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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /docs/doxygen/nel/driver__opengl__vertex__buffer__hard_8cpp-source.html | |
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BORDER=0></A> +</td><td><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="1" HEIGHT="1" BORDER=0 ALT=""> +</td></tr></table> + + +<!-- block --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B>Documentation</B></TD> + <TD ALIGN=RIGHT> </td> +</tr></table> +<!-- Generated by Doxygen 1.2.14 --> +<center> +<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>driver_opengl_vertex_buffer_hard.cpp</h1><a href="driver__opengl__vertex__buffer__hard_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="stdopengl_8h.html">stdopengl.h</a>"</font> +00027 +00028 <font class="preprocessor">#include "<a class="code" href="driver__opengl__vertex__buffer__hard_8h.html">driver_opengl_vertex_buffer_hard.h</a>"</font> +00029 +00030 +00031 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00032 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00033 +00034 <font class="keyword">namespace </font>NL3D +00035 { +00036 +00037 +00038 +00039 <font class="comment">// ***************************************************************************</font> +00040 <font class="comment">// ***************************************************************************</font> +00041 <font class="comment">// ***************************************************************************</font> +00042 <font class="comment">//</font> +00043 <font class="comment">// VBHard interface for both NVidia / ATI extension.</font> +00044 <font class="comment">//</font> +00045 <font class="comment">// ***************************************************************************</font> +00046 <font class="comment">// ***************************************************************************</font> +00047 <font class="comment">// ***************************************************************************</font> +00048 +00049 +00050 +00051 <font class="comment">// ***************************************************************************</font> +<a name="l00052"></a><a class="code" href="classNL3D_1_1IVertexArrayRange.html#a0">00052</a> IVertexArrayRange::IVertexArrayRange(CDriverGL *drv) +00053 { +00054 <a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>= drv; +00055 } +00056 <font class="comment">// ***************************************************************************</font> +<a name="l00057"></a><a class="code" href="classNL3D_1_1IVertexArrayRange.html#a1">00057</a> IVertexArrayRange::~IVertexArrayRange() +00058 { +00059 } +00060 +00061 <font class="comment">// ***************************************************************************</font> +<a name="l00062"></a><a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#a0">00062</a> IVertexBufferHardGL::IVertexBufferHardGL(CDriverGL *drv) +00063 { +00064 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#n0">_Driver</a>= drv; +00065 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#m0">NVidiaVertexBufferHard</a>= <font class="keyword">false</font>; +00066 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#m1">ATIVertexBufferHard</a>= <font class="keyword">false</font>; +00067 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#m2">GPURenderingAfterFence</a>= <font class="keyword">false</font>; +00068 } +00069 <font class="comment">// ***************************************************************************</font> +<a name="l00070"></a><a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#a1">00070</a> IVertexBufferHardGL::~IVertexBufferHardGL() +00071 { +00072 } +00073 +00074 +00075 +00076 <font class="comment">// ***************************************************************************</font> +00077 <font class="comment">// ***************************************************************************</font> +00078 <font class="comment">// ***************************************************************************</font> +00079 <font class="comment">//</font> +00080 <font class="comment">// NVidia implementation</font> +00081 <font class="comment">//</font> +00082 <font class="comment">// ***************************************************************************</font> +00083 <font class="comment">// ***************************************************************************</font> +00084 <font class="comment">// ***************************************************************************</font> +00085 +00086 +00087 +00088 <font class="comment">// ***************************************************************************</font> +00089 <font class="comment">// CVertexArrayRangeNVidia</font> +00090 <font class="comment">// ***************************************************************************</font> +00091 +00092 +00093 <font class="comment">// ***************************************************************************</font> +<a name="l00094"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#a0">00094</a> CVertexArrayRangeNVidia::CVertexArrayRangeNVidia(CDriverGL *drv) : IVertexArrayRange(drv) +00095 { +00096 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>= NULL; +00097 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o1">_VertexArraySize</a>= 0; +00098 } +00099 +00100 +00101 <font class="comment">// ***************************************************************************</font> +<a name="l00102"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#z423_0">00102</a> <font class="keywordtype">bool</font> CVertexArrayRangeNVidia::allocate(uint32 size, IDriver::TVBHardType vbType) +00103 { +00104 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>==NULL); +00105 +00106 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font> +00107 <font class="preprocessor"></font> <font class="comment">// try to allocate AGP or VRAM data.