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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __HardwareBuffer__
30#define __HardwareBuffer__
31
32// Precompiler options
33#include "OgrePrerequisites.h"
34
35namespace Ogre {
36
37    /** Abstract class defining common features of hardware buffers.
38    @remarks
39            A 'hardware buffer' is any area of memory held outside of core system ram,
40            and in our case refers mostly to video ram, although in theory this class
41            could be used with other memory areas such as sound card memory, custom
42            coprocessor memory etc.
43    @par
44            This reflects the fact that memory held outside of main system RAM must
45            be interacted with in a more formal fashion in order to promote
46            cooperative and optimal usage of the buffers between the various
47            processing units which manipulate them.
48    @par
49            This abstract class defines the core interface which is common to all
50            buffers, whether it be vertex buffers, index buffers, texture memory
51            or framebuffer memory etc.
52        @par
53                Buffers have the ability to be 'shadowed' in system memory, this is because
54                the kinds of access allowed on hardware buffers is not always as flexible as
55                that allowed for areas of system memory - for example it is often either
56                impossible, or extremely undesirable from a performance standpoint to read from
57                a hardware buffer; when writing to hardware buffers, you should also write every
58                byte and do it sequentially. In situations where this is too restrictive,
59                it is possible to create a hardware, write-only buffer (the most efficient kind)
60                and to back it with a system memory 'shadow' copy which can be read and updated arbitrarily.
61                Ogre handles synchronising this buffer with the real hardware buffer (which should still be
62                created with the HBU_DYNAMIC flag if you intend to update it very frequently). Whilst this
63                approach does have it's own costs, such as increased memory overhead, these costs can
64                often be outweighed by the performance benefits of using a more hardware efficient buffer.
65                You should look for the 'useShadowBuffer' parameter on the creation methods used to create
66                the buffer of the type you require (see HardwareBufferManager) to enable this feature.
67    */
68    class _OgreExport HardwareBuffer
69    {
70
71            public:
72                    /// Enums describing buffer usage; not mutually exclusive
73                    enum Usage
74                    {
75                /** Static buffer which the application rarely modifies once created. Modifying
76                the contents of this buffer will involve a performance hit.
77                */
78                HBU_STATIC = 1,
79                            /** Indicates the application would like to modify this buffer with the CPU
80                            fairly often.
81                            Buffers created with this flag will typically end up in AGP memory rather
82                            than video memory.
83                            */
84                            HBU_DYNAMIC = 2,
85                            /** Indicates the application will never read the contents of the buffer back,
86                            it will only ever write data. Locking a buffer with this flag will ALWAYS
87                            return a pointer to new, blank memory rather than the memory associated
88                            with the contents of the buffer; this avoids DMA stalls because you can
89                            write to a new memory area while the previous one is being used.
90                            */
91                            HBU_WRITE_ONLY = 4,
92                /** Indicates that the application will be refilling the contents
93                of the buffer regularly (not just updating, but generating the
94                contents from scratch), and therefore does not mind if the contents
95                of the buffer are lost somehow and need to be recreated. This
96                allows and additional level of optimisation on the buffer.
97                This option only really makes sense when combined with
98                HBU_DYNAMIC_WRITE_ONLY.
99                */
100                HBU_DISCARDABLE = 8,
101                                /// Combination of HBU_STATIC and HBU_WRITE_ONLY
102                                HBU_STATIC_WRITE_ONLY = 5, 
103                                /** Combination of HBU_DYNAMIC and HBU_WRITE_ONLY. If you use
104                this, strongly consider using HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE
105                instead if you update the entire contents of the buffer very
106                regularly.
107                */
108                                HBU_DYNAMIC_WRITE_ONLY = 6,
109                /// Combination of HBU_DYNAMIC, HBU_WRITE_ONLY and HBU_DISCARDABLE
110                HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE = 14
111
112
113                    };
114                    /// Locking options
115                    enum LockOptions
116                    {
117                /** Normal mode, ie allows read/write and contents are preserved. */
118                HBL_NORMAL,
119                            /** Discards the <em>entire</em> buffer while locking; this allows optimisation to be
120                                performed because synchronisation issues are relaxed. Only allowed on buffers
121                            created with the HBU_DYNAMIC flag.
