
Instead of letting OpenGL manage the memory mapping, allocate a temporary block of memory upon VBO:map(). Upon VBO::unmap() the block is copied to graphics memory using glBufferSubDataARB() and then released. Hopefully this will fix some weird error with Windows XP + old drivers, where VBOs can be created, but the mapped memory cannot be allocated resulting in the sprite batch drawing nothing at all. According to the interwebs this could actually faster than using OpenGL mapped memory, because there is no unnecessary syncing involved.
320 lines
7.6 KiB
C++
320 lines
7.6 KiB
C++
/**
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* Copyright (c) 2006-2012 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_GRAPHICS_OPENGL_VERTEX_BUFFER_H
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#define LOVE_GRAPHICS_OPENGL_VERTEX_BUFFER_H
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// LOVE
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#include <graphics/Volatile.h>
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// OpenGL
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#include "GLee.h"
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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/**
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* VertexBuffer is an abstraction over VBOs (Vertex Buffer Objecys), which
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* falls back to regular vertex arrays if VBOs are not supported.
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*
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* This allows code to take advantage of VBOs where available, but still
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* work on older systems where it's *not* available. Everyone's happy.
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*
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* The class is (for now) meant for internal use.
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*/
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class VertexBuffer
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{
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public:
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/**
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* Create a new VertexBuffer (either a plain vertex array, or a VBO),
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* based on what's supported on the system.
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*
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* If VBOs are not supported, a plain vertex array will automatically
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* be created and returned instead.
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*
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* @param size The size of the VertexBuffer (in bytes).
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* @param target GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER.
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* @param usage GL_DYNAMIC_DRAW, etc.
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* @return A new VertexBuffer.
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*/
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static VertexBuffer *Create(size_t size, GLenum target, GLenum usage);
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/**
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* Constructor.
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*
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* @param size The size of the VertexBuffer in bytes.
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* @param target The target VertexBuffer object, e.g. GL_ARRAY_BUFFER.
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* @param usage Usage hint, e.g. GL_DYNAMIC_DRAW.
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*/
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VertexBuffer(size_t size, GLenum target, GLenum usage);
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/**
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* Destructor. Does nothing, but must be declared virtual.
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*/
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virtual ~VertexBuffer();
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/**
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* Get the size of the VertexBuffer, in bytes.
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*
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* @return The size of the VertexBuffer.
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*/
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size_t getSize() const { return size; }
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/**
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* Get the target buffer object.
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*
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* @return The target buffer object, e.g. GL_ARRAY_BUFFER.
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*/
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GLenum getTarget() const { return target; }
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/**
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* Get the usage hint for this VertexBuffer.
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*
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* @return The usage hint, e.g. GL_DYNAMIC_DRAW.
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*/
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GLenum getUsage() const { return usage; }
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/**
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* Map the VertexBuffer to client memory.
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*
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* This can be faster for large changes to the buffer. For smaller
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* changes, see fill().
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*
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* The VertexBuffer must be bound to use this function.
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*
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* @return A pointer to memory which represents the buffer.
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*/
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virtual void *map() = 0;
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/**
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* Unmap a previously mapped VertexBuffer. The buffer must be unmapped
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* when used to draw elements.
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*
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* The VertexBuffer must be bound to use this function.
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*/
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virtual void unmap() = 0;
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/**
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* Bind the VertexBuffer to the specified target.
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* (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER).
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*
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* @param target GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER.
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*/
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virtual void bind() = 0;
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/**
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* Unbind a prevously bound VertexBuffer.
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*/
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virtual void unbind() = 0;
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/**
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* Fill a portion of the buffer with data.
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*
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* The VertexBuffer must be bound to use this function.
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*
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* @param offset The offset in the VertexBuffer to store the data.
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* @param size The size of the incoming data.
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* @param data Pointer to memory to copy data from.
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*/
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virtual void fill(size_t offset, size_t size, const void *data) = 0;
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/**
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* Get a pointer which represents the specified byte offset.
