Files
cocos-engine/cocos/2d/renderer/linear-buffer-accessor.ts
2022-05-17 11:56:06 +08:00

170 lines
6.3 KiB
TypeScript

/*
Copyright (c) 2021 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
import { InputAssembler, Device, Attribute } from '../../core/gfx';
import { MeshBuffer } from './mesh-buffer';
import { BufferAccessor } from './buffer-accessor';
import { assertID } from '../../core/platform/debug';
import { assertIsNonNullable } from '../../core/data/utils/asserts';
import { macro } from '../../core/platform/macro';
export class LinearBufferAccessor extends BufferAccessor {
public static IB_SCALE = 4; // ib size scale based on vertex count
// Buffer cursors for the current mesh buffer
public byteStart = 0;
public indexStart = 0;
public vertexStart = 0;
public get byteOffset () { return this._buffers[this._currentId].byteOffset; }
public get vertexOffset () { return this._buffers[this._currentId].vertexOffset; }
public get indexOffset () { return this._buffers[this._currentId].indexOffset; }
public get currentBuffer (): Readonly<MeshBuffer> { return this._buffers[this._currentId]; }
private _currentId = -1;
public constructor (device: Device, attributes: Attribute[]) {
super(device, attributes);
// Initialize first mesh buffer
this._allocateBuffer();
}
public destroy () {
// Destroy mesh buffers
for (let i = 0; i < this._buffers.length; ++i) {
this._buffers[i].destroy();
}
this._buffers.length = 0;
super.destroy();
}
public reset () {
this.byteStart = 0;
this.indexStart = 0;
this.vertexStart = 0;
for (let i = 0; i <= this._currentId; ++i) {
const buf = this._buffers[i];
buf.byteOffset = 0;
buf.indexOffset = 0;
buf.vertexOffset = 0;
this._buffers[i].reset();
}
this._currentId = 0;
}
public request (vertexCount = 4, indexCount = 6) {
const buf = this._buffers[this._currentId];
this._allocateChunk(vertexCount, indexCount);
// Mesh buffer might be switched, can't use initial offsets
buf.vertexOffset += vertexCount;
buf.indexOffset += indexCount;
buf.byteOffset += vertexCount * this.vertexFormatBytes;
buf.setDirty();
}
public appendBuffers (vertices: Float32Array, indices: Uint16Array) {
const vertexCount = vertices.length / this._floatsPerVertex;
this._allocateChunk(vertexCount, indices.length);
const buf = this._buffers[this._currentId];
// Float offset calculation only valid for Float32 vertex buffer
buf.vData.set(vertices, buf.byteOffset >> 2);
const iData = buf.iData;
const vertexId = buf.vertexOffset;
let indexOffset = buf.indexOffset;
for (let i = 0; i < indices.length; ++i, ++indexOffset) {
iData[indexOffset] = vertexId + indices[i];
}
buf.vertexOffset += vertexCount;
buf.indexOffset += indices.length;
buf.byteOffset += vertices.byteLength;
buf.setDirty();
}
public recordBatch (): InputAssembler | null {
const buf = this._buffers[this._currentId];
const vCount = buf.indexOffset - this.indexStart;
if (!vCount) {
return null;
}
const ia = buf.requireFreeIA(this._device);
ia.firstIndex = this.indexStart;
ia.indexCount = vCount;
// Reset mesh buffer data cursor
this.vertexStart = buf.vertexOffset;
this.indexStart = buf.indexOffset;
this.byteStart = buf.byteOffset;
return ia;
}
public uploadBuffers () {
assertIsNonNullable(this._buffers[this._currentId]);
for (let i = 0; i <= this._currentId; ++i) {
this._buffers[i].uploadBuffers();
}
}
private _allocateChunk (vertexCount: number, indexCount: number) {
let switchedBuffer = false;
const buf = this._buffers[this._currentId];
const byteOffset = buf.byteOffset + vertexCount * this.vertexFormatBytes;
const indexOffset = buf.indexOffset + indexCount;
const byteLength = buf.vData.byteLength;
const indicesLength = buf.iData.length;
if (byteOffset > byteLength || indexOffset > indicesLength) {
const success = buf.checkCapacity(vertexCount, indexCount);
// No enough space in the current mesh buffer
if (!success) {
this._allocateBuffer();
switchedBuffer = true;
}
}
return switchedBuffer;
}
private _allocateBuffer () {
const id = this._currentId + 1;
const l = this._buffers.length;
// Validate length of buffer array
assertID(id <= l, 9003);
// Out of bound, new mesh buffer required
if (id === l) {
const buffer = new MeshBuffer();
const vCount = Math.floor(macro.BATCHER2D_MEM_INCREMENT * 1024 / this._vertexFormatBytes);
const iCount = vCount * LinearBufferAccessor.IB_SCALE;
buffer.initialize(this._device, this._attributes, vCount * this._floatsPerVertex, iCount);
this._buffers.push(buffer);
}
this.byteStart = 0;
this.indexStart = 0;
this.vertexStart = 0;
this._currentId = id;
}
}