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src/Nazara/Renderer/HardwareBuffer.cpp
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231
src/Nazara/Renderer/HardwareBuffer.cpp
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine".
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/HardwareBuffer.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <cstring>
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#include <stdexcept>
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#include <Nazara/Renderer/Debug.hpp>
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namespace
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{
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GLenum bufferLock[] = {
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GL_WRITE_ONLY, // nzBufferLock_DiscardAndWrite
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GL_READ_ONLY, // nzBufferLock_ReadOnly
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GL_READ_WRITE, // nzBufferLock_ReadWrite
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GL_WRITE_ONLY // nzBufferLock_WriteOnly
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};
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GLenum bufferLockRange[] = {
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GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_WRITE_BIT, // nzBufferLock_DiscardAndWrite
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GL_MAP_READ_BIT, // nzBufferLock_ReadOnly
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GL_MAP_READ_BIT | GL_MAP_WRITE_BIT, // nzBufferLock_ReadWrite
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GL_MAP_WRITE_BIT // nzBufferLock_WriteOnly
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};
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GLenum bufferTarget[] = {
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GL_ELEMENT_ARRAY_BUFFER, // nzBufferType_Index,
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GL_ARRAY_BUFFER, // nzBufferType_Vertex
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};
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GLenum bufferTargetBinding[] = {
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GL_ELEMENT_ARRAY_BUFFER_BINDING, // BufferType_Index,
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GL_ARRAY_BUFFER_BINDING, // BufferType_Vertex
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};
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GLenum bufferUsage[] = {
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// J'ai choisi DYNAMIC_DRAW à la place de STREAM_DRAW car DYNAMIC semble plus adapté au profil "une mise à jour pour quelques rendus"
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// Ce qui est je pense le scénario qui arrivera le plus souvent (Prévoir une option pour permettre d'utiliser le STREAM_DRAW ?)
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// Source: http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=160839
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GL_DYNAMIC_DRAW, // nzBufferUsage_Dynamic
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GL_STATIC_DRAW // nzBufferUsage_Static
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};
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typedef nzUInt8* (*LockRoutine)(nzBufferType type, nzBufferLock lock, unsigned int offset, unsigned int length);
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nzUInt8* LockBuffer(nzBufferType type, nzBufferLock lock, unsigned int offset, unsigned int length)
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{
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NazaraUnused(length);
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if (lock == nzBufferLock_DiscardAndWrite)
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{
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GLint size;
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glGetBufferParameteriv(bufferTargetBinding[type], GL_BUFFER_SIZE, &size);
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GLint usage;
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glGetBufferParameteriv(bufferTargetBinding[type], GL_BUFFER_USAGE, &usage);
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// On discard le buffer
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glBufferData(bufferTargetBinding[type], size, nullptr, usage);
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}
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void* ptr = glMapBuffer(bufferTarget[type], bufferLock[lock]);
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if (ptr)
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return reinterpret_cast<nzUInt8*>(ptr) + offset;
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else
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return nullptr;
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}
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nzUInt8* LockBufferRange(nzBufferType type, nzBufferLock lock, unsigned int offset, unsigned int length)
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{
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return reinterpret_cast<nzUInt8*>(glMapBufferRange(bufferTarget[type], offset, length, bufferLockRange[lock]));
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}
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nzUInt8* LockBufferFirstRun(nzBufferType type, nzBufferLock lock, unsigned int offset, unsigned int length)
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{
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if (glMapBufferRange)
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lockBuffer = LockBufferRange;
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else
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lockBuffer = LockBuffer;
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return lockBuffer(type, lock, offset, length);
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}
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LockRoutine lockBuffer = LockBufferFirstRun;
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}
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NzHardwareBuffer::NzHardwareBuffer(NzBuffer* parent, nzBufferType type) :
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m_type(type),
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m_parent(parent)
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{
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}
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NzHardwareBuffer::~NzHardwareBuffer()
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{
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}
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void NzHardwareBuffer::Bind()
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{
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glBindBuffer(bufferTarget[m_type], m_buffer);
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}
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bool NzHardwareBuffer::Create(unsigned int length, nzUInt8 typeSize, nzBufferUsage usage)
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{
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m_buffer = 0;
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glGenBuffers(1, &m_buffer);
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if (!m_buffer)
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{
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NazaraError("Failed to create buffer");
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return false;
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}
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GLint previous;
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glGetIntegerv(bufferTargetBinding[m_type], &previous);
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glBindBuffer(bufferTarget[m_type], m_buffer);
