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#ifndef Magnum_Buffer_h
#define Magnum_Buffer_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Buffer
*/
#include <cstddef>
#include <array>
#include <vector>
#include "Magnum.h"
#include "magnumVisibility.h"
namespace Magnum {
class Context;
/**
@brief %Buffer
Encapsulates one OpenGL buffer object and provides functions for convenient
data updates.
@section Buffer-data Data updating
Default way to set or update buffer data with setData() or setSubData() is to
explicitly specify data size and pass the pointer to it:
@code
Vector3* data = new Vector3[200];
buffer.setData(200*sizeof(Vector3), data, Buffer::Usage::StaticDraw);
@endcode
Howewer, in some cases, you have the data in fixed-size array with size known
at compile time. There is an convenient overload which detects the size of
passed array, so you don't have to repeat it:
@code
Vector3 data[] = {
// ...
};
buffer.setData(data, Buffer::Usage::StaticDraw);
@endcode
There is also overload for array-like containers from STL, such as `std::vector` or
`std::array`:
@code
std::vector<Vector3> data;
buffer.setData(data, Buffer::Usage::StaticDraw);
@endcode
@section Buffer-performance-optimization Performance optimizations
The engine tracks currently bound buffers to avoid unnecessary calls to
@fn_gl{BindBuffer}. If the buffer is already bound to some target,
functions copy(), setData() and setSubData() use that target in
@fn_gl{CopyBufferSubData}, @fn_gl{BufferData} and @fn_gl{BufferSubData}
functions instead of binding the buffer to some specific target. You can also
use setTargetHint() to possibly reduce unnecessary rebinding.
If extension @extension{EXT,direct_state_access} is available, functions
copy(), setData() and setSubData() use DSA functions to avoid unnecessary
calls to @fn_gl{BindBuffer}. See their respective documentation for more
information.
@todo Support for AMD's query buffer (@extension{AMD,query_buffer_object})
@todo BindBufferRange/BindBufferOffset/BindBufferBase for transform feedback (3.0, @extension{EXT,transform_feedback})
*/
class MAGNUM_EXPORT Buffer {
friend class Context;
Buffer(const Buffer& other) = delete;
Buffer(Buffer&& other) = delete;
Buffer& operator=(const Buffer& other) = delete;
Buffer& operator=(Buffer&& other) = delete;
public:
/**
* @brief %Buffer target
*
* @see bind(Target), unbind(Target)
*/
enum class Target: GLenum {
/** Used for storing vertex attributes. */
Array = GL_ARRAY_BUFFER,
#ifndef MAGNUM_TARGET_GLES
/**
* Used for storing atomic counters.
* @requires_gl42 Extension @extension{ARB,shader_atomic_counters}
* @requires_gl Atomic counters are not available in OpenGL ES.
*/
AtomicCounter = GL_ATOMIC_COUNTER_BUFFER,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Source for copies. See copy().
* @requires_gl31 Extension @extension{ARB,copy_buffer}
* @requires_gles30 Buffer copying is not available in OpenGL ES
* 2.0.
*/
CopyRead = GL_COPY_READ_BUFFER,
/**
* Target for copies. See copy().
* @requires_gl31 Extension @extension{ARB,copy_buffer}
* @requires_gles30 Buffer copying is not available in OpenGL ES
* 2.0.
*/
CopyWrite = GL_COPY_WRITE_BUFFER,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* Indirect compute dispatch commands.
* @requires_gl43 Extension @extension{ARB,compute_shader}
* @requires_gl Compute shaders are not available in OpenGL ES.
*/
DispatchIndirect = GL_DISPATCH_INDIRECT_BUFFER,
/**
* Used for supplying arguments for indirect drawing.
* @requires_gl40 Extension @extension{ARB,draw_indirect}
* @requires_gl Indirect drawing not available in OpenGL ES.
*/
DrawIndirect = GL_DRAW_INDIRECT_BUFFER,
#endif
/** Used for storing vertex indices. */
ElementArray = GL_ELEMENT_ARRAY_BUFFER
#ifndef MAGNUM_TARGET_GLES2
,
/**
* Target for pixel pack operations.
* @requires_gles30 Pixel buffer objects are not available in
* OpenGL ES 2.0.
*/
PixelPack = GL_PIXEL_PACK_BUFFER,
/**
* Source for texture update operations.
* @requires_gles30 Pixel buffer objects are not available in
* OpenGL ES 2.0.
*/
PixelUnpack = GL_PIXEL_UNPACK_BUFFER,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* Used for shader storage.
* @requires_gl43 Extension @extension{ARB,shader_storage_buffer_object}
* @requires_gl Shader storage is not available in OpenGL ES.
*/
ShaderStorage = GL_SHADER_STORAGE_BUFFER,
/**
* Source for texel fetches. See BufferedTexture.
* @requires_gl31 Extension @extension{ARB,texture_buffer_object}
* @requires_gl Texture buffers are not available in OpenGL ES.
*/
Texture = GL_TEXTURE_BUFFER,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Target for transform feedback.
