mirror of
https://gitea.wildfiregames.com/0ad/0ad
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165 lines
5.8 KiB
C++
165 lines
5.8 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Encapsulation of backend buffers with batching and sharing.
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*/
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#ifndef INCLUDED_VERTEXBUFFER
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#define INCLUDED_VERTEXBUFFER
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#include "renderer/backend/IBuffer.h"
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#include "renderer/backend/IDevice.h"
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#include "renderer/backend/IDeviceCommandContext.h"
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#include <memory>
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#include <vector>
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/**
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* CVertexBuffer: encapsulation of backend buffers, also supplying
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* some additional functionality for sharing buffers between multiple objects.
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*
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* The class can be used in two modes, depending on the usage parameter:
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*
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* Static buffer: Call Allocate() with backingStore = nullptr. Then call
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* UpdateChunkVertices() with any pointer - the data will be immediately copied
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* to the buffer. This should be used for vertex data that rarely changes.
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*
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* Dynamic buffer: Call Allocate() with backingStore pointing
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* at some memory that will remain valid for the lifetime of the CVertexBuffer.
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* This should be used for vertex data that may change every frame.
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* Rendering is expected to occur in two phases:
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* - "Prepare" phase:
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* If this chunk is going to be used for rendering during the next rendering phase,
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* you must call PrepareForRendering().
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* If the vertex data in backingStore has been modified since the last uploading phase,
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* you must call UpdateChunkVertices().
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* - "Upload" phase:
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* UploadedIfNeeded() can be called (multiple times). The vertex data will be uploaded
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* to the GPU if necessary.
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* It is okay to have multiple prepare/upload cycles per frame (though slightly less
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* efficient), but they must occur sequentially.
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*/
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class CVertexBuffer
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{
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NONCOPYABLE(CVertexBuffer);
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public:
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// VBChunk: describes a portion of this vertex buffer
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struct VBChunk
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{
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// Owning (parent) vertex buffer
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CVertexBuffer* m_Owner;
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// Start index of this chunk in owner
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size_t m_Index;
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// Number of vertices used by chunk
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size_t m_Count;
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// If UseStreaming() is true, points at the data for this chunk
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void* m_BackingStore;
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// If true, the backend buffer is not consistent with the chunk's
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// backing store (and will need to be re-uploaded before rendering with
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// this chunk).
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bool m_Dirty;
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// If true, we have been told this chunk is going to be used for
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// rendering in the next uploading phase and will need to be uploaded
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bool m_Needed;
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private:
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// Only CVertexBuffer can construct/delete these
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// (Other people should use g_Renderer.GetVertexBufferManager().AllocateChunk)
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friend class CVertexBuffer;
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VBChunk() {}
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~VBChunk() {}
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};
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public:
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CVertexBuffer(
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Renderer::Backend::IDevice* device,
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const char* name, const size_t vertexSize,
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const Renderer::Backend::IBuffer::Type type, const bool dynamic);
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CVertexBuffer(
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Renderer::Backend::IDevice* device,
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const char* name, const size_t vertexSize,
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const Renderer::Backend::IBuffer::Type type, const bool dynamic,
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const size_t maximumBufferSize);
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~CVertexBuffer();
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void UploadIfNeeded(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
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/// Make the vertex data available for the next usage.
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void PrepareForRendering(VBChunk* chunk);
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/// Update vertex data for given chunk. Transfers the provided data to the actual OpenGL vertex buffer.
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void UpdateChunkVertices(VBChunk* chunk, void* data);
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size_t GetVertexSize() const { return m_VertexSize; }
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size_t GetBytesReserved() const;
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size_t GetBytesAllocated() const;
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/// Returns true if this vertex buffer is compatible with the specified vertex type and intended usage.
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bool CompatibleVertexType(
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const size_t vertexSize, const Renderer::Backend::IBuffer::Type type,
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const bool dynamic) const;
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void DumpStatus() const;
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/**
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* Given the usage flags of a buffer that has been (or will be) allocated:
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*
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* If true, we assume the buffer is going to be modified on every frame,
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* so we will re-upload the entire buffer every frame using glMapBuffer.
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* This requires the buffer's owner to hold onto its backing store.
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*
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* If false, we assume it will change rarely, and use direct upload to
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* update it incrementally. The backing store can be freed to save memory.
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*/
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static bool UseStreaming(const bool dynamic);
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Renderer::Backend::IBuffer* GetBuffer() { return m_Buffer.get(); }
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private:
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friend class CVertexBufferManager; // allow allocate only via CVertexBufferManager
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/// Try to allocate a buffer of given number of vertices (each of given size),
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/// and with the given type - return null if no free chunks available
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VBChunk* Allocate(
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const size_t vertexSize, const size_t numberOfVertices,
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const Renderer::Backend::IBuffer::Type type, const bool dynamic,
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void* backingStore);
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/// Return given chunk to this buffer
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void Release(VBChunk* chunk);
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/// Vertex size of this vertex buffer
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size_t m_VertexSize;
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/// Number of vertices of above size in this buffer
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size_t m_MaxVertices;
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/// List of free chunks in this buffer
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std::vector<VBChunk*> m_FreeList;
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/// List of allocated chunks
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std::vector<VBChunk*> m_AllocList;
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/// Available free vertices - total of all free vertices in the free list
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size_t m_FreeVertices;
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std::unique_ptr<Renderer::Backend::IBuffer> m_Buffer;
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bool m_HasNeededChunks;
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};
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#endif // INCLUDED_VERTEXBUFFER
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