| /* |
| * 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, |
| GrGLuint id, |
| size_t sizeInBytes, |
| bool dynamic) |
| : INHERITED(gpu, sizeInBytes, dynamic) |
| , fBufferID(id) |
| , fLockPtr(NULL) { |
| } |
| |
| void GrGLVertexBuffer::onRelease() { |
| // make sure we've not been abandoned |
| if (fBufferID) { |
| GPUGL->notifyVertexBufferDelete(this); |
| GL_CALL(DeleteBuffers(1, &fBufferID)); |
| fBufferID = 0; |
| } |
| } |
| |
| void GrGLVertexBuffer::onAbandon() { |
| fBufferID = 0; |
| fLockPtr = NULL; |
| } |
| |
| 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().fBufferLockSupport) { |
| 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().fBufferLockSupport); |
| |
| 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; |
| } |
| |