// Copyright (C) 2012 Jérôme Leclercq // This file is part of the "Nazara Engine - Renderer module" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include #include #include #include namespace { GLenum bufferLock[] = { GL_WRITE_ONLY, // nzBufferAccess_DiscardAndWrite GL_READ_ONLY, // nzBufferAccess_ReadOnly GL_READ_WRITE, // nzBufferAccess_ReadWrite GL_WRITE_ONLY // nzBufferAccess_WriteOnly }; GLenum bufferLockRange[] = { GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_WRITE_BIT, // nzBufferAccess_DiscardAndWrite GL_MAP_READ_BIT, // nzBufferAccess_ReadOnly GL_MAP_READ_BIT | GL_MAP_WRITE_BIT, // nzBufferAccess_ReadWrite GL_MAP_WRITE_BIT // nzBufferAccess_WriteOnly }; GLenum bufferTarget[] = { GL_ELEMENT_ARRAY_BUFFER, // nzBufferType_Index, GL_ARRAY_BUFFER, // nzBufferType_Vertex }; GLenum bufferTargetBinding[] = { GL_ELEMENT_ARRAY_BUFFER_BINDING, // nzBufferType_Index, GL_ARRAY_BUFFER_BINDING, // nzBufferType_Vertex }; GLenum bufferUsage[] = { // J'ai choisi DYNAMIC à la place de STREAM car DYNAMIC semble plus adapté au profil "une mise à jour pour quelques rendus" // Ce qui est je pense le scénario qui arrivera le plus souvent (Prévoir une option pour permettre d'utiliser le STREAM_DRAW ?) // Source: http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=160839 GL_DYNAMIC_DRAW, // nzBufferUsage_Dynamic GL_STATIC_DRAW // nzBufferUsage_Static }; typedef nzUInt8* (*LockRoutine)(nzBufferType type, nzBufferAccess access, unsigned int offset, unsigned int size); nzUInt8* LockBuffer(nzBufferType type, nzBufferAccess access, unsigned int offset, unsigned int size) { NazaraUnused(size); if (access == nzBufferAccess_DiscardAndWrite) { GLint bufSize; glGetBufferParameteriv(bufferTargetBinding[type], GL_BUFFER_SIZE, &bufSize); GLint bufUsage; glGetBufferParameteriv(bufferTargetBinding[type], GL_BUFFER_USAGE, &bufUsage); // On discard le buffer glBufferData(bufferTargetBinding[type], bufSize, nullptr, bufUsage); } void* ptr = glMapBuffer(bufferTarget[type], bufferLock[access]); if (ptr) return reinterpret_cast(ptr) + offset; else return nullptr; } nzUInt8* LockBufferRange(nzBufferType type, nzBufferAccess access, unsigned int offset, unsigned int size) { return reinterpret_cast(glMapBufferRange(bufferTarget[type], offset, size, bufferLockRange[access])); } nzUInt8* LockBufferFirstRun(nzBufferType type, nzBufferAccess access, unsigned int offset, unsigned int size); LockRoutine mapBuffer = LockBufferFirstRun; nzUInt8* LockBufferFirstRun(nzBufferType type, nzBufferAccess access, unsigned int offset, unsigned int size) { if (glMapBufferRange) mapBuffer = LockBufferRange; else mapBuffer = LockBuffer; return mapBuffer(type, access, offset, size); } } NzHardwareBuffer::NzHardwareBuffer(NzBuffer* parent, nzBufferType type) : m_type(type), m_parent(parent) { } NzHardwareBuffer::~NzHardwareBuffer() { } void NzHardwareBuffer::Bind() { #ifdef NAZARA_DEBUG if (NzContext::GetCurrent() == nullptr) { NazaraError("No active context"); return; } #endif glBindBuffer(bufferTarget[m_type], m_buffer); } bool NzHardwareBuffer::Create(unsigned int size, nzBufferUsage usage) { NzContext::EnsureContext(); m_buffer = 0; glGenBuffers(1, &m_buffer); GLint previous; glGetIntegerv(bufferTargetBinding[m_type], &previous); glBindBuffer(bufferTarget[m_type], m_buffer); glBufferData(bufferTarget[m_type], size, nullptr, bufferUsage[usage]); // Pour ne pas perturber le rendu, on interfère