122                            */
123                            HBL_DISCARD,
124                            /** Lock the buffer for reading only. Not allowed in buffers which are created with HBU_WRITE_ONLY.
125                                Mandatory on statuc buffers, ie those created without the HBU_DYNAMIC flag.
126                                */ 
127                            HBL_READ_ONLY,
128                /** As HBL_NORMAL, except the application guarantees not to overwrite any
129                region of the buffer which has already been used in this frame, can allow
130                some optimisation on some APIs. */
131                HBL_NO_OVERWRITE
132                       
133                    };
134            protected:
135                    size_t mSizeInBytes;
136                    Usage mUsage;
137                    bool mIsLocked;
138                        size_t mLockStart;
139                        size_t mLockSize;
140                        bool mSystemMemory;
141            bool mUseShadowBuffer;
142            HardwareBuffer* mpShadowBuffer;
143            bool mShadowUpdated;
144            bool mSuppressHardwareUpdate;
145               
146            /// Internal implementation of lock()
147                    virtual void* lockImpl(size_t offset, size_t length, LockOptions options) = 0;
148            /// Internal implementation of unlock()
149                    virtual void unlockImpl(void) = 0;
150
151    public:
152                    /// Constructor, to be called by HardwareBufferManager only
153            HardwareBuffer(Usage usage, bool systemMemory, bool useShadowBuffer) 
154                                : mUsage(usage), mIsLocked(false), mSystemMemory(systemMemory), 
155                mUseShadowBuffer(useShadowBuffer), mpShadowBuffer(NULL), mShadowUpdated(false), 
156                mSuppressHardwareUpdate(false) 
157            {
158                // If use shadow buffer, upgrade to WRITE_ONLY on hardware side
159                if (useShadowBuffer && usage == HBU_DYNAMIC)
160                {
161                    mUsage = HBU_DYNAMIC_WRITE_ONLY;
162                }
163                else if (useShadowBuffer && usage == HBU_STATIC)
164                {
165                    mUsage = HBU_STATIC_WRITE_ONLY;
166                }
167            }
168            virtual ~HardwareBuffer() {}
169                    /** Lock the buffer for (potentially) reading / writing.
170                    @param offset The byte offset from the start of the buffer to lock
171                    @param length The size of the area to lock, in bytes
172                    @param options Locking options
173                    @returns Pointer to the locked memory
174                    */
175                    virtual void* lock(size_t offset, size_t length, LockOptions options)
176            {
177                assert(!isLocked() && "Cannot lock this buffer, it is already locked!");
178                void* ret;
179                                if (mUseShadowBuffer)
180                {
181                                        if (options != HBL_READ_ONLY)
182                                        {
183                                                // we have to assume a read / write lock so we use the shadow buffer
184                                                // and tag for sync on unlock()
185                        mShadowUpdated = true;
186                    }
187
188                    ret = mpShadowBuffer->lock(offset, length, options);
189                }
190                else
191                {
192                                        // Lock the real buffer if there is no shadow buffer
193                    ret = lockImpl(offset, length, options);
194                    mIsLocked = true;
195                }
196                                mLockStart = offset;
197                                mLockSize = length;
198                return ret;
199            }
200
201            /** Lock the entire buffer for (potentially) reading / writing.
202                    @param options Locking options
203                    @returns Pointer to the locked memory
204            */
205            void* lock(LockOptions options)
206            {
207                return this->lock(0, mSizeInBytes, options);
208            }
209                    /** Releases the lock on this buffer.
210            @remarks
211                Locking and unlocking a buffer can, in some rare circumstances such as
212                switching video modes whilst the buffer is locked, corrupt the
213                contents of a buffer. This is pretty rare, but if it occurs,
214                this method will throw an exception, meaning you
215                must re-upload the data.
216            @par
217                Note that using the 'read' and 'write' forms of updating the buffer does not
218                suffer from this problem, so if you want to be 100% sure your
219                data will not be lost, use the 'read' and 'write' forms instead.
220            */
221                    virtual void unlock(void)
222            {
223                assert(isLocked() && "Cannot unlock this buffer, it is not locked!");
224
225                                // If we used the shadow buffer this time...