</font> +00108 <font class="keywordflow">switch</font>(vbType) +00109 { +00110 <font class="keywordflow">case</font> IDriver::VBHardAGP: +00111 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>= wglAllocateMemoryNV(size, 0, 0, 0.5f); +00112 <font class="keywordflow">break</font>; +00113 <font class="keywordflow">case</font> IDriver::VBHardVRAM: +00114 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>= wglAllocateMemoryNV(size, 0, 0, 1.0f); +00115 <font class="keywordflow">break</font>; +00116 }; +00117 <font class="preprocessor">#endif // NL_OS_WINDOWS</font> +00118 <font class="preprocessor"></font> +00119 +00120 <font class="comment">// init the allocator.</font> +00121 <font class="keywordflow">if</font>(_VertexArrayPtr) +00122 { +00123 <font class="comment">/* Init with an alignment of 8. Not sure it is usefull, but GDC01_Performance.pdf papers talks about</font> +00124 <font class="comment"> "Data arrays must be 8-byte aligned". Don't know what "Data" is.</font> +00125 <font class="comment"> */</font> +00126 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o2">_HeapMemory</a>.<a class="code" href="classNLMISC_1_1CHeapMemory.html#a3">initHeap</a>(<a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>, size, 8); +00127 +00128 <font class="comment">// set the size</font> +00129 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o1">_VertexArraySize</a>= size; +00130 } +00131 +00132 +00133 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>!=NULL; +00134 } +00135 +00136 +00137 <font class="comment">// ***************************************************************************</font> +<a name="l00138"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#z423_3">00138</a> uint CVertexArrayRangeNVidia::sizeAllocated()<font class="keyword"> const</font> +00139 <font class="keyword"></font>{ +00140 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o1">_VertexArraySize</a>; +00141 } +00142 +00143 +00144 <font class="comment">// ***************************************************************************</font> +<a name="l00145"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#z423_1">00145</a> <font class="keywordtype">void</font> CVertexArrayRangeNVidia::free() +00146 { +00147 <font class="comment">// release the ptr.</font> +00148 <font class="keywordflow">if</font>(_VertexArrayPtr) +00149 { +00150 <font class="comment">// reset the allocator.</font> +00151 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o2">_HeapMemory</a>.<a class="code" href="classNLMISC_1_1CHeapMemory.html#a2">reset</a>(); +00152 +00153 +00154 <font class="comment">// Free special memory.</font> +00155 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font> +00156 <font class="preprocessor"></font> wglFreeMemoryNV(<a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>); +00157 <font class="preprocessor">#endif // NL_OS_WINDOWS</font> +00158 <font class="preprocessor"></font> +00159 +00160 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>= NULL; +00161 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o1">_VertexArraySize</a>= 0; +00162 } +00163 } +00164 +00165 +00166 <font class="comment">// ***************************************************************************</font> +<a name="l00167"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#a1">00167</a> <font class="keywordtype">void</font> CVertexArrayRangeNVidia::enable() +00168 { +00169 <font class="comment">// if not already enabled.</font> +00170 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_CurrentVertexArrayRange!=<font class="keyword">this</font>) +00171 { +00172 <font class="comment">// Setup the ptrs only if differnets from last time (may rarely happens)</font> +00173 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_NVCurrentVARSize != <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o1">_VertexArraySize</a> || <a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_NVCurrentVARPtr != <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>) +00174 { +00175 <font class="comment">// Yoyo: fucking NVidia Bug ?? must do this strange thing, this ensure that it is correclty setuped.</font> +00176 glFinish(); +00177 <a class="code" href="driver__opengl__extension_8h.html#a42">nglVertexArrayRangeNV</a>(<a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o1">_VertexArraySize</a>, <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>); +00178 glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); +00179 glVertexPointer(3,GL_FLOAT, 0, <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>); +00180 <font class="comment">// cache.