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//! A buffer is a memory location accessible to the video card. //! //! The purpose of buffers is to serve as a space where the GPU can read from or write data to. //! It can contain a list of vertices, indices, uniform data, etc. //! //! # Buffers management in glium //! //! There are three levels of abstraction in glium: //! //! - An `Alloc` corresponds to an OpenGL buffer object and is unsafe to use. //! This type is not public. //! - A `Buffer` wraps around an `Alloc` and provides safety by handling the data type and fences. //! - The `VertexBuffer`, `IndexBuffer`, `UniformBuffer`, `PixelBuffer`, etc. types are //! abstractions over a `Buffer` indicating their specific purpose. They implement `Deref` //! for the `Buffer`. These types are in the `vertex`, `index`, etc. modules. //! //! # Unsized types //! //! In order to put some data in a buffer, it must implement the `Content` trait. This trait is //! automatically implemented on all `Sized` types and on slices (like `[u8]`). This means that //! you can create a `Buffer<Foo>` (if `Foo` is sized) or a `Buffer<[u8]>` for example without //! worrying about it. //! //! However unsized structs don't automatically implement this trait and you must call the //! `implement_buffer_content!` macro on them. You must then use the `empty_unsized` constructor. //! //! ```no_run //! # #[macro_use] extern crate glium; fn main() { //! # use std::mem; //! # use glium::buffer::{BufferType, BufferMode}; //! # let display: glium::Display = unsafe { mem::MaybeUninit::uninit().assume_init() }; //! struct Data { //! data: [f32], // `[f32]` is unsized, therefore `Data` is unsized too //! } //! //! implement_buffer_content!(Data); // without this, you can't put `Data` in a glium buffer //! //! // creates a buffer of 64 bytes, which thus holds 8 f32s //! let mut buffer = glium::buffer::Buffer::<Data>::empty_unsized(&display, BufferType::UniformBuffer, //! 64, BufferMode::Default).unwrap(); //! //! // you can then write to it like you normally would //! buffer.map().data[4] = 2.1; //! # } //! ``` //! pub use self::view::{Buffer, BufferAny, BufferMutSlice}; pub use self::view::{BufferSlice, BufferAnySlice}; pub use self::alloc::{Mapping, WriteMapping, ReadMapping, ReadError, CopyError}; pub use self::alloc::{is_buffer_read_supported}; pub use self::fences::Inserter; /// DEPRECATED. Only here for backwards compatibility. #[deprecated(note = "Only here for backwards compatibility")] pub use self::view::Buffer as BufferView; /// DEPRECATED. Only here for backwards compatibility. #[deprecated(note = "Only here for backwards compatibility")] pub use self::view::BufferSlice as BufferViewSlice; /// DEPRECATED. Only here for backwards compatibility. #[deprecated(note = "Only here for backwards compatibility")] pub use self::view::BufferMutSlice as BufferViewMutSlice; /// DEPRECATED. Only here for backwards compatibility. #[deprecated(note = "Only here for backwards compatibility")] pub use self::view::BufferAny as BufferViewAny; /// DEPRECATED. Only here for backwards compatibility. #[deprecated(note = "Only here for backwards compatibility")] pub use self::view::BufferAnySlice as BufferViewAnySlice; use gl; use std::error::Error; use std::fmt; use std::mem; use std::slice; mod alloc; mod fences; mod view; /// Trait for types of data that can be put inside buffers. pub unsafe trait Content { /// A type that holds a sized version of the content. type Owned; /// Prepares an output buffer, then turns this buffer into an `Owned`. fn read<F, E>(size: usize, F) -> Result<Self::Owned, E> where F: FnOnce(&mut Self) -> Result<(), E>; /// Returns the size of each element. fn get_elements_size() -> usize; /// Produces a pointer to the data. fn to_void_ptr(&self) -> *const (); /// Builds a pointer to this type from a raw pointer. fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut Self>; /// Returns true if the size is suitable to store a type like this. fn is_size_suitable(usize) -> bool; } unsafe impl<T> Content for T where T: Copy { type Owned = T; #[inline] fn read<F, E>(size: usize, f: F) -> Result<T, E> where F: FnOnce(&mut T) -> Result<(), E> { assert!(size == mem::size_of::<T>()); // Note(Lokathor): This is brittle and dangerous if `T` isn't a type // that can be zeroed. However, it's a breaking change to adjust the API // here (eg: extra trait bound or something) so someone with more // authority than me needs to look at and fix this. let mut value = unsafe { mem::zeroed() }; f(&mut value)?; Ok(value) } #[inline] fn get_elements_size() -> usize { mem::size_of::<T>() } #[inline] fn to_void_ptr(&self) -> *const () { self as *const T as *const () } #[inline] fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut T> { if size != mem::size_of::<T>() { return None; } Some(ptr as *mut T) } #[inline] fn is_size_suitable(size: usize) -> bool { size == mem::size_of::<T>() } } unsafe impl<T> Content for [T] where T: Copy { type Owned = Vec<T>; #[inline] fn read<F, E>(size: usize, f: F) -> Result<Vec<T>, E> where F: FnOnce(&mut [T]) -> Result<(), E> { assert!