226                if (mUseShadowBuffer && mpShadowBuffer->isLocked())
227                {
228                    mpShadowBuffer->unlock();
229                    // Potentially update the 'real' buffer from the shadow buffer
230                    _updateFromShadow();
231                }
232                else
233                {
234                                        // Otherwise, unlock the real one
235                    unlockImpl();
236                    mIsLocked = false;
237                }
238
239            }
240
241            /** Reads data from the buffer and places it in the memory pointed to by pDest.
242                    @param offset The byte offset from the start of the buffer to read
243                    @param length The size of the area to read, in bytes
244            @param pDest The area of memory in which to place the data, must be large enough to
245                accommodate the data!
246            */
247            virtual void readData(size_t offset, size_t length, void* pDest) = 0;
248            /** Writes data to the buffer from an area of system memory; note that you must
249                ensure that your buffer is big enough.
250                    @param offset The byte offset from the start of the buffer to start writing
251                    @param length The size of the data to write to, in bytes
252            @param pSource The source of the data to be written
253                        @param discardWholeBuffer If true, this allows the driver to discard the entire buffer when writing,
254                                such that DMA stalls can be avoided; use if you can.
255            */
256            virtual void writeData(size_t offset, size_t length, const void* pSource,
257                                        bool discardWholeBuffer = false) = 0;
258
259                        /** Copy data from another buffer into this one.
260                        @remarks
261                                Note that the source buffer must not be created with the
262                usage HBU_WRITE_ONLY otherwise this will fail.
263                        @param srcBuffer The buffer from which to read the copied data
264                        @param srcOffset Offset in the source buffer at which to start reading
265                        @param dstOffset Offset in the destination buffer to start writing
266                        @param length Length of the data to copy, in bytes.
267                        @param discardWholeBuffer If true, will discard the entire contents of this buffer before copying
268                        */
269                        virtual void copyData(HardwareBuffer& srcBuffer, size_t srcOffset, 
270                                size_t dstOffset, size_t length, bool discardWholeBuffer = false)
271                        {
272                                const void *srcData = srcBuffer.lock(
273                                        srcOffset, length, HBL_READ_ONLY);
274                                this->writeData(dstOffset, length, srcData, discardWholeBuffer);
275                                srcBuffer.unlock();
276                        }
277
278            /// Updates the real buffer from the shadow buffer, if required
279            virtual void _updateFromShadow(void)
280            {
281                if (mUseShadowBuffer && mShadowUpdated && !mSuppressHardwareUpdate)
282                {
283                    // Do this manually to avoid locking problems
284                    const void *srcData = mpShadowBuffer->lockImpl(
285                                        mLockStart, mLockSize, HBL_READ_ONLY);
286                                        // Lock with discard if the whole buffer was locked, otherwise normal
287                                        LockOptions lockOpt;
288                                        if (mLockStart == 0 && mLockSize == mSizeInBytes)
289                                                lockOpt = HBL_DISCARD;
290                                        else
291                                                lockOpt = HBL_NORMAL;
292                                       
293                    void *destData = this->lockImpl(
294                                        mLockStart, mLockSize, lockOpt);
295                                        // Copy shadow to real
296                    memcpy(destData, srcData, mLockSize);
297                    this->unlockImpl();
298                    mpShadowBuffer->unlockImpl();
299                    mShadowUpdated = false;
300                }
301            }
302
303            /// Returns the size of this buffer in bytes
304            size_t getSizeInBytes(void) const { return mSizeInBytes; }
305            /// Returns the Usage flags with which this buffer was created
306            Usage getUsage(void) const { return mUsage; }
307                        /// Returns whether this buffer is held in system memory
308                        bool isSystemMemory(void) const { return mSystemMemory; }
309                        /// Returns whether this buffer has a system memory shadow for quicker reading
310                        bool hasShadowBuffer(void) const { return mUseShadowBuffer; }
311            /// Returns whether or not this buffer is currently locked.
312            bool isLocked(void) const { 
313                return mIsLocked || (mUseShadowBuffer && mpShadowBuffer->isLocked()); 
314            }
315            /// Pass true to suppress hardware upload of shadow buffer changes
316            void suppressHardwareUpdate(bool suppress) {
317                mSuppressHardwareUpdate = suppress;
318                if (!suppress)
319                    _updateFromShadow();
320            }
321
322
323
324
325               
326    };
327}
328#endif
329
330
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