* @requires_gl30 Extension @extension{EXT,transform_feedback}
* @requires_gles30 Transform feedback is not available in OpenGL
* ES 2.0.
*/
TransformFeedback = GL_TRANSFORM_FEEDBACK_BUFFER,
/**
* Used for storing uniforms.
* @requires_gl31 Extension @extension{ARB,uniform_buffer_object}
* @requires_gles30 Uniform buffers are not available in OpenGL ES
* 2.0.
*/
Uniform = GL_UNIFORM_BUFFER
#endif
};
/**
* @brief %Buffer usage
*
* @see setData(GLsizeiptr, const GLvoid*, Usage)
*/
enum class Usage: GLenum {
/**
* Set once by the application and used infrequently for drawing.
*/
StreamDraw = GL_STREAM_DRAW,
#ifndef MAGNUM_TARGET_GLES2
/**
* Set once as output from an OpenGL command and used infequently
* for drawing.
* @requires_gles30 Only @ref Magnum::Buffer::Usage "Usage::StreamDraw"
* is available in OpenGL ES 2.0.
*/
StreamRead = GL_STREAM_READ,
/**
* Set once as output from an OpenGL command and used infrequently
* for drawing or copying to other buffers.
* @requires_gles30 Only @ref Magnum::Buffer::Usage "Usage::StreamDraw"
* is available in OpenGL ES 2.0.
*/
StreamCopy = GL_STREAM_COPY,
#endif
/**
* Set once by the application and used frequently for drawing.
*/
StaticDraw = GL_STATIC_DRAW,
#ifndef MAGNUM_TARGET_GLES2
/**
* Set once as output from an OpenGL command and queried many
* times by the application.
* @requires_gles30 Only @ref Magnum::Buffer::Usage "Usage::StaticDraw"
* is available in OpenGL ES 2.0.
*/
StaticRead = GL_STATIC_READ,
/**
* Set once as output from an OpenGL command and used frequently
* for drawing or copying to other buffers.
* @requires_gles30 Only @ref Magnum::Buffer::Usage "Usage::StaticDraw"
* is available in OpenGL ES 2.0.
*/
StaticCopy = GL_STATIC_COPY,
#endif
/**
* Updated frequently by the application and used frequently
* for drawing or copying to other images.
*/
DynamicDraw = GL_DYNAMIC_DRAW
#ifndef MAGNUM_TARGET_GLES2
,
/**
* Updated frequently as output from OpenGL command and queried
* many times from the application.
* @requires_gles30 Only @ref Magnum::Buffer::Usage "Usage::DynamicDraw"
* is available in OpenGL ES 2.0.
*/
DynamicRead = GL_DYNAMIC_READ,
/**
* Updated frequently as output from OpenGL command and used
* frequently for drawing or copying to other images.
* @requires_gles30 Only @ref Magnum::Buffer::Usage "Usage::DynamicCopy"
* is available in OpenGL ES 2.0.
*/
DynamicCopy = GL_DYNAMIC_COPY
#endif
};
/**
* @brief Unbind any buffer from given target
* @param target %Target
*
* @see @fn_gl{BindBuffer}
*/
inline static void unbind(Target target) { bind(target, 0); }
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Copy one buffer to another
* @param read %Buffer from which to read
* @param write %Buffer to which to copy
* @param readOffset Offset in the read buffer
* @param writeOffset Offset in the write buffer
* @param size Data size
*
* If @extension{EXT,direct_state_access} is not available and the
* buffers aren't already bound somewhere, they are bound to
* `Target::CopyRead` and `Target::CopyWrite` before the copy is
* performed.
* @requires_gl31 Extension @extension{ARB,copy_buffer}
* @requires_gles30 Buffer copying is not available in OpenGL ES 2.0.
* @see @fn_gl{BindBuffer} and @fn_gl{CopyBufferSubData} or
* @fn_gl_extension{NamedCopyBufferSubData,EXT,direct_state_access}
*/
inline static void copy(Buffer* read, Buffer* write, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) {
copyImplementation(read, write, readOffset, writeOffset, size);
}
#endif
/**
* @brief Constructor
*
* Generates new OpenGL buffer.
* @see @fn_gl{GenBuffers}
*/
inline Buffer(): _targetHint(Target::Array) {
glGenBuffers(1, &_id);
}
/**
* @brief Destructor
*
* Deletes associated OpenGL buffer.
* @see @fn_gl{DeleteBuffers}
*/
virtual ~Buffer();
/** @brief OpenGL buffer ID */
inline GLuint id() const { return _id; }
/** @brief Target hint */
inline Target targetHint() const { return _targetHint; }
/**
* @brief Set target hint
*
* If @extension{EXT,direct_state_access} is not available, the buffer
* must be internally bound to some target before any operation. You
* can specify target which will always be used when binding the
* buffer internally, possibly saving some calls to @fn_gl{BindBuffer}.
*
* Default target hint is `Target::Array`.
