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IndexBuffer.cpp
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IndexBuffer.cpp
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#include "stdafx.h"
#include "IndexBuffer.h"
#include "RenderDevice.h"
//Disabled since it still has some bugs
#define COMBINE_BUFFERS 0
IndexBuffer* IndexBuffer::m_curIndexBuffer = nullptr;
std::vector<IndexBuffer*> IndexBuffer::notUploadedBuffers;
void IndexBuffer::CreateIndexBuffer(const unsigned int numIndices, const DWORD usage, const IndexBuffer::Format format, IndexBuffer **idxBuffer)
{
#ifdef ENABLE_SDL
IndexBuffer* ib = new IndexBuffer();
ib->count = numIndices;
ib->indexFormat = format;
ib->size = numIndices * (ib->indexFormat == FMT_INDEX16 ? 2 : 4);
ib->usage = usage ? usage : GL_STATIC_DRAW;
*idxBuffer = ib;
ib->isUploaded = false;
ib->dataBuffer = nullptr;
#else
// NB: We always specify WRITEONLY since MSDN states,
// "Buffers created with D3DPOOL_DEFAULT that do not specify D3DUSAGE_WRITEONLY may suffer a severe performance penalty."
HRESULT hr;
const unsigned idxSize = (format == IndexBuffer::FMT_INDEX16) ? 2 : 4;
hr = m_pD3DDevice->CreateIndexBuffer(idxSize * numIndices, usage | D3DUSAGE_WRITEONLY, (D3DFORMAT)format,
(D3DPOOL)memoryPool::DEFAULT, (IDirect3DIndexBuffer9**)idxBuffer, NULL);
if (FAILED(hr))
ReportError("Fatal Error: unable to create index buffer!", hr, __FILE__, __LINE__);
#endif
}
IndexBuffer* IndexBuffer::CreateAndFillIndexBuffer(const unsigned int numIndices, const WORD * indices)
{
#ifdef ENABLE_SDL
IndexBuffer* ib = new IndexBuffer();
ib->count = numIndices;
ib->indexFormat = IndexBuffer::FMT_INDEX16;
ib->usage = GL_STATIC_DRAW;
ib->size = numIndices * (ib->indexFormat == FMT_INDEX16 ? 2 : 4);
ib->sizeToLock = ib->size;
ib->Buffer = 0;
if (COMBINE_BUFFERS == 0 || ib->usage != GL_STATIC_DRAW) {
ib->dataBuffer = (void*)indices;
ib->UploadData(false);
}
else {
ib->offsetToLock = 0;
ib->dataBuffer = nullptr;
ib->addToNotUploadedBuffers(indices);
}
#else
IndexBuffer* ib;
CreateIndexBuffer(numIndices, 0, IndexBuffer::FMT_INDEX16, &ib);
void* buf;
ib->lock(0, 0, &buf, 0);
memcpy(buf, indices, numIndices * sizeof(indices[0]));
ib->unlock();
#endif
return ib;
}
IndexBuffer* IndexBuffer::CreateAndFillIndexBuffer(const unsigned int numIndices, const unsigned int * indices)
{
#ifdef ENABLE_SDL
IndexBuffer* ib = new IndexBuffer();
ib->count = numIndices;
ib->indexFormat = IndexBuffer::FMT_INDEX32;
ib->usage = GL_STATIC_DRAW;
ib->size = numIndices * (ib->indexFormat == FMT_INDEX16 ? 2 : 4);
ib->sizeToLock = ib->size;
ib->Buffer = 0;
if (COMBINE_BUFFERS == 0 || ib->usage != GL_STATIC_DRAW) {
ib->dataBuffer = (void*)indices;
ib->UploadData(false);
}
else {
ib->offsetToLock = 0;
ib->dataBuffer = nullptr;
ib->addToNotUploadedBuffers(indices);
}
#else
IndexBuffer* ib;
CreateIndexBuffer(numIndices, 0, IndexBuffer::FMT_INDEX32, &ib);
void* buf;
ib->lock(0, 0, &buf, 0);
memcpy(buf, indices, numIndices * sizeof(indices[0]));
ib->unlock();
#endif
return ib;
}
IndexBuffer* IndexBuffer::CreateAndFillIndexBuffer(const std::vector<WORD>& indices)
{
return CreateAndFillIndexBuffer((unsigned int)indices.size(), indices.data());
}
IndexBuffer* IndexBuffer::CreateAndFillIndexBuffer(const std::vector<unsigned int>& indices)
{
return CreateAndFillIndexBuffer((unsigned int)indices.size(), indices.data());
}
void IndexBuffer::lock(const unsigned int offsetToLock, const unsigned int sizeToLock, void **dataBuffer, const DWORD flags)
{
#ifdef ENABLE_SDL
if (sizeToLock == 0) {
this->sizeToLock = size;
}
else {
this->sizeToLock = sizeToLock;
}
if (offsetToLock < size) {
*dataBuffer = malloc(this->sizeToLock);
this->dataBuffer = *dataBuffer;
this->offsetToLock = offsetToLock;
}
else {
