1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __HardwareBuffer__
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26 | #define __HardwareBuffer__
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27 |
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28 | // Precompiler options
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29 | #include "OgrePrerequisites.h"
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30 |
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31 | namespace Ogre {
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32 |
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33 | /** Abstract class defining common features of hardware buffers.
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34 | @remarks
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35 | A 'hardware buffer' is any area of memory held outside of core system ram,
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36 | and in our case refers mostly to video ram, although in theory this class
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37 | could be used with other memory areas such as sound card memory, custom
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38 | coprocessor memory etc.
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39 | @par
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40 | This reflects the fact that memory held outside of main system RAM must
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41 | be interacted with in a more formal fashion in order to promote
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42 | cooperative and optimal usage of the buffers between the various
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43 | processing units which manipulate them.
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44 | @par
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45 | This abstract class defines the core interface which is common to all
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46 | buffers, whether it be vertex buffers, index buffers, texture memory
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47 | or framebuffer memory etc.
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48 | @par
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49 | Buffers have the ability to be 'shadowed' in system memory, this is because
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50 | the kinds of access allowed on hardware buffers is not always as flexible as
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51 | that allowed for areas of system memory - for example it is often either
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52 | impossible, or extremely undesirable from a performance standpoint to read from
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53 | a hardware buffer; when writing to hardware buffers, you should also write every
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54 | byte and do it sequentially. In situations where this is too restrictive,
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55 | it is possible to create a hardware, write-only buffer (the most efficient kind)
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56 | and to back it with a system memory 'shadow' copy which can be read and updated arbitrarily.
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57 | Ogre handles synchronising this buffer with the real hardware buffer (which should still be
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58 | created with the HBU_DYNAMIC flag if you intend to update it very frequently). Whilst this
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59 | approach does have it's own costs, such as increased memory overhead, these costs can
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60 | often be outweighed by the performance benefits of using a more hardware efficient buffer.
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61 | You should look for the 'useShadowBuffer' parameter on the creation methods used to create
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62 | the buffer of the type you require (see HardwareBufferManager) to enable this feature.
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63 | */
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64 | class _OgreExport HardwareBuffer
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65 | {
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66 |
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67 | public:
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68 | /// Enums describing buffer usage; not mutually exclusive
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69 | enum Usage
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70 | {
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71 | /** Static buffer which the application rarely modifies once created. Modifying
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72 | the contents of this buffer will involve a performance hit.
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73 | */
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74 | HBU_STATIC = 1,
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75 | /** Indicates the application would like to modify this buffer with the CPU
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76 | fairly often.
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77 | Buffers created with this flag will typically end up in AGP memory rather
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78 | than video memory.
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79 | */
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80 | HBU_DYNAMIC = 2,
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81 | /** Indicates the application will never read the contents of the buffer back,
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82 | it will only ever write data. Locking a buffer with this flag will ALWAYS
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83 | return a pointer to new, blank memory rather than the memory associated
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84 | with the contents of the buffer; this avoids DMA stalls because you can
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85 | write to a new memory area while the previous one is being used.
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86 | */
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87 | HBU_WRITE_ONLY = 4,
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88 | /** Indicates that the application will be refilling the contents
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89 | of the buffer regularly (not just updating, but generating the
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90 | contents from scratch), and therefore does not mind if the contents
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91 | of the buffer are lost somehow and need to be recreated. This
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92 | allows and additional level of optimisation on the buffer.
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93 | This option only really makes sense when combined with
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94 | HBU_DYNAMIC_WRITE_ONLY.
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95 | */
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96 | HBU_DISCARDABLE = 8,
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97 | /// Combination of HBU_STATIC and HBU_WRITE_ONLY
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98 | HBU_STATIC_WRITE_ONLY = 5,
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99 | /** Combination of HBU_DYNAMIC and HBU_WRITE_ONLY. If you use
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100 | this, strongly consider using HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE
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101 | instead if you update the entire contents of the buffer very
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102 | regularly.
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103 | */
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104 | HBU_DYNAMIC_WRITE_ONLY = 6,
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105 | /// Combination of HBU_DYNAMIC, HBU_WRITE_ONLY and HBU_DISCARDABLE
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106 | HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE = 14
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107 |
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108 |
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109 | };
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110 | /// Locking options
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111 | enum LockOptions
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112 | {
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113 | /** Normal mode, ie allows read/write and contents are preserved. */
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114 | HBL_NORMAL,
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115 | /** Discards the <em>entire</em> buffer while locking; this allows optimisation to be
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116 | performed because synchronisation issues are relaxed. Only allowed on buffers
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117 | created with the HBU_DYNAMIC flag.