</font> +00181 <a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_NVCurrentVARSize= <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o1">_VertexArraySize</a>; +00182 <a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_NVCurrentVARPtr= <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o0">_VertexArrayPtr</a>; +00183 } +00184 <font class="comment">// enable VAR. NB: flush is unesufull, so don't flush if extension is OK</font> +00185 glEnableClientState(<a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_Extensions.NVStateVARWithoutFlush); +00186 <a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_CurrentVertexArrayRange= <font class="keyword">this</font>; +00187 } +00188 } +00189 +00190 +00191 <font class="comment">// ***************************************************************************</font> +<a name="l00192"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#a2">00192</a> <font class="keywordtype">void</font> CVertexArrayRangeNVidia::disable() +00193 { +00194 <font class="comment">// if not already disabled.</font> +00195 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_CurrentVertexArrayRange!=NULL) +00196 { +00197 <font class="comment">// just disable the state, don't change VAR ptr setup.</font> +00198 <font class="comment">// NB: flush is unesufull, so don't flush if extension is OK</font> +00199 glDisableClientState(<a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_Extensions.NVStateVARWithoutFlush); +00200 <a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_CurrentVertexArrayRange= NULL; +00201 } +00202 } +00203 +00204 +00205 <font class="comment">// ***************************************************************************</font> +<a name="l00206"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#c1">00206</a> <font class="keywordtype">void</font> *CVertexArrayRangeNVidia::allocateVB(uint32 size) +00207 { +00208 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o2">_HeapMemory</a>.<a class="code" href="classNLMISC_1_1CHeapMemory.html#a6">allocate</a>(size); +00209 } +00210 +00211 +00212 <font class="comment">// ***************************************************************************</font> +<a name="l00213"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#a3">00213</a> <font class="keywordtype">void</font> CVertexArrayRangeNVidia::freeVB(<font class="keywordtype">void</font> *ptr) +00214 { +00215 <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#o2">_HeapMemory</a>.<a class="code" href="classNLMISC_1_1CHeapMemory.html#a7">free</a>(ptr); +00216 } +00217 +00218 +00219 <font class="comment">// ***************************************************************************</font> +<a name="l00220"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#z423_2">00220</a> IVertexBufferHardGL *CVertexArrayRangeNVidia::createVBHardGL(uint16 vertexFormat, <font class="keyword">const</font> uint8 *typeArray, uint32 numVertices) +00221 { +00222 <font class="comment">// create a NVidia VBHard</font> +00223 CVertexBufferHardGLNVidia *newVbHard= <font class="keyword">new</font> CVertexBufferHardGLNVidia(<a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>); +00224 +00225 <font class="comment">// Init the format of the VB.</font> +00226 newVbHard->initFormat(vertexFormat, typeArray, numVertices); +00227 +00228 <font class="comment">// compute size to allocate.</font> +00229 uint32 size= newVbHard->getVertexSize() * newVbHard->getNumVertices(); +00230 +00231 <font class="comment">// try to allocate</font> +00232 <font class="keywordtype">void</font> *vertexPtr; +00233 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#c0">allocated</a>() ) +00234 { +00235 vertexPtr= <a class="code" href="classNL3D_1_1CVertexArrayRangeNVidia.html#c1">allocateVB</a>(size); +00236 } +00237 +00238 <font class="comment">// If allocation fails.</font> +00239 <font class="keywordflow">if</font>( !vertexPtr ) +00240 { +00241 <font class="comment">// just destroy this object (no free()).</font> +00242 <font class="keyword">delete</font> newVbHard; +00243 <font class="keywordflow">return</font> NULL; +00244 } +00245 <font class="keywordflow">else</font> +00246 { +00247 <font class="comment">// Ok, setup, and allocate the fence.</font> +00248 newVbHard->initGL(<font class="keyword">this</font>, vertexPtr); +00249 <font class="keywordflow">return</font> newVbHard; +00250 } +00251 } +00252 +00253 +00254 <font class="comment">// ***************************************************************************</font> +00255 <font class="comment">// CVertexBufferHardGLNVidia</font> +00256 <font class="comment">// ***************************************************************************</font> +00257 +00258 +00259 <font class="comment">// ***************************************************************************</font> +<a name="l00260"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a0">00260</a> CVertexBufferHardGLNVidia::CVertexBufferHardGLNVidia(CDriverGL *drv) : IVertexBufferHardGL(drv) +00261 { +00262 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o0">_VertexArrayRange</a>= NULL; +00263 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o1">_VertexPtr</a>= NULL; +00264 +00265 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#m2">GPURenderingAfterFence</a>= <font class="keyword">false</font>; +00266 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o3">_FenceSet</a>= <font class="keyword">false</font>; +00267 +00268 <font class="comment">// Flag our type</font> +00269 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#m0">NVidiaVertexBufferHard</a>= <font class="keyword">true</font>; +00270 } +00271 +00272 +00273 <font class="comment">// ***************************************************************************</font> +<a name="l00274"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a1">00274</a> CVertexBufferHardGLNVidia::~CVertexBufferHardGLNVidia() +00275 { +00276 <font class="keywordflow">if</font>(_VertexArrayRange) +00277 { +00278 <font class="comment">// Destroy Fence.