*dataBuffer = nullptr;
this->dataBuffer = nullptr;
this->sizeToLock = 0;
}
#else
CHECKD3D(this->Lock(offsetToLock, sizeToLock, dataBuffer, flags));
#endif
}
void IndexBuffer::unlock()
{
#ifdef ENABLE_SDL
if (COMBINE_BUFFERS == 0 || usage != GL_STATIC_DRAW || Buffer>0) {
UploadData(true);
}
else {
addToNotUploadedBuffers();
}
#else
CHECKD3D(this->Unlock());
#endif
}
void IndexBuffer::release(void)
{
#ifdef ENABLE_SDL
if (!sharedBuffer)
CHECKD3D(glDeleteBuffers(1, &this->Buffer));
this->Buffer = 0;
#else
SAFE_RELEASE_NO_CHECK_NO_SET(this);
#endif
}
#ifndef ENABLE_SDL
IDirect3DDevice9* IndexBuffer::m_pD3DDevice = NULL;
void IndexBuffer::setD3DDevice(IDirect3DDevice9* pD3DDevice) {
m_pD3DDevice = pD3DDevice;
}
#endif
void IndexBuffer::bind()
{
#ifdef ENABLE_SDL
if (!isUploaded)
IndexBuffer::UploadBuffers();//Should never happen...
if (m_curIndexBuffer == nullptr || this->Buffer != m_curIndexBuffer->Buffer)
{
CHECKD3D(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->Buffer));
m_curIndexBuffer = this;
}
#else
if (m_curIndexBuffer != ib)
{
CHECKD3D(m_pD3DDevice->SetIndices(ib));
m_curIndexBuffer = ib;
}
#endif
}
void IndexBuffer::UploadData(bool freeData)
{
if (isUploaded || !dataBuffer) return;
if (Buffer == 0) {
sharedBuffer = false;
sizeToLock = size;
CHECKD3D(glGenBuffers(1, &(Buffer)));
CHECKD3D(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Buffer));
CHECKD3D(glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, nullptr, usage));
offset = 0;
}
else {
CHECKD3D(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Buffer));
}
CHECKD3D(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset + offsetToLock, min(sizeToLock, size - offsetToLock), dataBuffer));
CHECKD3D(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
if (freeData) {
free(dataBuffer);
}
dataBuffer = nullptr;
isUploaded = true;
}
void IndexBuffer::addToNotUploadedBuffers(const void* indices)
{
if (std::find(notUploadedBuffers.begin(), notUploadedBuffers.end(), this) == notUploadedBuffers.end())
notUploadedBuffers.push_back(this);
else if (indices) {
//merge dataBuffer and indices...
}
offsetToLock = 0;
if (indices && indices != dataBuffer) {
if (dataBuffer) {
free(dataBuffer);
}
dataBuffer = malloc(size);
memcpy(dataBuffer, indices, size);
}
Buffer = 0;
isUploaded = false;
}
void IndexBuffer::UploadBuffers()
{
if (notUploadedBuffers.size() == 0) return;
int size16 = 0;
int size32 = 0;
GLuint Buffer16;
GLuint Buffer32;
glGenBuffers(1, &Buffer16);
CHECKD3D(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Buffer16));
glGenBuffers(1, &Buffer32);
CHECKD3D(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Buffer32));
//Find out how much data needs to be uploaded
for (auto it = notUploadedBuffers.begin(); it != notUploadedBuffers.end(); it++) {
if (!(*it)->isUploaded && (*it)->usage == GL_STATIC_DRAW) {
if ((*it)->Buffer>0 && !(*it)->sharedBuffer)
CHECKD3D(glDeleteBuffers(1, &(*it)->Buffer));
if ((*it)->indexFormat == FMT_INDEX16) {
(*it)->offset = size16;
size16 += (*it)->size;
(*it)->Buffer = Buffer16;
}
else {
(*it)->offset = size32;
size32 += (*it)->size;
(*it)->Buffer = Buffer32;
}
(*it)->sharedBuffer = true;
}
}
//Allocate BufferData on GPU
if (size16 > 0) {
CHECKD3D(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Buffer16));
CHECKD3D(glBufferData(GL_ELEMENT_ARRAY_BUFFER, size16, nullptr, GL_STATIC_DRAW));
}
if (size32 > 0) {
CHECKD3D(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Buffer32));
CHECKD3D(glBufferData(GL_ELEMENT_ARRAY_BUFFER, size32, nullptr, GL_STATIC_DRAW));
}
//Upload all Buffers
for (auto it = notUploadedBuffers.begin(); it != notUploadedBuffers.end(); it++) {
(*it)->UploadData(true);
}
CHECKD3D(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
notUploadedBuffers.clear();
}