Coverage Report

Created: 2025-08-28 06:22

/src/ogre/OgreMain/include/OgreHardwareBufferManager.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __HardwareBufferManager__
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#define __HardwareBufferManager__
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// Precompiler options
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#include "OgrePrerequisites.h"
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#include "OgreSingleton.h"
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#include "OgreHardwareIndexBuffer.h"
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#include "OgreHardwareVertexBuffer.h"
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#include "Threading/OgreThreadHeaders.h"
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#include "OgreHeaderPrefix.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup RenderSystem
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    *  @{
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    */
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    /** Abstract interface representing a 'licensee' of a hardware buffer copy.
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        Often it's useful to have temporary buffers which are used for working
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        but are not necessarily needed permanently. However, creating and 
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        destroying buffers is expensive, so we need a way to share these 
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        working areas, especially those based on existing fixed buffers. 
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        This class represents a licensee of one of those temporary buffers, 
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        and must be implemented by any user of a temporary buffer if they 
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        wish to be notified when the license is expired. 
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    */
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    class _OgreExport HardwareBufferLicensee
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    {
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    public:
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0
        virtual ~HardwareBufferLicensee() { }
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        /** This method is called when the buffer license is expired and is about
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            to be returned to the shared pool.
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        */
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        virtual void licenseExpired(HardwareBuffer* buffer) = 0;
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    };
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    /** Base definition of a hardware buffer manager.
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        This class is deliberately not a Singleton, so that multiple types can 
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        exist at once (notably DefaultHardwareBufferManagerBase).
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        The Singleton is add via the inheritance in HardwareBufferManager below.
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    */
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    class _OgreExport HardwareBufferManagerBase : public BufferAlloc
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    {
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    protected:
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        /** WARNING: The following member should place before all other members.
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            Members destruct order is very important here, because destructing other
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            members will cause notify back to this class, and then will access to this
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            two members.
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        */
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        typedef std::set<HardwareVertexBuffer*> VertexBufferList;
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        typedef std::set<HardwareIndexBuffer*> IndexBufferList;
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        VertexBufferList mVertexBuffers;
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        typedef std::set<VertexDeclaration*> VertexDeclarationList;
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        typedef std::set<VertexBufferBinding*> VertexBufferBindingList;
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        VertexDeclarationList mVertexDeclarations;
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        VertexBufferBindingList mVertexBufferBindings;
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        // Mutexes
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        OGRE_MUTEX(mVertexBuffersMutex);
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        OGRE_MUTEX(mVertexDeclarationsMutex);
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        OGRE_MUTEX(mVertexBufferBindingsMutex);
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        /// Internal method for destroys all vertex declarations.
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        void destroyAllDeclarations(void);
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        /// Internal method for destroys all vertex buffer bindings.
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        void destroyAllBindings(void);
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    private:
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        /// Internal method for creates a new vertex declaration, may be overridden by certain rendering APIs.
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        virtual VertexDeclaration* createVertexDeclarationImpl(void);
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        /// Internal method for destroys a vertex declaration, may be overridden by certain rendering APIs.
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        void destroyVertexDeclarationImpl(VertexDeclaration* decl);
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        /// Internal method for creates a new VertexBufferBinding, may be overridden by certain rendering APIs.
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        virtual VertexBufferBinding* createVertexBufferBindingImpl(void);
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        /// Internal method for destroys a VertexBufferBinding, may be overridden by certain rendering APIs.
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        void destroyVertexBufferBindingImpl(VertexBufferBinding* binding);
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        /** Struct holding details of a license to use a temporary shared buffer. */
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        class _OgrePrivate VertexBufferLicense
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        {
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        public:
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            HardwareVertexBuffer* originalBufferPtr;
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            size_t expiredDelay;
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            HardwareVertexBufferSharedPtr buffer;
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            HardwareBufferLicensee* licensee;
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            VertexBufferLicense(
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                HardwareVertexBuffer* orig,
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                size_t delay,
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                const HardwareVertexBufferSharedPtr& buf,
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                HardwareBufferLicensee* lic) 
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                : originalBufferPtr(orig)
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                , expiredDelay(delay)
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                , buffer(buf)
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                , licensee(lic)
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            {}
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        };
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        /// Map from original buffer to temporary buffers.
