Files
love/src/modules/graphics/opengl/GLBuffer.cpp
T
Alex Szpakowski abb72cb813 Happy new year! 🥂
--HG--
branch : minor
2017-01-02 01:28:29 -04:00

377 lines
8.2 KiB
C++

/**
* 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.
**/
#include "GLBuffer.h"
#include "common/Exception.h"
#include "graphics/vertex.h"
#include <cstdlib>
#include <cstring>
#include <algorithm>
#include <limits>
namespace love
{
namespace graphics
{
namespace opengl
{
GLBuffer::GLBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags)
: is_mapped(false)
, size(size)
, type(type)
, usage(usage)
, vbo(0)
, memory_map(nullptr)
, modified_offset(0)
, modified_size(0)
, map_flags(mapflags)
{
target = OpenGL::getGLBufferType(type);
try
{
memory_map = new char[size];
}
catch (std::bad_alloc &)
{
throw love::Exception("Out of memory.");
}
if (data != nullptr)
memcpy(memory_map, data, size);
if (!load(data != nullptr))
{
delete[] memory_map;
throw love::Exception("Could not load vertex buffer (out of VRAM?)");
}
}
GLBuffer::~GLBuffer()
{
if (vbo != 0)
unload();
delete[] memory_map;
}
void *GLBuffer::map()
{
if (is_mapped)
return memory_map;
is_mapped = true;
modified_offset = 0;
modified_size = 0;
return memory_map;
}
void GLBuffer::unmapStatic(size_t offset, size_t size)
{
if (size == 0)
return;
// Upload the mapped data to the buffer.
gl.bindBuffer(type, vbo);
glBufferSubData(target, (GLintptr) offset, (GLsizeiptr) size, memory_map + offset);
}
void GLBuffer::unmapStream()
{
GLenum glusage = OpenGL::getGLBufferUsage(getUsage());
// "orphan" current buffer to avoid implicit synchronisation on the GPU:
// http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf
gl.bindBuffer(type, vbo);
glBufferData(target, (GLsizeiptr) getSize(), nullptr, glusage);
glBufferData(target, (GLsizeiptr) getSize(), memory_map, glusage);
}
void GLBuffer::unmap()
{
if (!is_mapped)
return;
if ((map_flags & MAP_EXPLICIT_RANGE_MODIFY) != 0)
{
modified_offset = std::min(modified_offset, getSize() - 1);
modified_size = std::min(modified_size, getSize() - modified_offset);
}
else
{
modified_offset = 0;
modified_size = getSize();
}
if (modified_size > 0)
{
switch (OpenGL::getGLBufferUsage(getUsage()))
{
case GL_STATIC_DRAW:
unmapStatic(modified_offset, modified_size);
break;
case GL_STREAM_DRAW:
unmapStream();
break;
case GL_DYNAMIC_DRAW:
default:
// It's probably more efficient to treat it like a streaming buffer if
// at least a third of its contents have been modified during the map().
if (modified_size >= getSize() / 3)
unmapStream();
else
unmapStatic(modified_offset, modified_size);
break;
}
}
modified_offset = 0;
modified_size = 0;
is_mapped = false;
}
void GLBuffer::setMappedRangeModified(size_t offset, size_t modifiedsize)
{
if (!is_mapped || !(map_flags & MAP_EXPLICIT_RANGE_MODIFY))
return;
// We're being conservative right now by internally marking the whole range
// from the start of section a to the end of section b as modified if both
// a and b are marked as modified.
size_t old_range_end = modified_offset + modified_size;
modified_offset = std::min(modified_offset, offset);
size_t new_range_end = std::max(offset + modifiedsize, old_range_end);
modified_size = new_range_end - modified_offset;
}
void GLBuffer::bind()
{
gl.bindBuffer(getType(), vbo);
}
void GLBuffer::fill(size_t offset, size_t size, const void *data)
{
memcpy(memory_map + offset, data, size);
if (is_mapped)
setMappedRangeModified(offset, size);
else
{
gl.bindBuffer(type, vbo);
glBufferSubData(target, (GLintptr) offset, (GLsizeiptr) size, data);
}
}
const void *GLBuffer::getPointer(size_t offset) const
{
return BUFFER_OFFSET(offset);
}
bool GLBuffer::loadVolatile()
{
return load(true);
}
void GLBuffer::unloadVolatile()
{
unload();
}
bool GLBuffer::load(bool restore)
{
glGenBuffers(1, &vbo);
bind();
while (glGetError() != GL_NO_ERROR)
/* Clear the error buffer. */;
// Copy the old buffer only if 'restore' was requested.
