/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGLVertexBuffer.h"
#include "GrGpuGL.h"
#define GPUGL static_cast<GrGpuGL*>(getGpu())
#define GL_CALL(X) GR_GL_CALL(GPUGL->glInterface(), X)
GrGLVertexBuffer::GrGLVertexBuffer(GrGpuGL* gpu,
bool isWrapped,
GrGLuint id,
size_t sizeInBytes,
bool dynamic)
: INHERITED(gpu, isWrapped, sizeInBytes, dynamic)
, fBufferID(id)
, fLockPtr(NULL) {
}
void GrGLVertexBuffer::onRelease() {
// make sure we've not been abandoned
if (fBufferID && !this->isWrapped()) {
GPUGL->notifyVertexBufferDelete(this);
GL_CALL(DeleteBuffers(1, &fBufferID));
fBufferID = 0;
}
INHERITED::onRelease();
}
void GrGLVertexBuffer::onAbandon() {
fBufferID = 0;
fLockPtr = NULL;
INHERITED::onAbandon();
}
void GrGLVertexBuffer::bind() const {
GL_CALL(BindBuffer(GR_GL_ARRAY_BUFFER, fBufferID));
GPUGL->notifyVertexBufferBind(this);
}
GrGLuint GrGLVertexBuffer::bufferID() const {
return fBufferID;
}
void* GrGLVertexBuffer::lock() {
GrAssert(fBufferID);
GrAssert(!isLocked());
if (this->getGpu()->getCaps().bufferLockSupport()) {
this->bind();
// Let driver know it can discard the old data
GL_CALL(BufferData(GR_GL_ARRAY_BUFFER, this->sizeInBytes(), NULL,
this->dynamic() ? GR_GL_DYNAMIC_DRAW :
GR_GL_STATIC_DRAW));
GR_GL_CALL_RET(GPUGL->glInterface(),
fLockPtr,
MapBuffer(GR_GL_ARRAY_BUFFER, GR_GL_WRITE_ONLY));
return fLockPtr;
}
return NULL;
}
void* GrGLVertexBuffer::lockPtr() const {
return fLockPtr;
}
void GrGLVertexBuffer::unlock() {
GrAssert(fBufferID);
GrAssert(isLocked());
GrAssert(this->getGpu()->getCaps().bufferLockSupport());
this->bind();
GL_CALL(UnmapBuffer(GR_GL_ARRAY_BUFFER));
fLockPtr = NULL;
}
bool GrGLVertexBuffer::isLocked() const {
GrAssert(!this->isValid() || fBufferID);
// this check causes a lot of noise in the gl log
#if 0
if (this->isValid() && this->getGpu()->getCaps().fBufferLockSupport) {
GrGLint mapped;
this->bind();
GL_CALL(GetBufferParameteriv(GR_GL_ARRAY_BUFFER,
GR_GL_BUFFER_MAPPED, &mapped));
GrAssert(!!mapped == !!fLockPtr);
}
#endif
return NULL != fLockPtr;
}
bool GrGLVertexBuffer::updateData(const void* src, size_t srcSizeInBytes) {
GrAssert(fBufferID);
GrAssert(!isLocked());
if (srcSizeInBytes > this->sizeInBytes()) {
return false;
}
this->bind();
GrGLenum usage = dynamic() ? GR_GL_DYNAMIC_DRAW : GR_GL_STATIC_DRAW;
#if GR_GL_USE_BUFFER_DATA_NULL_HINT
if (this->sizeInBytes() == srcSizeInBytes) {
GL_CALL(BufferData(GR_GL_ARRAY_BUFFER, srcSizeInBytes, src, usage));
} else {
// Before we call glBufferSubData we give the driver a hint using
// glBufferData with NULL. This makes the old buffer contents
// inaccessible to future draws. The GPU may still be processing
// draws that reference the old contents. With this hint it can
// assign a different allocation for the new contents to avoid
// flushing the gpu past draws consuming the old contents.
GL_CALL(BufferData(GR_GL_ARRAY_BUFFER,
this->sizeInBytes(), NULL, usage));
GL_CALL(BufferSubData(GR_GL_ARRAY_BUFFER, 0, srcSizeInBytes, src));
}
#else
// Note that we're cheating on the size here. Currently no methods
// allow a partial update that preserves contents of non-updated
// portions of the buffer (lock() does a glBufferData(..size, NULL..))
bool doSubData = false;
#if GR_GL_MAC_BUFFER_OBJECT_PERFOMANCE_WORKAROUND
static int N = 0;
// 128 was chosen experimentally. At 256 a slight hitchiness was noticed
// when dragging a Chromium window around with a canvas tab backgrounded.
doSubData = 0 == (N % 128);
++N;
#endif
if (doSubData) {
// The workaround is to do a glBufferData followed by glBufferSubData.
// Chromium's command buffer may turn a glBufferSubData where the size
// exactly matches the buffer size into a glBufferData. So we tack 1
// extra byte onto the glBufferData.
GL_CALL(BufferData(GR_GL_ARRAY_BUFFER, srcSizeInBytes + 1,
NULL, usage));
GL_CALL(BufferSubData(GR_GL_ARRAY_BUFFER, 0, srcSizeInBytes, src));
} else {
GL_CALL(BufferData(GR_GL_ARRAY_BUFFER, srcSizeInBytes, src, usage));
}
#endif
return true;
}