Files
love/src/modules/graphics/opengl/VertexBuffer.cpp
T
2013-07-02 06:14:38 -03:00

426 lines
8.4 KiB
C++

/**
* Copyright (c) 2006-2013 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>
#include <algorithm>
#include <limits>
// Conflicts with std::numeric_limits<GLushort>::max() (Windows).
#ifdef max
# undef max
#endif
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)
: is_bound(false)
, 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()
{
is_bound = true;
}
void VertexArray::unbind()
{
is_bound = false;
}
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;
// VBO::bind is a no-op when the VBO is mapped, so we have to make sure it's
// bound here.
if (!is_bound)
{
glBindBufferARB(getTarget(), vbo);
is_bound = true;
}
// "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());
glBufferDataARB(getTarget(), getSize(), memory_map, getUsage());
is_mapped = false;
}
void VBO::bind()
{
if (!is_mapped)
{
glBindBufferARB(getTarget(), vbo);
is_bound = true;
}
}
void VBO::unbind()
{
if (is_bound)
glBindBufferARB(getTarget(), 0);
is_bound = false;
}
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);
bool mapped = is_mapped;
map(); // saves buffer content to memory_map.
is_mapped = mapped;
}
glDeleteBuffersARB(1, &vbo);
vbo = 0;
}
// VertexIndex
size_t VertexIndex::maxSize = 0;
size_t VertexIndex::elementSize = 0;
std::list<size_t> VertexIndex::sizeRefs;
VertexBuffer *VertexIndex::element_array = NULL;
VertexIndex::VertexIndex(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.
// Memory issues will be handled by other exceptions.
if (size == 0 || size > ((GLuint) -1) / 6 / sizeof(GLuint))
throw love::Exception("Invalid size.");
addSize(size);
}
VertexIndex::~VertexIndex()
{
removeSize(size);
}
size_t VertexIndex::getSize() const
{
return size;
}
size_t VertexIndex::getIndexCount(size_t elements) const
{
return elements * 6;
}
GLenum VertexIndex::getType(size_t s) const
{
// Calculates if unsigned short is big enough to hold all the vertex indices.
static const GLenum type_table[] = {GL_UNSIGNED_SHORT, GL_UNSIGNED_INT};
return type_table[s * 4 > std::numeric_limits<GLushort>::max()];
// if buffer-size > max(GLushort) then GL_UNSIGNED_INT else GL_UNSIGNED_SHORT
}
size_t VertexIndex::getElementSize()
{
return elementSize;
}
VertexBuffer *VertexIndex::getVertexBuffer() const
{
return element_array;
}
const void *VertexIndex::getPointer(size_t offset) const
{
return element_array->getPointer(offset);
}
void VertexIndex::addSize(size_t newSize)
{
if (newSize <= maxSize)
{
// Current size is bigger. Append the size to list and sort.
sizeRefs.push_back(newSize);
sizeRefs.sort();
return;
}
// Try to resize before adding it to the list because resize may throw.
resize(newSize);
sizeRefs.push_back(newSize);
}
void VertexIndex::removeSize(size_t oldSize)
{
// TODO: For debugging purposes, this should check if the size was actually found.
sizeRefs.erase(std::find(sizeRefs.begin(), sizeRefs.end(), oldSize));
if (sizeRefs.size() == 0)
{
resize(0);
return;
}
if (oldSize == maxSize)
{
// Shrink if there's a smaller size.
size_t newSize = sizeRefs.back();
if (newSize < maxSize)
resize(newSize);
}
}
void VertexIndex::resize(size_t size)
{
if (size == 0)
{
delete element_array;
element_array = NULL;
maxSize = 0;
return;
}
VertexBuffer *new_element_array;
// Depending on the size, a switch to int and more memory is needed.
GLenum target_type = getType(size);
size_t elem_size = (target_type == GL_UNSIGNED_SHORT) ? sizeof(GLushort) : sizeof(GLuint);
size_t array_size = elem_size * 6 * size;
// Create may throw out-of-memory exceptions.
// VertexIndex will propagate the exception and keep the old VertexBuffer.
try
{
new_element_array = VertexBuffer::Create(array_size, GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW);
}
catch (std::bad_alloc &)
{
throw love::Exception("Out of memory.");
}
// Allocation of the new VertexBuffer succeeded.
// The old VertexBuffer can now be deleted.
delete element_array;
element_array = new_element_array;
maxSize = size;
elementSize = elem_size;
switch (target_type)
{
case GL_UNSIGNED_SHORT:
fill<GLushort>();
break;
case GL_UNSIGNED_INT:
fill<GLuint>();
break;
}
}
template <typename T>
void VertexIndex::fill()
{
VertexBuffer::Bind bind(*element_array);
VertexBuffer::Mapper mapper(*element_array);
T *indices = (T *) mapper.get();
for (size_t i = 0; i < maxSize; ++i)
{
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 + 0;
indices[i*6+4] = i * 4 + 2;
indices[i*6+5] = i * 4 + 3;
}
}
} // opengl
} // graphics
} // love