const GLvoid *src = restore ? memory_map : nullptr;
// Note that if 'src' is '0', no data will be copied.
glBufferData(target, (GLsizeiptr) getSize(), src, OpenGL::getGLBufferUsage(getUsage()));
return (glGetError() == GL_NO_ERROR);
}
void GLBuffer::unload()
{
is_mapped = false;
gl.deleteBuffer(vbo);
vbo = 0;
}
// QuadIndices
size_t QuadIndices::maxSize = 0;
size_t QuadIndices::elementSize = 0;
size_t QuadIndices::objectCount = 0;
GLBuffer *QuadIndices::indexBuffer = nullptr;
char *QuadIndices::indices = nullptr;
QuadIndices::QuadIndices(size_t size)
: size(size)
{
// The upper limit is the maximum of GLuint divided by six (the number
// of indices per size) and divided by the size of GLuint. This guarantees
// no overflows when calculating the array size in bytes.
if (size == 0 || size > ((GLuint) -1) / 6 / sizeof(GLuint))
throw love::Exception("Invalid number of quads.");
// Create a new / larger buffer if needed.
if (indexBuffer == nullptr || size > maxSize)
{
GLBuffer *newbuffer = nullptr;
char *newindices = nullptr;
// Depending on the size, a switch to int and more memory is needed.
GLenum targettype = getType(size);
size_t elemsize = (targettype == GL_UNSIGNED_SHORT) ? sizeof(GLushort) : sizeof(GLuint);
size_t buffersize = elemsize * 6 * size;
// Create may throw out-of-memory exceptions.
// QuadIndices will propagate the exception and keep the old GLBuffer.
try
{
newbuffer = new GLBuffer(buffersize, nullptr, BUFFER_INDEX, vertex::USAGE_STATIC);
newindices = new char[buffersize];
}
catch (std::bad_alloc &)
{
delete newbuffer;
delete[] newindices;
throw love::Exception("Out of memory.");
}
// Allocation of the new GLBuffer succeeded.
// The old GLBuffer can now be deleted.
delete indexBuffer;
indexBuffer = newbuffer;
delete[] indices;
indices = newindices;
maxSize = size;
elementSize = elemsize;
switch (targettype)
{
case GL_UNSIGNED_SHORT:
fill<GLushort>();
break;
case GL_UNSIGNED_INT:
fill<GLuint>();
break;
}
}
objectCount++;
}
QuadIndices::QuadIndices(const QuadIndices &other)
: size(other.size)
{
objectCount++;
}
QuadIndices &QuadIndices::operator = (const QuadIndices &other)
{
size = other.size;
return *this;
}
QuadIndices::~QuadIndices()
{
--objectCount;
// Delete the buffer if we were the last living QuadIndices object.
if (objectCount <= 0)
{
delete indexBuffer;
indexBuffer = nullptr;
delete[] indices;
indices = nullptr;
}
}
size_t QuadIndices::getSize() const
{
return size;
}
size_t QuadIndices::getIndexCount(size_t elements) const
{
return elements * 6;
}
GLenum QuadIndices::getType(size_t s) const
{
// Calculates if unsigned short is big enough to hold all the vertex indices.
static const GLenum types[] = {GL_UNSIGNED_SHORT, GL_UNSIGNED_INT};
return types[s * 4 > std::numeric_limits<GLushort>::max()];
// if buffer-size > max(GLushort) then GL_UNSIGNED_INT else GL_UNSIGNED_SHORT
}
size_t QuadIndices::getElementSize()
{
return elementSize;
}
GLBuffer *QuadIndices::getBuffer() const
{
return indexBuffer;
}
const void *QuadIndices::getPointer(size_t offset) const
{
return indexBuffer->getPointer(offset);
}
const void *QuadIndices::getIndices(size_t offset) const
{
return indices + offset;
}
template <typename T>
void QuadIndices::fill()
{
using namespace love::graphics::vertex;
fillIndices(TriangleIndexMode::QUADS, 0, maxSize * 4, (T *) indices);
indexBuffer->fill(0, indexBuffer->getSize(), indices);
}
} // opengl
} // graphics
} // love