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glBufferData(bufferTarget[m_type], length*typeSize, nullptr, bufferUsage[usage]);
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// Pour ne pas perturber le rendu, on interfère pas avec le binding déjà présent
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if (previous != 0)
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glBindBuffer(bufferTarget[m_type], previous);
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return true;
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}
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void NzHardwareBuffer::Destroy()
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{
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glDeleteBuffers(1, &m_buffer);
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}
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bool NzHardwareBuffer::Fill(const void* data, unsigned int offset, unsigned int length)
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{
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GLuint previous;
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glGetIntegerv(bufferTargetBinding[m_type], reinterpret_cast<GLint*>(&previous));
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if (previous != m_buffer)
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glBindBuffer(bufferTarget[m_type], m_buffer);
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// Il semblerait que glBufferSubData soit plus performant que glMapBuffer(Range) en dessous d'un certain seuil
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if (length < 32*1024)
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{
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if (length == m_parent->GetLength())
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glBufferData(bufferTarget[m_type], m_parent->GetSize(), data, bufferUsage[m_parent->GetStorage()]);
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else
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{
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nzUInt8 typeSize = m_parent->GetTypeSize();
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glBufferSubData(bufferTarget[m_type], offset*typeSize, length*typeSize, data);
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}
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}
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else
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{
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nzUInt8* ptr = lockBuffer(m_type, (length == m_parent->GetLength()) ? nzBufferLock_DiscardAndWrite : nzBufferLock_WriteOnly, offset, length);
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if (ptr)
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{
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NazaraError("Failed to lock buffer");
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return false;
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}
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std::memcpy(ptr, data, length*m_parent->GetTypeSize());
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if (glUnmapBuffer(bufferTarget[m_type]) != GL_TRUE)
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{
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// Une erreur rare est survenue, nous devons réinitialiser le buffer
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NazaraError("Failed to unlock buffer, reinitialising content... (OpenGL error : 0x" + NzString::Number(glGetError(), 16) + ')');
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glBufferData(bufferTarget[m_type], m_parent->GetSize(), nullptr, bufferUsage[m_parent->GetStorage()]);
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return false;
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}
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}
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// Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérations chaînées)
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if (previous != m_buffer && previous != 0)
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glBindBuffer(bufferTarget[m_type], previous);
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return true;
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}
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bool NzHardwareBuffer::IsHardware() const
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{
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return true;
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}
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void* NzHardwareBuffer::Lock(nzBufferLock lock, unsigned int offset, unsigned int length)
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{
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// Pour ne pas perturber le rendu, on interfère pas avec le binding déjà présent
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GLuint previous;
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glGetIntegerv(bufferTargetBinding[m_type], reinterpret_cast<GLint*>(&previous));
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if (previous != m_buffer)
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glBindBuffer(bufferTarget[m_type], m_buffer);
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void* ptr = lockBuffer(m_type, lock, offset, length);
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// Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérrations chaînées)
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if (previous != m_buffer && previous != 0)
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glBindBuffer(bufferTarget[m_type], previous);
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return ptr;
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}
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bool NzHardwareBuffer::Unlock()
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{
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GLuint previous;
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glGetIntegerv(bufferTargetBinding[m_type], reinterpret_cast<GLint*>(&previous));
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if (previous != m_buffer)
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glBindBuffer(bufferTarget[m_type], m_buffer);
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if (glUnmapBuffer(bufferTarget[m_type]) != GL_TRUE)
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{
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// Une erreur rare est survenue, nous devons réinitialiser le buffer
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NazaraError("Failed to unlock buffer, reinitialising content... (OpenGL error : 0x" + NzString::Number(glGetError(), 16) + ')');
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glBufferData(bufferTarget[m_type], m_parent->GetSize(), nullptr, bufferUsage[m_parent->GetStorage()]);
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// Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérrations chaînées)
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if (previous != m_buffer && previous != 0)
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glBindBuffer(bufferTarget[m_type], previous);
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return false;
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}
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// Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérrations chaînées)
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if (previous != m_buffer && previous != 0)
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glBindBuffer(bufferTarget[m_type], previous);
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return true;
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}
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