(size % mem::size_of::<T>() == 0); let len = size / mem::size_of::<T>(); let mut value = Vec::with_capacity(len); unsafe { value.set_len(len) }; f(&mut value)?; Ok(value) } #[inline] fn get_elements_size() -> usize { mem::size_of::<T>() } #[inline] fn to_void_ptr(&self) -> *const () { &self[0] as *const T as *const () } #[inline] fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut [T]> { if size % mem::size_of::<T>() != 0 { return None; } let ptr = ptr as *mut T; let size = size / mem::size_of::<T>(); Some(unsafe { slice::from_raw_parts_mut(&mut *ptr, size) as *mut [T] }) } #[inline] fn is_size_suitable(size: usize) -> bool { size % mem::size_of::<T>() == 0 } } /// Error that can happen when creating a buffer. #[derive(Debug, Copy, Clone)] pub enum BufferCreationError { /// Not enough memory to create the buffer. OutOfMemory, /// This type of buffer is not supported. BufferTypeNotSupported, } impl fmt::Display for BufferCreationError { fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result { let desc = match self { BufferCreationError::OutOfMemory => "Not enough memory to create the buffer", BufferCreationError::BufferTypeNotSupported => "This type of buffer is not supported", }; fmt.write_str(desc) } } impl Error for BufferCreationError {} /// How the buffer is created. #[derive(Debug, Copy, Clone, PartialEq, Eq)] pub enum BufferMode { /// This is the default mode suitable for any usage. Will never be slow, will never be fast /// either. /// /// Other modes should always be preferred, but you can use this one if you don't know what /// will happen to the buffer. /// /// # Implementation /// /// Tries to use `glBufferStorage` with the `GL_DYNAMIC_STORAGE_BIT` flag. /// /// If this function is not available, falls back to `glBufferData` with `GL_STATIC_DRAW`. /// Default, /// The mode to use when you modify a buffer multiple times per frame. Similar to `Default` in /// that it is suitable for most usages. /// /// Use this if you do a quick succession of modify the buffer, draw, modify, draw, etc. This /// is something that you shouldn't do by the way. /// /// With this mode, the OpenGL driver automatically manages the buffer for us. It will try to /// find the most appropriate storage depending on how we use it. It is guaranteed to never be /// too slow, but it won't be too fast either. /// /// # Implementation /// /// Tries to use `glBufferStorage` with the `GL_DYNAMIC_STORAGE_BIT` and /// `GL_CLIENT_STORAGE_BIT` flags. /// /// If this function is not available, falls back to `glBufferData` with `GL_DYNAMIC_DRAW`. /// Dynamic, /// Optimized for when you modify a buffer exactly once per frame. You can modify it more than /// once per frame, but if you modify it too often things will slow down. /// /// With this mode, glium automatically handles synchronization to prevent the buffer from /// being access by both the GPU and the CPU simultaneously. If you try to modify the buffer, /// the execution will block until the GPU has finished using it. For this reason, a quick /// succession of modifying and drawing using the same buffer will be very slow. /// /// When using persistent mapping, it is recommended to use triple buffering. This is done by /// creating a buffer that has three times the capacity that it would normally have. You modify /// and draw the first third, then modify and draw the second third, then the last part, then /// go back to the first third, etc. /// /// # Implementation /// /// Tries to use `glBufferStorage` with `GL_MAP_PERSISTENT_BIT`. Sync fences are automatically /// managed by glium. /// /// If this function is not available, falls back to `glBufferData` with `GL_DYNAMIC_DRAW`. /// Persistent, /// Optimized when you will never touch the content of the buffer. /// /// Immutable buffers should be created once and never touched again. Modifying their content /// is permitted, but is very slow. /// /// # Implementation /// /// Tries to use `glBufferStorage` without any flag. Modifications are done by creating /// temporary buffers and making the GPU copy the data from the temporary buffer to the real /// one. /// /// If this function is not available, falls back to `glBufferData` with `GL_STATIC_DRAW`. /// Immutable, } impl Default for BufferMode { fn default() -> BufferMode { BufferMode::Default } } /// Type of a buffer. #[derive(Debug, Copy, Clone, PartialEq, Eq)] #[allow(missing_docs)] pub enum BufferType { ArrayBuffer, PixelPackBuffer, PixelUnpackBuffer, UniformBuffer, CopyReadBuffer, CopyWriteBuffer, AtomicCounterBuffer, DispatchIndirectBuffer, DrawIndirectBuffer, QueryBuffer, ShaderStorageBuffer, TextureBuffer, TransformFeedbackBuffer, ElementArrayBuffer, } impl BufferType { fn to_glenum(&self) -> gl::types::GLenum { match *self { BufferType::ArrayBuffer => gl::ARRAY_BUFFER, BufferType::PixelPackBuffer => gl::PIXEL_PACK_BUFFER, BufferType::PixelUnpackBuffer => gl::PIXEL_UNPACK_BUFFER, BufferType::UniformBuffer => gl::UNIFORM_BUFFER, BufferType::CopyReadBuffer => gl::COPY_READ_BUFFER, BufferType::CopyWriteBuffer => gl::COPY_WRITE_BUFFER, BufferType::AtomicCounterBuffer => gl::ATOMIC_COUNTER_BUFFER, BufferType::DispatchIndirectBuffer => gl::DISPATCH_INDIRECT_BUFFER, BufferType::DrawIndirectBuffer => gl::DRAW_INDIRECT_BUFFER, BufferType::QueryBuffer => gl::QUERY_BUFFER, BufferType::ShaderStorageBuffer => gl::SHADER_STORAGE_BUFFER, BufferType::TextureBuffer => gl::TEXTURE_BUFFER, BufferType::TransformFeedbackBuffer => gl::TRANSFORM_FEEDBACK_BUFFER, BufferType::ElementArrayBuffer => gl::ELEMENT_ARRAY_BUFFER, } } }