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        typedef std::multimap<HardwareVertexBuffer*, HardwareVertexBufferSharedPtr> FreeTemporaryVertexBufferMap;
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        /// Map of current available temp buffers.
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        FreeTemporaryVertexBufferMap mFreeTempVertexBufferMap;
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        /// Map from temporary buffer to details of a license.
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        typedef std::map<HardwareVertexBuffer*, VertexBufferLicense> TemporaryVertexBufferLicenseMap;
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        /// Map of currently licensed temporary buffers.
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        TemporaryVertexBufferLicenseMap mTempVertexBufferLicenses;
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        /// Number of frames elapsed since temporary buffers utilization was above half the available.
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        size_t mUnderUsedFrameCount;
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        /// Number of frames to wait before free unused temporary buffers.
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        static const size_t UNDER_USED_FRAME_THRESHOLD;
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        /// Frame delay for temporary buffers.
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        static const size_t EXPIRED_DELAY_FRAME_THRESHOLD;
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        // Mutexes
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        OGRE_MUTEX(mTempBuffersMutex);
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        void _forceReleaseBufferCopies(HardwareVertexBuffer* sourceBuffer);
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    public:
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        HardwareBufferManagerBase();
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        virtual ~HardwareBufferManagerBase();
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        /** Create a hardware vertex buffer.
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            This method creates a new vertex buffer; this will act as a source of geometry
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            data for rendering objects. Note that because the meaning of the contents of
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            the vertex buffer depends on the usage, this method does not specify a
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            vertex format; the user of this buffer can actually insert whatever data 
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            they wish, in any format. However, in order to use this with a RenderOperation,
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            the data in this vertex buffer will have to be associated with a semantic element
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            of the rendering pipeline, e.g. a position, or texture coordinates. This is done 
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            using the VertexDeclaration class, which itself contains VertexElement structures
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            referring to the source data.
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            Note that because vertex buffers can be shared, they are reference
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            counted so you do not need to worry about destroying them this will be done
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            automatically.
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        @param vertexSize
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            The size in bytes of each vertex in this buffer; you must calculate
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            this based on the kind of data you expect to populate this buffer with.
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        @param numVerts
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            The number of vertices in this buffer.
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        @param usage
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            One or more members of the #HardwareBufferUsage enumeration; you are
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            strongly advised to use #HBU_GPU_ONLY wherever possible, if you need to
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            update regularly, consider #HBU_CPU_TO_GPU or useShadowBuffer=true.
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        @param useShadowBuffer
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            If set to @c true, this buffer will be 'shadowed' by one stored in 
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            system memory rather than GPU memory. See @ref Shadow-Buffers.
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        */
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        virtual HardwareVertexBufferSharedPtr 
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            createVertexBuffer(size_t vertexSize, size_t numVerts, HardwareBuffer::Usage usage, 
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            bool useShadowBuffer = false) = 0;
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        /** Create a hardware index buffer.
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        @remarks Note that because buffers can be shared, they are reference
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            counted so you do not need to worry about destroying them this will be done
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            automatically.
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        @param itype
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            The type in index, either 16- or 32-bit, depending on how many vertices
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            you need to be able to address
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        @param numIndexes
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            The number of indexes in the buffer
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        @param usage
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            One or more members of the #HardwareBufferUsage enumeration.
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        @param useShadowBuffer
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            If set to @c true, this buffer will be 'shadowed' by one stored in 
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            system memory rather than GPU memory. See @ref Shadow-Buffers.
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        */
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        virtual HardwareIndexBufferSharedPtr 
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            createIndexBuffer(HardwareIndexBuffer::IndexType itype, size_t numIndexes, 
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            HardwareBuffer::Usage usage, bool useShadowBuffer = false) = 0;
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        /** Create a render to vertex buffer.
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        @remarks The parameters (such as vertex size etc) are determined later
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            and are allocated when needed.
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        */
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        virtual RenderToVertexBufferSharedPtr createRenderToVertexBuffer();
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        /**
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         * Create uniform buffer. This type of buffer allows the upload of shader constants once,
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         * and sharing between shader stages or even shaders from another materials. 
