/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __HardwareBuffer__ #define __HardwareBuffer__ // Precompiler options #include "OgrePrerequisites.h" #include "OgreException.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup RenderSystem * @{ */ /// Enums describing buffer usage enum HardwareBufferUsage : uint8 { /** Memory mappable on host and cached * @par Usage * results of some computations, e.g. screen capture */ HBU_GPU_TO_CPU = 1, /** CPU (system) memory * This is the least optimal buffer setting. * @par Usage * Staging copy of resources used as transfer source. */ HBU_CPU_ONLY = 2, /** Indicates the application will never read the contents of the buffer back, it will only ever write data. Locking a buffer with this flag will ALWAYS return a pointer to new, blank memory rather than the memory associated with the contents of the buffer; this avoids DMA stalls because you can write to a new memory area while the previous one is being used. However, you may read from it’s shadow buffer if you set one up */ HBU_DETAIL_WRITE_ONLY = 4, /** Device-local GPU (video) memory. No need to be mappable on host. * This is the optimal buffer usage setting. * @par Usage * Resources transferred from host once (immutable) - e.g. most textures, vertex buffers */ HBU_GPU_ONLY = HBU_GPU_TO_CPU | HBU_DETAIL_WRITE_ONLY, /** Mappable on host and preferably fast to access by GPU. * @par Usage * Resources written frequently by host (dynamic) - e.g. uniform buffers updated every frame */ HBU_CPU_TO_GPU = HBU_CPU_ONLY | HBU_DETAIL_WRITE_ONLY, }; /** Abstract class defining common features of hardware buffers. A 'hardware buffer' is any area of memory held outside of core system ram, and in our case refers mostly to video ram, although in theory this class could be used with other memory areas such as sound card memory, custom coprocessor memory etc. @par This reflects the fact that memory held outside of main system RAM must be interacted with in a more formal fashion in order to promote cooperative and optimal usage of the buffers between the various processing units which manipulate them. @par This abstract class defines the core interface which is common to all buffers, whether it be vertex buffers, index buffers, texture memory or framebuffer memory etc. @par Buffers have the ability to be 'shadowed' in system memory, this is because the kinds of access allowed on hardware buffers is not always as flexible as that allowed for areas of system memory - for example it is often either impossible, or extremely undesirable from a performance standpoint to read from a hardware buffer; when writing to hardware buffers, you should also write every byte and do it sequentially. In situations where this is too restrictive, it is possible to create a hardware, write-only buffer (the most efficient kind) and to back it with a system memory 'shadow' copy which can be read and updated arbitrarily. Ogre handles synchronising this buffer with the real hardware buffer (which should still be created with the HBU_DYNAMIC flag if you intend to update it very frequently). Whilst this approach does have its own costs, such as increased memory overhead, these costs can often be outweighed by the performance benefits of using a more hardware efficient buffer. You should look for the 'useShadowBuffer' parameter on the creation methods used to create the buffer of the type you require (see HardwareBufferManager) to enable this feature. */ class _OgreExport HardwareBuffer : public BufferAlloc { public: typedef uint8 Usage; /// Rather use HardwareBufferUsage enum UsageEnum { /// same as #HBU_GPU_TO_CPU HBU_STATIC = HBU_GPU_TO_CPU, /// same as #HBU_CPU_ONLY HBU_DYNAMIC = HBU_CPU_ONLY, /// @deprecated use #HBU_DETAIL_WRITE_ONLY HBU_WRITE_ONLY = HBU_DETAIL_WRITE_ONLY, /// @deprecated do not use HBU_DISCARDABLE = 8, /// same as #HBU_GPU_ONLY HBU_STATIC_WRITE_ONLY = HBU_GPU_ONLY, /// same as #HBU_CPU_TO_GPU HBU_DYNAMIC_WRITE_ONLY = HBU_CPU_TO_GPU, /// @deprecated do not use HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE = HBU_CPU_TO_GPU, }; /// Locking options enum LockOptions : uint8 { /** Normal mode, ie allows read/write and contents are preserved. This kind of lock allows reading and writing from the buffer - it’s also the least optimal because basically you’re telling the card you could be doing anything at all. If you’re not using a shadow buffer, it requires the buffer to be transferred from the card and back again. If you’re using a shadow buffer the effect is minimal. */ HBL_NORMAL, /** Discards the entire buffer while locking. This means you are happy for the card to discard the entire current contents of the buffer. Implicitly this means you are not going to read the data - it also means that the card can avoid any stalls if the buffer is currently being rendered from, because it will