</font> +00279 <font class="comment">// First wait for completion.</font> +00280 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a5">finishFence</a>(); +00281 <font class="comment">// then delete.</font> +00282 <a class="code" href="driver__opengl__extension_8h.html#a43">nglDeleteFencesNV</a>(1, &<a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o2">_Fence</a>); +00283 +00284 <font class="comment">// Then free the VAR.</font> +00285 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o0">_VertexArrayRange</a>->freeVB(<a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o1">_VertexPtr</a>); +00286 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o1">_VertexPtr</a>= NULL; +00287 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o0">_VertexArrayRange</a>= NULL; +00288 } +00289 } +00290 +00291 +00292 <font class="comment">// ***************************************************************************</font> +<a name="l00293"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a2">00293</a> <font class="keywordtype">void</font> CVertexBufferHardGLNVidia::initGL(CVertexArrayRangeNVidia *var, <font class="keywordtype">void</font> *vertexPtr) +00294 { +00295 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o0">_VertexArrayRange</a>= var; +00296 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o1">_VertexPtr</a>= vertexPtr; +00297 <a class="code" href="driver__opengl__extension_8h.html#a44">nglGenFencesNV</a>(1, &<a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o2">_Fence</a>); +00298 } +00299 +00300 +00301 <font class="comment">// ***************************************************************************</font> +<a name="l00302"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#z424_0">00302</a> <font class="keywordtype">void</font> *CVertexBufferHardGLNVidia::lock() +00303 { +00304 <font class="comment">// sync the 3d card with the system.</font> +00305 +00306 <font class="comment">// Ensure the GPU has finished with the current VBHard.</font> +00307 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a5">finishFence</a>(); +00308 <font class="comment">// If the user lock an activated VBHard, after rendering some primitives, we must stall the CPU</font> +00309 <font class="keywordflow">if</font>(GPURenderingAfterFence) +00310 { +00311 <font class="comment">// Set a fence at the current position in the command stream.</font> +00312 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a4">setFence</a>(); +00313 <font class="comment">// wait for him to finish.</font> +00314 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a5">finishFence</a>(); +00315 <font class="comment">// And so the GPU render all our primitives.</font> +00316 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#m2">GPURenderingAfterFence</a>= <font class="keyword">false</font>; +00317 } +00318 +00319 +00320 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o1">_VertexPtr</a>; +00321 } +00322 +00323 +00324 <font class="comment">// ***************************************************************************</font> +<a name="l00325"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#z424_1">00325</a> <font class="keywordtype">void</font> CVertexBufferHardGLNVidia::unlock() +00326 { +00327 <font class="comment">// no op.</font> +00328 } +00329 +00330 <font class="comment">// ***************************************************************************</font> +<a name="l00331"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#z424_2">00331</a> <font class="keywordtype">void</font> CVertexBufferHardGLNVidia::unlock(uint startVert, uint endVert) +00332 { +00333 <font class="comment">// no op.</font> +00334 <font class="comment">// NB: start-end only usefull for ATI ext.</font> +00335 } +00336 +00337 <font class="comment">// ***************************************************************************</font> +<a name="l00338"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#z424_3">00338</a> <font class="keywordtype">void</font> CVertexBufferHardGLNVidia::enable() +00339 { +00340 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#n0">_Driver</a>->_CurrentVertexBufferHard != <font class="keyword">this</font>) +00341 { +00342 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o0">_VertexArrayRange</a>); +00343 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o0">_VertexArrayRange</a>->enable(); +00344 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#n0">_Driver</a>->_CurrentVertexBufferHard= <font class="keyword">this</font>; +00345 } +00346 } +00347 +00348 +00349 <font class="comment">// ***************************************************************************</font> +<a name="l00350"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#z424_4">00350</a> <font