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*
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* @param offset The byte offset. (0 is first byte).
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* @return A pointer which represents the offset.
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*/
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virtual const void *getPointer(size_t offset) const = 0;
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/**
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* This helper class can bind a VertexArray temporarily, and
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* automatically un-bind when it's destroyed.
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*/
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class Bind
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{
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public:
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/**
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* Bind a VertexBuffer.
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*/
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Bind(VertexBuffer &buf)
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: buf(buf)
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{ buf.bind(); }
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/**
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* Unbinds a VertexBuffer.
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*/
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~Bind()
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{ buf.unbind(); }
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private:
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// VertexBuffer to work on.
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VertexBuffer &buf;
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};
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class Mapper
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{
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public:
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/**
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* Memory-maps a VertexBuffer.
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*/
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Mapper(VertexBuffer& buffer)
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: buf(buffer)
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{ elems = buf.map(); }
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/**
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* unmaps the buffer
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*/
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~Mapper()
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{ buf.unmap(); }
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/**
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* Get pointer to memory mapped region
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*/
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void* get()
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{ return elems; }
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private:
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VertexBuffer &buf;
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void* elems;
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};
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private:
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// The size of the buffer, in bytes.
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size_t size;
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// The target buffer object. (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER).
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GLenum target;
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// Usage hint. GL_[DYNAMIC, STATIC, STREAM]_DRAW.
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GLenum usage;
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};
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/**
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* Implementation of VertexBuffer which uses plain arrays to store the data.
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*
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* This implementation should be supported everywhere, and acts as a fallback
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* on systems which do not support VBOs.
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*/
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class VertexArray : public VertexBuffer
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{
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public:
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/**
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* @copydoc VertexBuffer(int, GLenum, GLenum)
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*/
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VertexArray(size_t size, GLenum target, GLenum usage);
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/**
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* Frees the data we've allocated.
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*/
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virtual ~VertexArray();
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// Implements VertexBuffer.
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virtual void *map();
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virtual void unmap();
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virtual void bind();
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virtual void unbind();
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virtual void fill(size_t offset, size_t size, const void *data);
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virtual const void *getPointer(size_t offset) const ;
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private:
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// Holds the data.
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char *buf;
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};
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/**
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* Vertex Buffer Object (VBO) implementation of VertexBuffer.
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*
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* This will be used on all systems that support it. It's in general
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* faster than vertex arrays, but especially in use-cases where there
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* is no need to update the data every frame.
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*/
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class VBO : public VertexBuffer, public Volatile
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{
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public:
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/**
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* @copydoc VertexBuffer(size_t, GLenum, GLenum)
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*/
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VBO(size_t size, GLenum target, GLenum usage);
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/**
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* Deletes the VBOs from OpenGL.
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*/
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virtual ~VBO();
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// Implements VertexBuffer.
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virtual void *map();
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virtual void unmap();
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virtual void bind();
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virtual void unbind();
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virtual void fill(size_t offset, size_t size, const void *data);
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virtual const void *getPointer(size_t offset) const ;
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// Implements Volatile.
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bool loadVolatile();
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void unloadVolatile();
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private:
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/**
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* Creates the VBO, and optionally restores data we saved earlier.
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*
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* @param restore True to restore data previously saved with 'unload'.
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* @return True on success, false otherwise.
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*/
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bool load(bool restore);
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/**
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* Optionally save the data in the VBO, then delete it.
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*
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* @param save True to save the data before deleting.
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*/
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void unload(bool save);
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// The VBO identifier. Assigned by OpenGL.
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GLuint vbo;
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// *May* contain data saved by 'unload'.
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char *buffer_copy;
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// A pointer to mapped memory. Zero if memory is currently
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// not mapped.
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void *mapped;
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// Usage hint for map()/unmap() pair. Same as `access' parameter in
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// glBufferData or 0 if not mapped.
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GLenum mapped_access;
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};
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} // opengl
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} // graphics
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} // love
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#endif // LOVE_GRAPHICS_OPENGL_SPRITE_BATCH_H
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