actually give you an entirely different one. Use this wherever possible when you are locking a buffer which was not created with a shadow buffer. If you are using a shadow buffer it matters less, although with a shadow buffer it’s preferable to lock the entire buffer at once, because that allows the shadow buffer to use HBL_DISCARD when it uploads the updated contents to the real buffer. @note Only useful on buffers created with the HBU_CPU_TO_GPU flag. */ HBL_DISCARD, /** Lock the buffer for reading only. Not allowed in buffers which are created with HBU_GPU_ONLY. Mandatory on static buffers, i.e. those created without the HBU_DYNAMIC flag. */ HBL_READ_ONLY, /** As HBL_WRITE_ONLY, except the application guarantees not to overwrite any region of the buffer which has already been used in this frame, can allow some optimisation on some APIs. @note Only useful on buffers with no shadow buffer.*/ HBL_NO_OVERWRITE, /** Lock the buffer for writing only.*/ HBL_WRITE_ONLY }; protected: size_t mSizeInBytes; size_t mLockStart; size_t mLockSize; std::unique_ptr mDelegate; std::unique_ptr mShadowBuffer; bool mShadowUpdated; bool mSuppressHardwareUpdate; bool mIsLocked; Usage mUsage; /// Internal implementation of lock() virtual void* lockImpl(size_t offset, size_t length, LockOptions options) { return mDelegate->lock(offset, length, options); } /// Internal implementation of unlock() virtual void unlockImpl(void) { mDelegate->unlock(); } public: /// Constructor, to be called by HardwareBufferManager only HardwareBuffer(Usage usage, bool useShadowBuffer) : mSizeInBytes(0), mLockStart(0), mLockSize(0), mShadowUpdated(false), mSuppressHardwareUpdate(false), mIsLocked(false), mUsage(usage) { // If use shadow buffer, upgrade to WRITE_ONLY on hardware side if (useShadowBuffer && usage == HBU_CPU_ONLY) { mUsage = HBU_CPU_TO_GPU; } else if (useShadowBuffer && usage == HBU_GPU_TO_CPU) { mUsage = HBU_GPU_ONLY; } } virtual ~HardwareBuffer() {} /** Lock the buffer for (potentially) reading / writing. @param offset The byte offset from the start of the buffer to lock @param length The size of the area to lock, in bytes @param options Locking options @return Pointer to the locked memory */ virtual void* lock(size_t offset, size_t length, LockOptions options) { OgreAssert(!isLocked(), "Cannot lock this buffer: it is already locked"); OgreAssert((length + offset) <= mSizeInBytes, "Lock request out of bounds"); void* ret = NULL; if (mShadowBuffer) { // we have to assume a read / write lock so we use the shadow buffer // and tag for sync on unlock() mShadowUpdated = (options != HBL_READ_ONLY); ret = mShadowBuffer->lock(offset, length, options); } else { mIsLocked = true; // Lock the real buffer if there is no shadow buffer ret = lockImpl(offset, length, options); } mLockStart = offset; mLockSize = length; return ret; } /// @overload void* lock(LockOptions options) { return this->lock(0, mSizeInBytes, options); } /** Releases the lock on this buffer. Locking and unlocking a buffer can, in some rare circumstances such as switching video modes whilst the buffer is locked, corrupt the contents of a buffer. This is pretty rare, but if it occurs, this method will throw an exception, meaning you must re-upload the data. @par Note that using the 'read' and 'write' forms of updating the buffer does not suffer from this problem, so if you want to be 100% sure your data will not be lost, use the 'read' and 'write' forms instead. */ void unlock(void) { OgreAssert(isLocked(), "Cannot unlock this buffer: it is not locked"); // If we used the shadow buffer this time... if (mShadowBuffer && mShadowBuffer->isLocked()) { mShadowBuffer->unlock(); // Potentially update the 'real' buffer from the shadow buffer _updateFromShadow(); } else { // Otherwise, unlock the real one unlockImpl(); mIsLocked = false; } } /** Reads data from the buffer and places it in the memory pointed to by pDest. @param offset The byte offset from the start of the buffer to read @param length The size of the area to read, in bytes @param pDest The area of memory in which to place the data, must be large enough to accommodate the data! */ virtual void readData(size_t offset, size_t length, void* pDest) { if (mShadowBuffer) { mShadowBuffer->readData(offset, length, pDest); return; } mDelegate->readData(offset, length, pDest); } /** Writes data to the buffer from an area of system memory; note that you must ensure that your buffer is big enough. @param offset The byte offset from the start of the buffer to start writing @param length The size of the data to write to, in bytes @param pSource The source of the data to be written @param discardWholeBuffer If true, this allows the driver to discard the entire buffer when writing, such that DMA stalls can be avoided; use if you can. */ virtual void writeData(size_t offset, size_t length, const