class="keywordtype">void</font> CVertexBufferHardGLNVidia::disable() +00351 { +00352 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#n0">_Driver</a>->_CurrentVertexBufferHard != NULL) +00353 { +00354 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o0">_VertexArrayRange</a>); +00355 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o0">_VertexArrayRange</a>->disable(); +00356 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#n0">_Driver</a>->_CurrentVertexBufferHard= NULL; +00357 } +00358 } +00359 +00360 +00361 <font class="comment">// ***************************************************************************</font> +<a name="l00362"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a4">00362</a> <font class="keywordtype">void</font> CVertexBufferHardGLNVidia::setFence() +00363 { +00364 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a3">isFenceSet</a>()) +00365 { +00366 <a class="code" href="driver__opengl__extension_8h.html#a49">nglSetFenceNV</a>(<a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o2">_Fence</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a144">GL_ALL_COMPLETED_NV</a>); +00367 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o3">_FenceSet</a>= <font class="keyword">true</font>; +00368 } +00369 } +00370 +00371 <font class="comment">// ***************************************************************************</font> +<a name="l00372"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a5">00372</a> <font class="keywordtype">void</font> CVertexBufferHardGLNVidia::finishFence() +00373 { +00374 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#a3">isFenceSet</a>()) +00375 { +00376 <font class="comment">// Stall CPU while the fence command is not reached in the GPU command stream.</font> +00377 <a class="code" href="driver__opengl__extension_8h.html#a48">nglFinishFenceNV</a>(<a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o2">_Fence</a>); +00378 <a class="code" href="classNL3D_1_1CVertexBufferHardGLNVidia.html#o3">_FenceSet</a>= <font class="keyword">false</font>; +00379 } +00380 } +00381 +00382 +00383 +00384 <font class="comment">// ***************************************************************************</font> +00385 <font class="comment">// ***************************************************************************</font> +00386 <font class="comment">// ***************************************************************************</font> +00387 <font class="comment">//</font> +00388 <font class="comment">// ATI implementation</font> +00389 <font class="comment">//</font> +00390 <font class="comment">// ***************************************************************************</font> +00391 <font class="comment">// ***************************************************************************</font> +00392 <font class="comment">// ***************************************************************************</font> +00393 +00394 +00395 <font class="comment">// ***************************************************************************</font> +00396 <font class="comment">// CVertexArrayRangeATI</font> +00397 <font class="comment">// ***************************************************************************</font> +00398 +00399 +00400 <font class="comment">// ***************************************************************************</font> +<a name="l00401"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#a0">00401</a> CVertexArrayRangeATI::CVertexArrayRangeATI(CDriverGL *drv) : IVertexArrayRange(drv) +00402 { +00403 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o1">_Allocated</a>= <font class="keyword">false</font>; +00404 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o0">_VertexObjectId</a>= 0; +00405 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o2">_VertexArraySize</a>= 0; +00406 } +00407 <font class="comment">// ***************************************************************************</font> +<a name="l00408"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#z425_0">00408</a> <font class="keywordtype">bool</font> CVertexArrayRangeATI::allocate(uint32 size, IDriver::TVBHardType vbType) +00409 { +00410 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o1">_Allocated</a>); +00411 +00412 <font class="comment">// try to allocate AGP (suppose mean ATI dynamic) or VRAM (suppose mean ATI static) data.</font> +00413 <font class="keywordflow">switch</font>(vbType) +00414 { +00415 <font class="keywordflow">case</font> IDriver::VBHardAGP: +00416 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o0">_VertexObjectId</a>= <a class="code" href="driver__opengl__extension_8h.html#a172">nglNewObjectBufferATI</a>(size, NULL, <a class="code" href="driver__opengl__extension__def_8h.html#a334">GL_DYNAMIC_ATI</a>); +00417 <font class="keywordflow">break</font>; +00418 <font class="keywordflow">case</font> IDriver::VBHardVRAM: +00419 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o0">_VertexObjectId</a>= <a class="code" href="driver__opengl__extension_8h.html#a172">nglNewObjectBufferATI</a>(size, NULL, <a class="code" href="driver__opengl__extension__def_8h.html#a333">GL_STATIC_ATI</a>); +00420 <font class="keywordflow">break</font>; +00421 }; +00422 +00423 +00424 <font class="comment">// init the allocator, if success</font> +00425 <font class="keywordflow">if</font>( <a class="code" href="driver__opengl__extension_8h.html#a173">nglIsObjectBufferATI</a>(<a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o0">_VertexObjectId</a>) ) +00426 { +00427 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o1">_Allocated</a>= <font class="keyword">true</font>; +00428 <font class="comment">/* Init with an alignment of 8. Not sure if it is usefull.