Files
love/src/modules/graphics/opengl/VertexBuffer.cpp
T
vrld 6ffb9d28f0 VertexBuffer/SpriteBatch speed tweaks.
- VertexBuffer holds permanent copy of the vertex data and is only read from
  GPU memory was written outside a sb:bind()/sb:unbind() pair.

- "Orphan" the current GPU buffer on unmap() before uploading the changed data
  to the GPU to avoid implicit synchronisation lags.
2012-11-22 20:59:47 +01:00

243 lines
4.5 KiB
C++

/**
* Copyright (c) 2006-2012 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.
**/
#include "VertexBuffer.h"
#include "common/Exception.h"
#include "common/config.h"
#include <cstdlib>
#include <cstring>
namespace love
{
namespace graphics
{
namespace opengl
{
// VertexBuffer
VertexBuffer *VertexBuffer::Create(size_t size, GLenum target, GLenum usage)
{
try
{
// Try to create a VBO.
return new VBO(size, target, usage);
}
catch(const love::Exception &)
{
// VBO not supported ... create regular array.
return new VertexArray(size, target, usage);
}
}
VertexBuffer::VertexBuffer(size_t size, GLenum target, GLenum usage)
: size(size)
, target(target)
, usage(usage)
{
}
VertexBuffer::~VertexBuffer()
{
}
// VertexArray
VertexArray::VertexArray(size_t size, GLenum target, GLenum usage)
: VertexBuffer(size, target, usage)
, buf(new char[size])
{
}
VertexArray::~VertexArray()
{
delete [] buf;
}
void *VertexArray::map()
{
return buf;
}
void VertexArray::unmap()
{
}
void VertexArray::bind()
{
}
void VertexArray::unbind()
{
}
void VertexArray::fill(size_t offset, size_t size, const void *data)
{
memcpy(buf + offset, data, size);
}
const void *VertexArray::getPointer(size_t offset) const
{
return buf + offset;
}
// VBO
VBO::VBO(size_t size, GLenum target, GLenum usage)
: VertexBuffer(size, target, usage)
, vbo(0)
, memory_map(0)
, is_mapped(false)
, is_dirty(true)
{
if (!(GLEE_ARB_vertex_buffer_object || GLEE_VERSION_1_5))
throw love::Exception("Not supported");
bool ok = load(false);
if (!ok)
throw love::Exception("Could not load VBO.");
}
VBO::~VBO()
{
if (vbo != 0)
unload(false);
if (memory_map)
free(memory_map);
}
void *VBO::map()
{
if (is_mapped)
return memory_map;
if (!memory_map)
{
memory_map = malloc(getSize());
if (!memory_map)
throw love::Exception("Out of memory (oh the humanity!)");
}
if (is_dirty)
glGetBufferSubDataARB(getTarget(), 0, getSize(), memory_map);
is_mapped = true;
is_dirty = false;
return memory_map;
}
void VBO::unmap()
{
if (!is_mapped)
return;
// "orphan" current buffer to avoid implicit synchronisation on the gpu:
// http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf)
glBufferDataARB(getTarget(), getSize(), NULL, getUsage());
glBufferSubDataARB(getTarget(), 0, getSize(), memory_map);
is_mapped = false;
}
void VBO::bind()
{
if (!is_mapped)
glBindBufferARB(getTarget(), vbo);
}
void VBO::unbind()
{
if (!is_mapped)
glBindBufferARB(getTarget(), 0);
}
void VBO::fill(size_t offset, size_t size, const void *data)
{
if (is_mapped)
{
memcpy(static_cast<char *>(memory_map) + offset, data, size);
}
else
{
glBufferSubDataARB(getTarget(), offset, size, data);
is_dirty = true;
}
}
const void *VBO::getPointer(size_t offset) const
{
return reinterpret_cast<const void *>(offset);
}
bool VBO::loadVolatile()
{
return load(true);
}
void VBO::unloadVolatile()
{
unload(true);
}
bool VBO::load(bool restore)
{
glGenBuffersARB(1, &vbo);
VertexBuffer::Bind bind(*this);
// Copy the old buffer only if 'restore' was requested.
const GLvoid *src = restore ? memory_map : 0;
while (GL_NO_ERROR != glGetError())
/* clear error messages */;
// Note that if 'src' is '0', no data will be copied.
glBufferDataARB(getTarget(), getSize(), src, getUsage());
GLenum err = glGetError();
return (GL_NO_ERROR == err);
}
void VBO::unload(bool save)
{
// Save data before unloading.
if (save)
{
VertexBuffer::Bind bind(*this);
GLint size;
glGetBufferParameterivARB(getTarget(), GL_BUFFER_SIZE, &size);
map(); // saves buffer content to memory_map.
unmap();
}
glDeleteBuffers(1, &vbo);
vbo = 0;
}
} // opengl
} // graphics
} // love