void* pSource, bool discardWholeBuffer = false) { // Update the shadow buffer if (mShadowBuffer) { mShadowBuffer->writeData(offset, length, pSource, discardWholeBuffer); } mDelegate->writeData(offset, length, pSource, discardWholeBuffer); } /** Copy data from another buffer into this one. Note that the source buffer must not be created with the usage HBU_WRITE_ONLY otherwise this will fail. @param srcBuffer The buffer from which to read the copied data @param srcOffset Offset in the source buffer at which to start reading @param dstOffset Offset in the destination buffer to start writing @param length Length of the data to copy, in bytes. @param discardWholeBuffer If true, will discard the entire contents of this buffer before copying */ virtual void copyData(HardwareBuffer& srcBuffer, size_t srcOffset, size_t dstOffset, size_t length, bool discardWholeBuffer = false) { if(mDelegate && !srcBuffer.isSystemMemory()) { mDelegate->copyData(*srcBuffer.mDelegate, srcOffset, dstOffset, length, discardWholeBuffer); return; } const void* srcData = srcBuffer.lock(srcOffset, length, HBL_READ_ONLY); this->writeData(dstOffset, length, srcData, discardWholeBuffer); srcBuffer.unlock(); } /** Copy all data from another buffer into this one. Normally these buffers should be of identical size, but if they're not, the routine will use the smallest of the two sizes. */ void copyData(HardwareBuffer& srcBuffer) { size_t sz = std::min(getSizeInBytes(), srcBuffer.getSizeInBytes()); copyData(srcBuffer, 0, 0, sz, true); } /// Updates the real buffer from the shadow buffer, if required virtual void _updateFromShadow(void) { if (mShadowBuffer && mShadowUpdated && !mSuppressHardwareUpdate) { // Do this manually to avoid locking problems const void* srcData = mShadowBuffer->lockImpl(mLockStart, mLockSize, HBL_READ_ONLY); // Lock with discard if the whole buffer was locked, otherwise w/o bool discardWholeBuffer = mLockStart == 0 && mLockSize == mSizeInBytes; LockOptions lockOpt = discardWholeBuffer ? HBL_DISCARD : HBL_WRITE_ONLY; void* destData = this->lockImpl(mLockStart, mLockSize, lockOpt); // Copy shadow to real memcpy(destData, srcData, mLockSize); this->unlockImpl(); mShadowBuffer->unlockImpl(); mShadowUpdated = false; } } /// Returns the size of this buffer in bytes size_t getSizeInBytes(void) const { return mSizeInBytes; } /// Returns the Usage flags with which this buffer was created Usage getUsage(void) const { return mUsage; } /// Returns whether this buffer is held in system memory virtual bool isSystemMemory(void) const { return mDelegate && mDelegate->isSystemMemory(); } /// Returns whether this buffer has a system memory shadow for quicker reading bool hasShadowBuffer(void) const { return mShadowBuffer || (mDelegate && mDelegate->hasShadowBuffer()); } /// Returns whether or not this buffer is currently locked. bool isLocked(void) const { return mIsLocked || (mShadowBuffer && mShadowBuffer->isLocked()); } /// Pass true to suppress hardware upload of shadow buffer changes void suppressHardwareUpdate(bool suppress) { mSuppressHardwareUpdate = suppress; if (!suppress) _updateFromShadow(); if(mDelegate) mDelegate->suppressHardwareUpdate(suppress); } template T* _getImpl() { return static_cast(mDelegate.get()); } }; typedef HardwareBuffer HardwareCounterBuffer; typedef HardwareBuffer HardwareUniformBuffer; /** Locking helper. Guaranteed unlocking even in case of exception. */ struct HardwareBufferLockGuard { HardwareBufferLockGuard() : pBuf(0), pData(0) {} HardwareBufferLockGuard(HardwareBuffer* p, HardwareBuffer::LockOptions options) : pBuf(0), pData(0) { lock(p, options); } HardwareBufferLockGuard(HardwareBuffer* p, size_t offset, size_t length, HardwareBuffer::LockOptions options) : pBuf(0), pData(0) { lock(p, offset, length, options); } template HardwareBufferLockGuard(const SharedPtr& p, HardwareBuffer::LockOptions options) : pBuf(0), pData(0) { lock(p.get(), options); } template HardwareBufferLockGuard(const SharedPtr& p, size_t offset, size_t length, HardwareBuffer::LockOptions options) : pBuf(0), pData(0) { lock(p.get(), offset, length, options); } ~HardwareBufferLockGuard() { unlock(); } void unlock() { if(pBuf) { pBuf->unlock(); pBuf = 0; pData = 0; } } void lock(HardwareBuffer* p, HardwareBuffer::LockOptions options) { assert(p); unlock(); pBuf = p; pData = pBuf->lock(options); } void lock(HardwareBuffer* p, size_t offset, size_t length, HardwareBuffer::LockOptions options) { assert(p); unlock(); pBuf = p; pData = pBuf->lock(offset, length, options); } template void lock(const SharedPtr& p, HardwareBuffer::LockOptions options) { lock(p.get(), options); } template void lock(const SharedPtr& p, size_t offset, size_t length, HardwareBuffer::LockOptions options) { lock(p.get(), offset, length, options); } HardwareBuffer* pBuf; void* pData; }; /** @} */ /** @} */ } #endif