</font> +00429 <font class="comment"> Init With a FAKE memory starting at NL3D_DRV_ATI_FAKE_MEM_START</font> +00430 <font class="comment"> */</font> +00431 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o3">_HeapMemory</a>.<a class="code" href="classNLMISC_1_1CHeapMemory.html#a3">initHeap</a>((<font class="keywordtype">void</font>*)<a class="code" href="driver__opengl__vertex__buffer__hard_8h.html#a0">NL3D_DRV_ATI_FAKE_MEM_START</a>, size, 8); +00432 +00433 <font class="comment">// set the size</font> +00434 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o2">_VertexArraySize</a>= size; +00435 +00436 <font class="comment">// Ok!</font> +00437 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00438 } +00439 <font class="keywordflow">else</font> +00440 { +00441 <font class="comment">// failure.</font> +00442 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00443 } +00444 } +00445 <font class="comment">// ***************************************************************************</font> +<a name="l00446"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#z425_3">00446</a> uint CVertexArrayRangeATI::sizeAllocated()<font class="keyword"> const</font> +00447 <font class="keyword"></font>{ +00448 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o2">_VertexArraySize</a>; +00449 } +00450 <font class="comment">// ***************************************************************************</font> +<a name="l00451"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#z425_1">00451</a> <font class="keywordtype">void</font> CVertexArrayRangeATI::free() +00452 { +00453 <font class="comment">// release the ptr.</font> +00454 <font class="keywordflow">if</font>(_Allocated) +00455 { +00456 <font class="comment">// reset the allocator.</font> +00457 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o3">_HeapMemory</a>.<a class="code" href="classNLMISC_1_1CHeapMemory.html#a2">reset</a>(); +00458 +00459 <font class="comment">// Free special memory.</font> +00460 <a class="code" href="driver__opengl__extension_8h.html#a177">nglDeleteObjectBufferATI</a>(<a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o0">_VertexObjectId</a>); +00461 +00462 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o1">_Allocated</a>= <font class="keyword">false</font>; +00463 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o2">_VertexArraySize</a>= 0; +00464 } +00465 } +00466 <font class="comment">// ***************************************************************************</font> +<a name="l00467"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#z425_2">00467</a> IVertexBufferHardGL *CVertexArrayRangeATI::createVBHardGL(uint16 vertexFormat, <font class="keyword">const</font> uint8 *typeArray, uint32 numVertices) +00468 { +00469 <font class="comment">// create a ATI VBHard</font> +00470 CVertexBufferHardGLATI *newVbHard= <font class="keyword">new</font> CVertexBufferHardGLATI(<a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>); +00471 +00472 <font class="comment">// Init the format of the VB.</font> +00473 newVbHard->initFormat(vertexFormat, typeArray, numVertices); +00474 +00475 <font class="comment">// compute size to allocate.</font> +00476 uint32 size= newVbHard->getVertexSize() * newVbHard->getNumVertices(); +00477 +00478 <font class="comment">// try to allocate</font> +00479 <font class="keywordtype">void</font> *vertexPtr =NULL; +00480 <font class="keywordflow">if</font>( _Allocated ) +00481 { +00482 vertexPtr= <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#c0">allocateVB</a>(size); +00483 } +00484 +00485 <font class="comment">// If allocation fails.</font> +00486 <font class="keywordflow">if</font>( !vertexPtr ) +00487 { +00488 <font class="comment">// just destroy this object (no free()).</font> +00489 <font class="keyword">delete</font> newVbHard; +00490 <font class="keywordflow">return</font> NULL; +00491 } +00492 <font class="keywordflow">else</font> +00493 { +00494 <font class="comment">// Then try to create a RAM mirror in the VB.</font> +00495 <font class="keywordflow">if</font>( newVbHard->createRAMMirror(size) ) +00496 { +00497 <font class="comment">// Ok, setup</font> +00498 newVbHard->initGL(<font class="keyword">this</font>, vertexPtr); +00499 <font class="keywordflow">return</font> newVbHard; +00500 } +00501 <font class="keywordflow">else</font> +00502 { +00503 <font class="comment">// Discard the VB.</font> +00504 <font class="keyword">delete</font> newVbHard; +00505 <font class="keywordflow">return</font> NULL; +00506 } +00507 } +00508 } +00509 <font class="comment">// ***************************************************************************</font> +<a name="l00510"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#a1">00510</a> <font class="keywordtype">void</font> CVertexArrayRangeATI::enable() +00511 { +00512 <font class="comment">// No-op for ATI !!!