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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// This file contains the command-buffer versions of VertexBuffer and
// IndexBuffer.
#ifndef O3D_CORE_CROSS_COMMAND_BUFFER_BUFFER_CB_H_
#define O3D_CORE_CROSS_COMMAND_BUFFER_BUFFER_CB_H_
#include "core/cross/precompile.h"
#include "core/cross/buffer.h"
#include "core/cross/command_buffer/renderer_cb.h"
namespace o3d {
// Command-buffer version of VertexBuffer. This class manages the resources for
// vertex buffers and the transfer of data.
// Vertex buffer resources are allocated on the service side (into GPU-friendly
// memory), but the client side cannot map it. So instead, data updates go
// through a buffer in the transfer shared memory when Lock and Unlock are
// called.
class VertexBufferCB : public VertexBuffer {
public:
VertexBufferCB(ServiceLocator* service_locator, RendererCB *renderer);
~VertexBufferCB();
// Returns the resource ID for this vertex buffer.
command_buffer::ResourceId resource_id() const { return resource_id_; }
protected:
// Allocates a vertex buffer resource.
// Parameters:
// size_in_bytes: the memory size of the vertex buffer.
// Returns:
// true if successful.
virtual bool ConcreteAllocate(size_t size_in_bytes);
// The concrete version of Free
virtual void ConcreteFree();
// Locks the vertex buffer for reading and writing. This allocates a buffer
// into the transfer shared memory. If any data was set into the vertex
// buffer, this function will copy it back for reading. Otherwise the data in
// the returned buffer is undefined.
// Parameters:
// access_mode: How you want to access the data.
// buffer_data: a pointer to a variable that will contain the pointer to
// the locked buffer upon success.
// Returns:
// true if successful.
virtual bool ConcreteLock(Buffer::AccessMode access_mode, void** buffer_data);
// Unlocks the vertex buffer, copying the data into the vertex buffer
// resource.
// Returns:
// true if successful.
virtual bool ConcreteUnlock();
private:
// The pointer to the region in the transfer shared memory buffer when the
// vertex buffer is locked, or NULL if it is not locked.
void *lock_pointer_;
// Whether or not data was entered into the vertex buffer, to avoid copying
// back undefined pixels.
bool has_data_;
// The command buffer resource ID for the vertex buffer.
command_buffer::ResourceId resource_id_;
// The renderer that created this vertex buffer.
RendererCB *renderer_;
};
// Command-buffer version of IndexBuffer. This class manages the resources for
// index buffers and the transfer of data.
// Index buffer resources are allocated on the service side (into GPU-friendly
// memory), but the client side cannot map it. So instead, data updates go
// through a buffer in the transfer shared memory when Lock and Unlock are
// called.
class IndexBufferCB : public IndexBuffer {
public:
IndexBufferCB(ServiceLocator* service_locator, RendererCB *renderer);
~IndexBufferCB();
// Returns the resource ID for this vertex buffer.
command_buffer::ResourceId resource_id() const { return resource_id_; }
protected:
// Allocates an index buffer resource.
// Parameters:
// size_in_bytes: the memory size of the index buffer.
// Returns:
// true if successful.
virtual bool ConcreteAllocate(size_t size_in_bytes);
// The concrete version of Free
virtual void ConcreteFree();
// Locks the index buffer for reading and writing. This allocates a buffer
// into the transfer shared memory. If any data was set into the index
// buffer, this function will copy it back for reading. Otherwise the data in
// the returned buffer is undefined.
// Parameters:
// access_mode: How you want to access the data.
// buffer_data: a pointer to a variable that will contain the pointer to
// the locked buffer upon success.
// Returns:
// true if successful.
virtual bool ConcreteLock(Buffer::AccessMode access_mode, void** buffer_data);
// Unlocks the index buffer, copying the data into the index buffer
// resource.
// Returns:
// true if successful.
virtual bool ConcreteUnlock();
private:
// Destroys the resource, and frees the resource ID.
void Destroy();
// The pointer to the region in the transfer shared memory buffer when the
// index buffer is locked, or NULL if it is not locked.
void *lock_pointer_;
// Whether or not data was entered into the index buffer, to avoid copying
// back undefined pixels.
bool has_data_;
// The command buffer resource ID for the index buffer.
command_buffer::ResourceId resource_id_;
// The renderer that created this index buffer.
RendererCB *renderer_;
};
} // namespace o3d
#endif // O3D_CORE_CROSS_COMMAND_BUFFER_BUFFER_CB_H_
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