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118 | */
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119 | HBL_DISCARD,
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120 | /** Lock the buffer for reading only. Not allowed in buffers which are created with HBU_WRITE_ONLY.
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121 | Mandatory on statuc buffers, ie those created without the HBU_DYNAMIC flag.
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122 | */
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123 | HBL_READ_ONLY,
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124 | /** As HBL_NORMAL, except the application guarantees not to overwrite any
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125 | region of the buffer which has already been used in this frame, can allow
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126 | some optimisation on some APIs. */
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127 | HBL_NO_OVERWRITE
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128 |
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129 | };
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130 | protected:
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131 | size_t mSizeInBytes;
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132 | Usage mUsage;
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133 | bool mIsLocked;
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134 | size_t mLockStart;
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135 | size_t mLockSize;
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136 | bool mSystemMemory;
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137 | bool mUseShadowBuffer;
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138 | HardwareBuffer* mpShadowBuffer;
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139 | bool mShadowUpdated;
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140 | bool mSuppressHardwareUpdate;
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141 |
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142 | /// Internal implementation of lock()
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143 | virtual void* lockImpl(size_t offset, size_t length, LockOptions options) = 0;
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144 | /// Internal implementation of unlock()
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145 | virtual void unlockImpl(void) = 0;
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146 |
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147 | public:
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148 | /// Constructor, to be called by HardwareBufferManager only
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149 | HardwareBuffer(Usage usage, bool systemMemory, bool useShadowBuffer)
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150 | : mUsage(usage), mIsLocked(false), mSystemMemory(systemMemory),
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151 | mUseShadowBuffer(useShadowBuffer), mpShadowBuffer(NULL), mShadowUpdated(false),
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152 | mSuppressHardwareUpdate(false)
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153 | {
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154 | // If use shadow buffer, upgrade to WRITE_ONLY on hardware side
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155 | if (useShadowBuffer && usage == HBU_DYNAMIC)
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156 | {
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157 | mUsage = HBU_DYNAMIC_WRITE_ONLY;
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158 | }
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159 | else if (useShadowBuffer && usage == HBU_STATIC)
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160 | {
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161 | mUsage = HBU_STATIC_WRITE_ONLY;
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162 | }
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163 | }
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164 | virtual ~HardwareBuffer() {}
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165 | /** Lock the buffer for (potentially) reading / writing.
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166 | @param offset The byte offset from the start of the buffer to lock
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167 | @param length The size of the area to lock, in bytes
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168 | @param options Locking options
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169 | @returns Pointer to the locked memory
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170 | */
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171 | virtual void* lock(size_t offset, size_t length, LockOptions options)
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172 | {
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173 | assert(!isLocked() && "Cannot lock this buffer, it is already locked!");
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174 | void* ret;
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175 | if (mUseShadowBuffer)
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176 | {
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177 | if (options != HBL_READ_ONLY)
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178 | {
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179 | // we have to assume a read / write lock so we use the shadow buffer
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180 | // and tag for sync on unlock()
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181 | mShadowUpdated = true;
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182 | }
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183 |
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184 | ret = mpShadowBuffer->lock(offset, length, options);
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185 | }
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186 | else
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187 | {
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188 | // Lock the real buffer if there is no shadow buffer
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189 | ret = lockImpl(offset, length, options);
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190 | mIsLocked = true;
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191 | }
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192 | mLockStart = offset;
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193 | mLockSize = length;
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194 | return ret;
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195 | }
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196 |
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197 | /** Lock the entire buffer for (potentially) reading / writing.
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198 | @param options Locking options
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199 | @returns Pointer to the locked memory
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200 | */
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201 | void* lock(LockOptions options)
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202 | {
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203 | return this->lock(0, mSizeInBytes, options);
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204 | }
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205 | /** Releases the lock on this buffer.
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206 | @remarks
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207 | Locking and unlocking a buffer can, in some rare circumstances such as
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208 | switching video modes whilst the buffer is locked, corrupt the
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209 | contents of a buffer. This is pretty rare, but if it occurs,
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210 | this method will throw an exception, meaning you
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211 | must re-upload the data.
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212 | @par
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213 | Note that using the 'read' and 'write' forms of updating the buffer does not
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214 | suffer from this problem, so if you want to be 100% sure your
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215 | data will not be lost, use the 'read' and 'write' forms instead.
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216 | */
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217 | virtual void unlock(void)
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218 | {
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219 | assert(isLocked() && "Cannot unlock this buffer, it is not locked!");
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220 |
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221 | // If we used the shadow buffer this time...