</font> +00513 <a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_CurrentVertexArrayRange= <font class="keyword">this</font>; +00514 } +00515 <font class="comment">// ***************************************************************************</font> +<a name="l00516"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#a2">00516</a> <font class="keywordtype">void</font> CVertexArrayRangeATI::disable() +00517 { +00518 <font class="comment">// No-op for ATI !!!</font> +00519 <a class="code" href="classNL3D_1_1IVertexArrayRange.html#n0">_Driver</a>->_CurrentVertexArrayRange= NULL; +00520 } +00521 <font class="comment">// ***************************************************************************</font> +<a name="l00522"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#c0">00522</a> <font class="keywordtype">void</font> *CVertexArrayRangeATI::allocateVB(uint32 size) +00523 { +00524 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o3">_HeapMemory</a>.<a class="code" href="classNLMISC_1_1CHeapMemory.html#a6">allocate</a>(size); +00525 } +00526 <font class="comment">// ***************************************************************************</font> +<a name="l00527"></a><a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#a3">00527</a> <font class="keywordtype">void</font> CVertexArrayRangeATI::freeVB(<font class="keywordtype">void</font> *ptr) +00528 { +00529 <a class="code" href="classNL3D_1_1CVertexArrayRangeATI.html#o3">_HeapMemory</a>.<a class="code" href="classNLMISC_1_1CHeapMemory.html#a7">free</a>(ptr); +00530 } +00531 +00532 +00533 <font class="comment">// ***************************************************************************</font> +00534 <font class="comment">// CVertexBufferHardGLATI</font> +00535 <font class="comment">// ***************************************************************************</font> +00536 +00537 +00538 <font class="comment">// ***************************************************************************</font> +<a name="l00539"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#a0">00539</a> CVertexBufferHardGLATI::CVertexBufferHardGLATI(CDriverGL *drv) : IVertexBufferHardGL(drv) +00540 { +00541 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o0">_VertexArrayRange</a>= NULL; +00542 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o1">_VertexPtr</a>= NULL; +00543 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o2">_RAMMirrorVertexPtr</a>= NULL; +00544 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o3">_RAMMirrorVertexSize</a>= 0; +00545 +00546 <font class="comment">// Flag our type</font> +00547 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#m1">ATIVertexBufferHard</a>= <font class="keyword">true</font>; +00548 } +00549 +00550 +00551 <font class="comment">// ***************************************************************************</font> +<a name="l00552"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#a1">00552</a> CVertexBufferHardGLATI::~CVertexBufferHardGLATI() +00553 { +00554 <font class="keywordflow">if</font>(_VertexArrayRange) +00555 { +00556 <font class="comment">// free the VAR.</font> +00557 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o0">_VertexArrayRange</a>->freeVB(<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o1">_VertexPtr</a>); +00558 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o1">_VertexPtr</a>= NULL; +00559 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o0">_VertexArrayRange</a>= NULL; +00560 } +00561 +00562 <font class="keywordflow">if</font>(_RAMMirrorVertexPtr) +00563 { +00564 <font class="keyword">delete</font> [] ((uint8*)<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o2">_RAMMirrorVertexPtr</a>); +00565 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o2">_RAMMirrorVertexPtr</a>= NULL; +00566 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o3">_RAMMirrorVertexSize</a>= 0; +00567 } +00568 } +00569 +00570 +00571 <font class="comment">// ***************************************************************************</font> +<a name="l00572"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#a2">00572</a> <font class="keywordtype">bool</font> CVertexBufferHardGLATI::createRAMMirror(uint memSize) +00573 { +00574 <font class="comment">// delete old if any</font> +00575 <font class="keywordflow">if</font>(_RAMMirrorVertexPtr) +00576 { +00577 free(<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o2">_RAMMirrorVertexPtr</a>); +00578 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o2">_RAMMirrorVertexPtr</a>= NULL; +00579 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o3">_RAMMirrorVertexSize</a>= 0; +00580 } +00581 <font class="comment">// create</font> +00582 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o2">_RAMMirrorVertexPtr</a> = (<font class="keywordtype">void</font>*)<font class="keyword">new</font> uint8[memSize]; +00583 <font class="keywordflow">if</font>(_RAMMirrorVertexPtr) +00584 { +00585 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o3">_RAMMirrorVertexSize</a>= memSize; +00586 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00587 } +00588 <font class="keywordflow">else</font> +00589 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00590 } +00591 +00592 +00593 <font class="comment">// ***************************************************************************</font> +<a name="l00594"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#a3">00594</a> <font class="keywordtype">void</font> CVertexBufferHardGLATI::initGL(CVertexArrayRangeATI *var, <font class="keywordtype">void</font> *vertexPtr) +00595 { +00596 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o0">_VertexArrayRange</a>= var; +00597 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o1">_VertexPtr</a>= vertexPtr; +00598 } +00599 +00600 +00601 <font class="comment">// ***************************************************************************</font> +<a name="l00602"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#z426_0">00602</a> <font class="keywordtype">void</font> *CVertexBufferHardGLATI::lock() +00603 { +00604 <font class="comment">// return directly the mirror one. => client will write into RAM.