* @see setData(), setSubData()
* @todo Target::ElementArray cannot be used when no VAO is bound -
* http://www.opengl.org/wiki/Vertex_Specification#Index_buffers
* ... damned GL state
*/
inline void setTargetHint(Target hint) { _targetHint = hint; }
/**
* @brief Bind buffer
* @param target %Target
*
* @todo Allow binding to Target::ElementArray only if VAO is bound
* to avoid potential issues?
* @bug Binding to ElementArray if any VAO is active will corrupt the mesh
* @todo Don't allow user to bind buffers?
* @see @fn_gl{BindBuffer}
*/
inline void bind(Target target) { bind(target, _id); }
/**
* @brief Set buffer data
* @param size Data size
* @param data Pointer to data
* @param usage %Buffer usage
*
* If @extension{EXT,direct_state_access} is not available and the
* buffer is not already bound somewhere, it is bound to hinted target
* before the operation.
* @see setTargetHint(), @fn_gl{BindBuffer} and @fn_gl{BufferData} or
* @fn_gl_extension{NamedBufferData,EXT,direct_state_access}
*/
inline void setData(GLsizeiptr size, const GLvoid* data, Usage usage) {
(this->*setDataImplementation)(size, data, usage);
}
/**
* @brief Set buffer data
* @param data Fixed-size array with data
* @param usage %Buffer usage
*
* @see setData(GLsizeiptr, const GLvoid*, Usage).
*/
template<std::size_t size, class T> inline void setData(const T(&data)[size], Usage usage) {
setData(size*sizeof(T), data, usage);
}
/**
* @brief Set buffer data
* @param data Vector with data
* @param usage %Buffer usage
*
* @see setData(GLsizeiptr, const GLvoid*, Usage)
*/
template<class T> inline void setData(const std::vector<T>& data, Usage usage) {
setData(data.size()*sizeof(T), data.data(), usage);
}
/** @overload */
template<std::size_t size, class T> inline void setData(const std::array<T, size>& data, Usage usage) {
setData(data.size()*sizeof(T), data.data(), usage);
}
/**
* @brief Set buffer subdata
* @param offset Offset in the buffer
* @param size Data size
* @param data Pointer to data
*
* If @extension{EXT,direct_state_access} is not available and the
* buffer is not already bound somewhere, it is bound to hinted target
* before the operation.
* @see setTargetHint(), @fn_gl{BindBuffer} and @fn_gl{BufferSubData}
* or @fn_gl_extension{NamedBufferSubData,EXT,direct_state_access}
*/
inline void setSubData(GLintptr offset, GLsizeiptr size, const GLvoid* data) {
(this->*setSubDataImplementation)(offset, size, data);
}
/**
* @brief Set buffer subdata
* @param offset Offset in the buffer
* @param data Fixed-size array with data
*
* @see setSubData(GLintptr, GLsizeiptr, const GLvoid*)
*/
template<std::size_t size, class T> inline void setSubData(GLintptr offset, const T(&data)[size]) {
setSubData(offset, size*sizeof(T), data);
}
/**
* @brief Set buffer subdata
* @param offset Offset in the buffer
* @param data Vector with data
*
* @see setSubData(GLintptr, GLsizeiptr, const GLvoid*)
*/
template<class T> inline void setSubData(GLintptr offset, const std::vector<T>& data) {
setSubData(offset, data.size()*sizeof(T), data.data());
}
/** @overload */
template<std::size_t size, class T> inline void setSubData(GLintptr offset, const std::array<T, size>& data) {
setSubData(offset, data.size()*sizeof(T), data.data());
}
private:
static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context);
static void bind(Target hint, GLuint id);
Target MAGNUM_LOCAL bindInternal(Target hint);
#ifndef MAGNUM_TARGET_GLES2
typedef void(*CopyImplementation)(Buffer*, Buffer*, GLintptr, GLintptr, GLsizeiptr);
static void MAGNUM_LOCAL copyImplementationDefault(Buffer* read, Buffer* write, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
#ifndef MAGNUM_TARGET_GLES
static void MAGNUM_LOCAL copyImplementationDSA(Buffer* read, Buffer* write, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
#endif
static CopyImplementation copyImplementation;
#endif
typedef void(Buffer::*SetDataImplementation)(GLsizeiptr, const GLvoid*, Usage);
void MAGNUM_LOCAL setDataImplementationDefault(GLsizeiptr size, const GLvoid* data, Usage usage);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL setDataImplementationDSA(GLsizeiptr size, const GLvoid* data, Usage usage);
#endif
static SetDataImplementation setDataImplementation;
typedef void(Buffer::*SetSubDataImplementation)(GLintptr, GLsizeiptr, const GLvoid*);
void MAGNUM_LOCAL setSubDataImplementationDefault(GLintptr offset, GLsizeiptr size, const GLvoid* data);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL setSubDataImplementationDSA(GLintptr offset, GLsizeiptr size, const GLvoid* data);
#endif
static SetSubDataImplementation setSubDataImplementation;
GLuint _id;
Target _targetHint;
};
}
#endif