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         * The update shall be triggered by GpuProgramParameters, if is dirty
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         */
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        virtual HardwareBufferPtr createUniformBuffer(size_t sizeBytes,
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                                                      HardwareBufferUsage usage = HBU_CPU_TO_GPU,
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                                                      bool useShadowBuffer = false);
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        /** Creates a new vertex declaration. */
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        VertexDeclaration* createVertexDeclaration(void);
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        /** Destroys a vertex declaration. */
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        void destroyVertexDeclaration(VertexDeclaration* decl);
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        /** Creates a new VertexBufferBinding. */
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        VertexBufferBinding* createVertexBufferBinding(void);
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        /** Destroys a VertexBufferBinding. */
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        void destroyVertexBufferBinding(VertexBufferBinding* binding);
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        /** Allocates a copy of a given vertex buffer.
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            This method allocates a temporary copy of an existing vertex buffer.
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            This buffer is subsequently stored and can be made available for 
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            other purposes later without incurring the cost of construction / 
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            destruction.
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        @param sourceBuffer
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            The source buffer to use as a copy.
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        @param licensee
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            Pointer back to the class requesting the copy, which must
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            implement HardwareBufferLicense in order to be notified when the license
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            expires.
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        @param copyData
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            If @c true, the current data is copied as well as the 
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            structure of the buffer/
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        */
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        HardwareVertexBufferSharedPtr allocateVertexBufferCopy(
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            const HardwareVertexBufferSharedPtr& sourceBuffer, 
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            HardwareBufferLicensee* licensee,
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            bool copyData = false);
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        /** Manually release a vertex buffer copy for others to subsequently use.
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        @param bufferCopy
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            The buffer copy. The caller is expected to delete
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            or at least no longer use this reference, since another user may
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            well begin to modify the contents of the buffer.
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        */
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        void releaseVertexBufferCopy(const HardwareVertexBufferSharedPtr& bufferCopy);
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        /** Tell engine that the vertex buffer copy intent to reuse.
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            Ogre internal keep an expired delay counter.
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            When the counter count down to zero, it'll release for other
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            purposes later. But you can use this function to reset the counter to
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            the internal configured value, keep the buffer not get released for
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            some frames.
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        @param bufferCopy
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            The buffer copy. The caller is expected to keep this
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            buffer copy for use.
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        */
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        void touchVertexBufferCopy(const HardwareVertexBufferSharedPtr& bufferCopy);
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        /** Free all unused vertex buffer copies.
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            This method free all temporary vertex buffers that not in used.
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            In normally, temporary vertex buffers are subsequently stored and can
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            be made available for other purposes later without incurring the cost
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            of construction / destruction. But in some cases you want to free them
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            to save hardware memory (e.g. application was runs in a long time, you
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            might free temporary buffers periodically to avoid memory overload).
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        */
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        void _freeUnusedBufferCopies(void);
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        /** Internal method for releasing all temporary buffers; is called by OGRE.
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        @param forceFreeUnused
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            If @c true, free all unused temporary buffers.
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            If @c false, auto detect and free all unused temporary buffers based on
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            temporary buffers utilization.
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        */
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        void _releaseBufferCopies(bool forceFreeUnused = false);
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        /** Internal method that forces the release of copies of a given buffer.
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            This usually means that the buffer which the copies are based on has
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            been changed in some fundamental way, and the owner of the original 
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            wishes to make that known so that new copies will reflect the
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            changes.
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        @param sourceBuffer
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            The source buffer as a shared pointer.  Any buffer copies created
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            from the source buffer are deleted.
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        */
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        void _forceReleaseBufferCopies(const HardwareVertexBufferSharedPtr& sourceBuffer);
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        /// Notification that a hardware vertex buffer has been destroyed.
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        void _notifyVertexBufferDestroyed(HardwareVertexBuffer* buf);
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    };
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    /** Singleton wrapper for hardware buffer manager. */
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    class _OgreExport HardwareBufferManager : public HardwareBufferManagerBase, public Singleton<HardwareBufferManager>
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    {
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    public:
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        HardwareBufferManager();
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        ~HardwareBufferManager();
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        /// @copydoc Singleton::getSingleton()
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        static HardwareBufferManager& getSingleton(void);
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        /// @copydoc Singleton::getSingleton()
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        static HardwareBufferManager* getSingletonPtr(void);
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    };
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    /** @} */
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    /** @} */
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} // namespace Ogre
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#include "OgreHeaderSuffix.h"
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#endif // __HardwareBufferManager__
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