</font> +00605 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o2">_RAMMirrorVertexPtr</a>; +00606 } +00607 +00608 +00609 <font class="comment">// ***************************************************************************</font> +<a name="l00610"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#z426_1">00610</a> <font class="keywordtype">void</font> CVertexBufferHardGLATI::unlock() +00611 { +00612 <font class="comment">// Copy All mirror into the ATI Vertex Object</font> +00613 <a class="code" href="driver__opengl__extension_8h.html#a174">nglUpdateObjectBufferATI</a>(<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#a5">getATIVertexObjectId</a>(), (uint)<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o1">_VertexPtr</a> - <a class="code" href="driver__opengl__vertex__buffer__hard_8h.html#a0">NL3D_DRV_ATI_FAKE_MEM_START</a>, +00614 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o3">_RAMMirrorVertexSize</a>, <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o2">_RAMMirrorVertexPtr</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a335">GL_PRESERVE_ATI</a>); +00615 } +00616 +00617 +00618 <font class="comment">// ***************************************************************************</font> +<a name="l00619"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#z426_2">00619</a> <font class="keywordtype">void</font> CVertexBufferHardGLATI::unlock(uint startVert, uint endVert) +00620 { +00621 <font class="comment">// clamp endVert.</font> +00622 <font class="keywordflow">if</font>(endVert><a class="code" href="classNL3D_1_1IVertexBufferHard.html#z902_2">getNumVertices</a>()) +00623 endVert=<a class="code" href="classNL3D_1_1IVertexBufferHard.html#z902_2">getNumVertices</a>(); +00624 +00625 <font class="comment">// verify bound.</font> +00626 <font class="keywordflow">if</font>(startVert>=endVert) +00627 <font class="keywordflow">return</font>; +00628 +00629 <font class="comment">// Copy a subset of the mirror into the ATI Vertex Object</font> +00630 uint size= (endVert-startVert)*<a class="code" href="classNL3D_1_1IVertexBufferHard.html#z902_1">getVertexSize</a>(); +00631 uint srcOffStart= startVert*<a class="code" href="classNL3D_1_1IVertexBufferHard.html#z902_1">getVertexSize</a>(); +00632 uint dstOffStart= ((uint)<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o1">_VertexPtr</a> - <a class="code" href="driver__opengl__vertex__buffer__hard_8h.html#a0">NL3D_DRV_ATI_FAKE_MEM_START</a>) + srcOffStart; +00633 <font class="comment">// copy.</font> +00634 <a class="code" href="driver__opengl__extension_8h.html#a174">nglUpdateObjectBufferATI</a>(<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#a5">getATIVertexObjectId</a>(), dstOffStart, +00635 size, (uint8*)<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o2">_RAMMirrorVertexPtr</a> + srcOffStart, <a class="code" href="driver__opengl__extension__def_8h.html#a335">GL_PRESERVE_ATI</a>); +00636 } +00637 +00638 +00639 <font class="comment">// ***************************************************************************</font> +<a name="l00640"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#z426_3">00640</a> <font class="keywordtype">void</font> CVertexBufferHardGLATI::enable() +00641 { +00642 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#n0">_Driver</a>->_CurrentVertexBufferHard != <font class="keyword">this</font>) +00643 { +00644 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o0">_VertexArrayRange</a>); +00645 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o0">_VertexArrayRange</a>->enable(); +00646 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#n0">_Driver</a>->_CurrentVertexBufferHard= <font class="keyword">this</font>; +00647 } +00648 } +00649 +00650 +00651 <font class="comment">// ***************************************************************************</font> +<a name="l00652"></a><a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#z426_4">00652</a> <font class="keywordtype">void</font> CVertexBufferHardGLATI::disable() +00653 { +00654 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#n0">_Driver</a>->_CurrentVertexBufferHard != NULL) +00655 { +00656 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o0">_VertexArrayRange</a>); +00657 <a class="code" href="classNL3D_1_1CVertexBufferHardGLATI.html#o0">_VertexArrayRange</a>->disable(); +00658 <a class="code" href="classNL3D_1_1IVertexBufferHardGL.html#n0">_Driver</a>->_CurrentVertexBufferHard= NULL; +00659 } +00660 } +00661 +00662 +00663 } +00664 +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |