/** * Copyright 2014 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.IntBuffer; /** * OpenGL buffer storage object reflecting it's * <ul> * <li>storage size</li> * <li>storage memory if mapped</li> * <li>mutable usage or immutable flags</li> * </ul> * <p> * Buffer storage is created via: * <ul> * <li>{@link GL#glBufferData(int, long, java.nio.Buffer, int)} - storage creation via target</li> * <li>{@link GL2#glNamedBufferDataEXT(int, long, java.nio.Buffer, int)} - storage creation, direct</li> * <li>{@link GL4#glNamedBufferData(int, long, java.nio.Buffer, int)} - storage creation, direct</li> * <li>{@link GL4#glBufferStorage(int, long, Buffer, int)} - storage creation via target</li> * <li>{@link GL4#glNamedBufferStorage(int, long, Buffer, int)} - storage creation, direct</li> * </ul> * Note that storage <i>recreation</i> as mentioned above also invalidate a previous storage instance, * i.e. disposed the buffer's current storage if exist and attaches a new storage instance. * </p> * <p> * Buffer storage is disposed via: * <ul> * <li>{@link GL#glDeleteBuffers(int, IntBuffer)} - explicit, direct, via {@link #notifyBuffersDeleted(int, IntBuffer)} or {@link #notifyBuffersDeleted(int, int[], int)}</li> * <li>{@link GL#glBufferData(int, long, java.nio.Buffer, int)} - storage recreation via target</li> * <li>{@link GL2#glNamedBufferDataEXT(int, long, java.nio.Buffer, int)} - storage recreation, direct</li> * <li>{@link GL4#glNamedBufferData(int, long, java.nio.Buffer, int)} - storage recreation, direct</li> * <li>{@link GL4#glBufferStorage(int, long, Buffer, int)} - storage recreation via target</li> * <li>{@link GL4#glNamedBufferStorage(int, long, Buffer, int)} - storage recreation, direct</li> * </ul> * </p> * <p> * GL buffer storage is mapped via * <ul> * <li>{@link GL#mapBuffer(int, int)}</li> * <li>{@link GL#mapBufferRange(int, long, long, int)}</li> * <li>{@link GL2#mapNamedBufferEXT(int, int)}</li> * <li>{@link GL2#mapNamedBufferRangeEXT(int, long, long, int)}</li> * <li>{@link GL4#mapNamedBuffer(int, int)}</li> * <li>{@link GL4#mapNamedBufferRange(int, long, long, int)}</li> * </ul> * </p> * <p> * GL buffer storage is unmapped via * <ul> * <li>{@link GL#glDeleteBuffers(int, IntBuffer)} - buffer deletion</li> * <li>{@link GL#glUnmapBuffer(int)} - explicit via target</li> * <li>{@link GL2#glUnmapNamedBufferEXT(int)} - explicit direct</li> * <li>{@link GL4#glUnmapNamedBuffer(int)} - explicit direct</li> * <li>{@link GL#glBufferData(int, long, java.nio.Buffer, int)} - storage recreation via target</li> * <li>{@link GL2#glNamedBufferDataEXT(int, long, java.nio.Buffer, int)} - storage recreation, direct</li> * <li>{@link GL4#glNamedBufferData(int, long, java.nio.Buffer, int)} - storage recreation, direct</li> * <li>{@link GL4#glBufferStorage(int, long, Buffer, int)} - storage creation via target</li> * <li>{@link GL4#glNamedBufferStorage(int, long, Buffer, int)} - storage creation, direct</li> * </ul> * </p> */ public abstract class GLBufferStorage { private final int name; private /* final */ long size; private /* final */ int mutableUsage; private /* final */ int immutableFlags; private ByteBuffer mappedBuffer; protected GLBufferStorage(final int name, final long size, final int mutableUsage, final int immutableFlags) { this.name = name; this.size = size; this.mutableUsage = mutableUsage; this.immutableFlags = immutableFlags; this.mappedBuffer = null; } protected void reset(final long size, final int mutableUsage, final int immutableFlags) { this.size = size; this.mutableUsage = mutableUsage; this.immutableFlags = immutableFlags; this.mappedBuffer = null; } protected void setMappedBuffer(final ByteBuffer buffer) { this.mappedBuffer = buffer; } /** Return the buffer name */ public final int getName() { return name; } /** Return the buffer's storage size. */ public final long getSize() { return size; } /** * Returns <code>true</code> if buffer's storage is mutable, i.e. * created via {@link GL#glBufferData(int, long, java.nio.Buffer, int)}. * <p> * Returns <code>false</code> if buffer's storage is immutable, i.e. * created via {@link GL4#glBufferStorage(int, long, Buffer, int)}. * </p> * @return */ public final boolean isMutableStorage() { return 0 != mutableUsage; } /** * Returns the mutable storage usage or 0 if storage is not {@link #isMutableStorage() mutable}. */ public final int getMutableUsage() { return mutableUsage; } /** * Returns the immutable storage flags, invalid if storage is {@link #isMutableStorage() mutable}. */ public final int getImmutableFlags() { return immutableFlags; } /** * Returns the mapped ByteBuffer, or null if not mapped. * Mapping may occur via: * <ul> * <li>{@link GL#glMapBuffer(int, int)}</li> * <li>{@link GL#glMapBufferRange(int, long, long, int)}</li> * <li>{@link GL2#glMapNamedBufferEXT(int, int)}</li> * <li>{@link GL2#glMapNamedBufferRangeEXT(int, long, long, int)} * </ul> */ public final ByteBuffer getMappedBuffer() { return mappedBuffer; } public final String toString() { return toString(false); } public final String toString(final boolean skipMappedBuffer) { final String s0; if( isMutableStorage() ) { s0 = String.format("%s[name %s, size %d, mutable usage 0x%X", msgClazzName, name, size, mutableUsage); } else { s0 = String.format("%s[name %s, size %d, immutable flags 0x%X", msgClazzName, name, size, immutableFlags); } if(skipMappedBuffer) { return s0+"]"; } else { return s0+", mapped "+mappedBuffer+"]"; } } private static final String msgClazzName = "GLBufferStorage"; }