khanat-opennel-code/code/nel/src/3d/vertex_buffer_heap.cpp

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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/vertex_buffer_heap.h"
#include "nel/misc/common.h"
using namespace NLMISC;
// This code is not used actually and doesn't compile
// just preproc comment it
#if 0
namespace NL3D
{
// ***************************************************************************
CVertexBufferHeap::CVertexBufferHeap()
{
_Enabled= false;
_HardMode= false;
_HeapStart= NULL;
_VertexFormat= 0;
_VertexSize= 0;
_MaxVertices= 0;
}
// ***************************************************************************
CVertexBufferHeap::~CVertexBufferHeap()
{
release();
}
// ***************************************************************************
void CVertexBufferHeap::init(IDriver *driver, uint vertexFormat, uint maxVertices)
{
nlassert(driver);
// clean before.
release();
// setup
_Driver= driver;
// setup the vertexBuffer soft with queried info.
_VBSoft.setVertexFormat(vertexFormat);
// VertexSize must be a multitple of 4 (Heap alignement ...)
nlassert( (_VBSoft.getVertexSize()&3) == 0);
// create the VBHard, if possible
_VBHard= driver->createVertexBufferHard(_VBSoft.getVertexFormat(), _VBSoft.getValueTypePointer(), maxVertices, IDriver::VBHardAGP, _VBSoft.getUVRouting());
// Ok
_Enabled= true;
_VertexFormat= _VBSoft.getVertexFormat();
_VertexSize= _VBSoft.getVertexSize();
_MaxVertices= maxVertices;
// Use hard or soft ???
if(_VBHard)
{
_HardMode= true;
// setup heap start with good AGP ptr.
_HeapStart= (uint8*)_VBHard->lock();
// just a gestion lock, no vertices have changed.
_VBHard->unlock(0,0);
// In essence, the VBHeap is rarely modified (but on mesh loading). => set it static
_VBHard->lockHintStatic(true);
}
else
{
_HardMode= false;
// => allocate soft one.
_VBSoft.setNumVertices(maxVertices);
// setup heap start with good ptr.
_HeapStart= (uint8*)_VBSoft.getVertexCoordPointer();
}
// setup heap Manager with good ptr.
_HeapManager.initHeap(_HeapStart, _MaxVertices*_VertexSize);
}
// ***************************************************************************
void CVertexBufferHeap::release()
{
if(_VBHard)
{
nlassert(_Driver);
_Driver->deleteVertexBufferHard(_VBHard);
}
_VBHard= NULL;
_Driver= NULL;
_HeapStart= NULL;
// release all memory
contReset(_VBSoft);
contReset(_HeapManager);
_Enabled= false;
_HardMode= false;
_VertexFormat= 0;
_VertexSize= 0;
_MaxVertices= 0;
}
// ***************************************************************************
bool CVertexBufferHeap::allocate(uint numVertices, uint &indexStart)
{
nlassert(enabled());
// allocate into the heap ?
uint8 *ptr= (uint8*)_HeapManager.allocate(numVertices*getVertexSize());
if(!ptr)
return false;
else
{
// compute vertex index
indexStart= (uint)(ptr-_HeapStart);
indexStart/= _VertexSize;
return true;
}
}
// ***************************************************************************
void CVertexBufferHeap::free(uint indexStart)
{
nlassert(enabled());
// compute ptr to free
uint8 *ptr= _HeapStart + indexStart*_VertexSize;
// free it.
_HeapManager.free(ptr);
}
// ***************************************************************************
uint8 *CVertexBufferHeap::lock(uint indexStart)
{
nlassert(enabled());
uint8 *ptr;
if(_HardMode)
{
// lock the vbHard
ptr= (uint8*)_VBHard->lock();
nlassert(ptr==_HeapStart);
}
else
ptr= _HeapStart;
// index it with index
return ptr + indexStart*_VertexSize;
}
// ***************************************************************************
void CVertexBufferHeap::unlock(uint startVert, uint endVert)
{
nlassert(enabled());
if(_HardMode)
_VBHard->unlock(startVert, endVert);
}
// ***************************************************************************
void CVertexBufferHeap::activate()
{
nlassert(enabled());
if(_HardMode)
_Driver->activeVertexBufferHard(_VBHard);
else
_Driver->activeVertexBuffer(_VBSoft);
}
} // NL3D
#endif // 0