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222 | if (mUseShadowBuffer && mpShadowBuffer->isLocked())
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223 | {
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224 | mpShadowBuffer->unlock();
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225 | // Potentially update the 'real' buffer from the shadow buffer
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226 | _updateFromShadow();
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227 | }
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228 | else
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229 | {
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230 | // Otherwise, unlock the real one
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231 | unlockImpl();
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232 | mIsLocked = false;
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233 | }
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234 |
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235 | }
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236 |
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237 | /** Reads data from the buffer and places it in the memory pointed to by pDest.
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238 | @param offset The byte offset from the start of the buffer to read
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239 | @param length The size of the area to read, in bytes
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240 | @param pDest The area of memory in which to place the data, must be large enough to
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241 | accommodate the data!
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242 | */
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243 | virtual void readData(size_t offset, size_t length, void* pDest) = 0;
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244 | /** Writes data to the buffer from an area of system memory; note that you must
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245 | ensure that your buffer is big enough.
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246 | @param offset The byte offset from the start of the buffer to start writing
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247 | @param length The size of the data to write to, in bytes
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248 | @param pSource The source of the data to be written
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249 | @param discardWholeBuffer If true, this allows the driver to discard the entire buffer when writing,
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250 | such that DMA stalls can be avoided; use if you can.
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251 | */
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252 | virtual void writeData(size_t offset, size_t length, const void* pSource,
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253 | bool discardWholeBuffer = false) = 0;
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254 |
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255 | /** Copy data from another buffer into this one.
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256 | @remarks
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257 | Note that the source buffer must not be created with the
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258 | usage HBU_WRITE_ONLY otherwise this will fail.
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259 | @param srcBuffer The buffer from which to read the copied data
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260 | @param srcOffset Offset in the source buffer at which to start reading
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261 | @param dstOffset Offset in the destination buffer to start writing
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262 | @param length Length of the data to copy, in bytes.
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263 | @param discardWholeBuffer If true, will discard the entire contents of this buffer before copying
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264 | */
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265 | virtual void copyData(HardwareBuffer& srcBuffer, size_t srcOffset,
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266 | size_t dstOffset, size_t length, bool discardWholeBuffer = false)
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267 | {
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268 | const void *srcData = srcBuffer.lock(
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269 | srcOffset, length, HBL_READ_ONLY);
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270 | this->writeData(dstOffset, length, srcData, discardWholeBuffer);
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271 | srcBuffer.unlock();
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272 | }
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273 |
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274 | /// Updates the real buffer from the shadow buffer, if required
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275 | virtual void _updateFromShadow(void)
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276 | {
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277 | if (mUseShadowBuffer && mShadowUpdated && !mSuppressHardwareUpdate)
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278 | {
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279 | // Do this manually to avoid locking problems
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280 | const void *srcData = mpShadowBuffer->lockImpl(
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281 | mLockStart, mLockSize, HBL_READ_ONLY);
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282 | // Lock with discard if the whole buffer was locked, otherwise normal
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283 | LockOptions lockOpt;
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284 | if (mLockStart == 0 && mLockSize == mSizeInBytes)
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285 | lockOpt = HBL_DISCARD;
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286 | else
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287 | lockOpt = HBL_NORMAL;
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288 |
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289 | void *destData = this->lockImpl(
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290 | mLockStart, mLockSize, lockOpt);
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291 | // Copy shadow to real
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292 | memcpy(destData, srcData, mLockSize);
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293 | this->unlockImpl();
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294 | mpShadowBuffer->unlockImpl();
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295 | mShadowUpdated = false;
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296 | }
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297 | }
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298 |
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299 | /// Returns the size of this buffer in bytes
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300 | size_t getSizeInBytes(void) const { return mSizeInBytes; }
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301 | /// Returns the Usage flags with which this buffer was created
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302 | Usage getUsage(void) const { return mUsage; }
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303 | /// Returns whether this buffer is held in system memory
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304 | bool isSystemMemory(void) const { return mSystemMemory; }
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305 | /// Returns whether this buffer has a system memory shadow for quicker reading
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306 | bool hasShadowBuffer(void) const { return mUseShadowBuffer; }
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307 | /// Returns whether or not this buffer is currently locked.
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308 | bool isLocked(void) const {
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309 | return mIsLocked || (mUseShadowBuffer && mpShadowBuffer->isLocked());
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310 | }
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311 | /// Pass true to suppress hardware upload of shadow buffer changes
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312 | void suppressHardwareUpdate(bool suppress) {
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313 | mSuppressHardwareUpdate = suppress;
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314 | if (!suppress)
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315 | _updateFromShadow();
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316 | }
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317 |
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318 |
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319 |
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320 |
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321 |
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322 | };
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323 | }
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324 | #endif
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325 |
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326 |
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