pas avec le binding déjà présent if (previous != 0) glBindBuffer(bufferTarget[m_type], previous); return true; } void NzHardwareBuffer::Destroy() { NzContext::EnsureContext(); glDeleteBuffers(1, &m_buffer); } bool NzHardwareBuffer::Fill(const void* data, unsigned int offset, unsigned int size) { NzContext::EnsureContext(); GLuint previous; glGetIntegerv(bufferTargetBinding[m_type], reinterpret_cast(&previous)); if (previous != m_buffer) glBindBuffer(bufferTarget[m_type], m_buffer); // Il semblerait que glBuffer(Sub)Data soit plus performant que glMapBuffer(Range) en dessous d'un certain seuil // http://www.stevestreeting.com/2007/03/17/glmapbuffer-vs-glbuffersubdata-the-return/ if (size < 32*1024) { // http://www.opengl.org/wiki/Vertex_Specification_Best_Practices if (size == m_parent->GetSize()) glBufferData(bufferTarget[m_type], m_parent->GetSize(), nullptr, bufferUsage[m_parent->GetUsage()]); // Discard glBufferSubData(bufferTarget[m_type], offset, size, data); } else { nzUInt8* ptr = mapBuffer(m_type, (size == m_parent->GetSize()) ? nzBufferAccess_DiscardAndWrite : nzBufferAccess_WriteOnly, offset, size); if (!ptr) { NazaraError("Failed to map buffer"); return false; } std::memcpy(ptr, data, size); if (glUnmapBuffer(bufferTarget[m_type]) != GL_TRUE) { // Une erreur rare est survenue, nous devons réinitialiser le buffer NazaraError("Failed to unmap buffer, reinitialising content... (OpenGL error : 0x" + NzString::Number(glGetError(), 16) + ')'); glBufferData(bufferTarget[m_type], m_parent->GetSize(), nullptr, bufferUsage[m_parent->GetStorage()]); return false; } } // Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérations chaînées) if (previous != m_buffer && previous != 0) glBindBuffer(bufferTarget[m_type], previous); return true; } void* NzHardwareBuffer::GetPointer() { return nullptr; } bool NzHardwareBuffer::IsHardware() const { return true; } void* NzHardwareBuffer::Map(nzBufferAccess access, unsigned int offset, unsigned int size) { NzContext::EnsureContext(); // Pour ne pas perturber le rendu, on interfère pas avec le binding déjà présent GLuint previous; glGetIntegerv(bufferTargetBinding[m_type], reinterpret_cast(&previous)); if (previous != m_buffer) glBindBuffer(bufferTarget[m_type], m_buffer); void* ptr = mapBuffer(m_type, access, offset, size); // Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérrations chaînées) if (previous != m_buffer && previous != 0) glBindBuffer(bufferTarget[m_type], previous); return ptr; } bool NzHardwareBuffer::Unmap() { NzContext::EnsureContext(); GLuint previous; glGetIntegerv(bufferTargetBinding[m_type], reinterpret_cast(&previous)); if (previous != m_buffer) glBindBuffer(bufferTarget[m_type], m_buffer); if (glUnmapBuffer(bufferTarget[m_type]) != GL_TRUE) { // Une erreur rare est survenue, nous devons réinitialiser le buffer NazaraError("Failed to unmap buffer, reinitialising content... (OpenGL error : 0x" + NzString::Number(glGetError(), 16) + ')'); glBufferData(bufferTarget[m_type], m_parent->GetSize(), nullptr, bufferUsage[m_parent->GetStorage()]); // Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérations chaînées) if (previous != m_buffer && previous != 0) glBindBuffer(bufferTarget[m_type], previous); return false; } // Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérations chaînées) if (previous != m_buffer && previous != 0) glBindBuffer(bufferTarget[m_type], previous); return true; }