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0ad/source/renderer/VertexBuffer.cpp

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C++

/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* encapsulation of VBOs with sharing
*/
#include "precompiled.h"
#include "ps/Errors.h"
#include "lib/ogl.h"
#include "lib/sysdep/cpu.h"
#include "Renderer.h"
#include "VertexBuffer.h"
#include "VertexBufferManager.h"
#include "ps/CLogger.h"
// Absolute maximum (bytewise) size of each GL vertex buffer object.
// Make it large enough for the maximum feasible mesh size (64K vertexes,
// 64 bytes per vertex in InstancingModelRenderer).
// TODO: measure what influence this has on performance
#define MAX_VB_SIZE_BYTES (4*1024*1024)
CVertexBuffer::CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target)
: m_VertexSize(vertexSize), m_Handle(0), m_SysMem(0), m_Usage(usage), m_Target(target)
{
size_t size = MAX_VB_SIZE_BYTES;
if (target == GL_ARRAY_BUFFER) // vertex data buffer
{
// We want to store 16-bit indices to any vertex in a buffer, so the
// buffer must never be bigger than vertexSize*64K bytes since we can
// address at most 64K of them with 16-bit indices
size = std::min(size, vertexSize*65536);
}
// store max/free vertex counts
m_MaxVertices = m_FreeVertices = size / vertexSize;
// allocate raw buffer
if (g_Renderer.m_Caps.m_VBO)
{
pglGenBuffersARB(1, &m_Handle);
pglBindBufferARB(m_Target, m_Handle);
pglBufferDataARB(m_Target, m_MaxVertices * m_VertexSize, 0, m_Usage);
pglBindBufferARB(m_Target, 0);
}
else
{
m_SysMem = new u8[m_MaxVertices * m_VertexSize];
}
// create sole free chunk
VBChunk* chunk = new VBChunk;
chunk->m_Owner = this;
chunk->m_Count = m_FreeVertices;
chunk->m_Index = 0;
m_FreeList.push_front(chunk);
}
CVertexBuffer::~CVertexBuffer()
{
// Must have released all chunks before destroying the buffer
ENSURE(m_AllocList.empty());
if (m_Handle)
pglDeleteBuffersARB(1, &m_Handle);
delete[] m_SysMem;
typedef std::list<VBChunk*>::iterator Iter;
for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
delete *iter;
}
bool CVertexBuffer::CompatibleVertexType(size_t vertexSize, GLenum usage, GLenum target)
{
if (usage != m_Usage || target != m_Target || vertexSize != m_VertexSize)
return false;
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Allocate: try to allocate a buffer of given number of vertices (each of
// given size), with the given type, and using the given texture - return null
// if no free chunks available
CVertexBuffer::VBChunk* CVertexBuffer::Allocate(size_t vertexSize, size_t numVertices, GLenum usage, GLenum target, void* backingStore)
{
// check this is the right kind of buffer
if (!CompatibleVertexType(vertexSize, usage, target))
return 0;
if (UseStreaming(usage))
ENSURE(backingStore != NULL);
// quick check there's enough vertices spare to allocate
if (numVertices > m_FreeVertices)
return 0;
// trawl free list looking for first free chunk with enough space
VBChunk* chunk = 0;
typedef std::list<VBChunk*>::iterator Iter;
for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter) {
if (numVertices <= (*iter)->m_Count) {
chunk = *iter;
// remove this chunk from the free list
m_FreeList.erase(iter);
m_FreeVertices -= chunk->m_Count;
// no need to search further ..
break;
}
}
if (!chunk) {
// no big enough spare chunk available
return 0;
}
chunk->m_BackingStore = backingStore;
chunk->m_Dirty = false;
chunk->m_Needed = false;
// split chunk into two; - allocate a new chunk using all unused vertices in the
// found chunk, and add it to the free list
if (chunk->m_Count > numVertices)
{
VBChunk* newchunk = new VBChunk;
newchunk->m_Owner = this;
newchunk->m_Count = chunk->m_Count - numVertices;
newchunk->m_Index = chunk->m_Index + numVertices;
m_FreeList.push_front(newchunk);
m_FreeVertices += newchunk->m_Count;
// resize given chunk
chunk->m_Count = numVertices;
}
// return found chunk
m_AllocList.push_back(chunk);
return chunk;
}
///////////////////////////////////////////////////////////////////////////////
// Release: return given chunk to this buffer
void CVertexBuffer::Release(VBChunk* chunk)
{
// Update total free count before potentially modifying this chunk's count
m_FreeVertices += chunk->m_Count;
m_AllocList.remove(chunk);
typedef std::list<VBChunk*>::iterator Iter;
// Coalesce with any free-list items that are adjacent to this chunk;
// merge the found chunk with the new one, and remove the old one
// from the list, and repeat until no more are found
bool coalesced;
do
{
coalesced = false;
for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
{
if ((*iter)->m_Index == chunk->m_Index + chunk->m_Count
|| (*iter)->m_Index + (*iter)->m_Count == chunk->m_Index)
{
chunk->m_Index = std::min(chunk->m_Index, (*iter)->m_Index);
chunk->m_Count += (*iter)->m_Count;
delete *iter;
m_FreeList.erase(iter);
coalesced = true;
break;
}
}
}
while (coalesced);
m_FreeList.push_front(chunk);
}
///////////////////////////////////////////////////////////////////////////////
// UpdateChunkVertices: update vertex data for given chunk
void CVertexBuffer::UpdateChunkVertices(VBChunk* chunk, void* data)
{
if (g_Renderer.m_Caps.m_VBO)
{
ENSURE(m_Handle);
if (UseStreaming(m_Usage))
{
// The VBO is now out of sync with the backing store
chunk->m_Dirty = true;
// Sanity check: Make sure the caller hasn't tried to reallocate
// their backing store
ENSURE(data == chunk->m_BackingStore);
}
else
{
pglBindBufferARB(m_Target, m_Handle);
pglBufferSubDataARB(m_Target, chunk->m_Index * m_VertexSize, chunk->m_Count * m_VertexSize, data);
pglBindBufferARB(m_Target, 0);
}
}
else
{
ENSURE(m_SysMem);
memcpy(m_SysMem + chunk->m_Index * m_VertexSize, data, chunk->m_Count * m_VertexSize);
}
}
///////////////////////////////////////////////////////////////////////////////
// Bind: bind to this buffer; return pointer to address required as parameter
// to glVertexPointer ( + etc) calls
u8* CVertexBuffer::Bind()
{
if (!g_Renderer.m_Caps.m_VBO)
return m_SysMem;
pglBindBufferARB(m_Target, m_Handle);
if (UseStreaming(m_Usage))
{
// If any chunks are out of sync with the current VBO, and are
// needed for rendering this frame, we'll need to re-upload the VBO
bool needUpload = false;
for (auto& chunk : m_AllocList)
{
if (chunk->m_Dirty && chunk->m_Needed)
{
needUpload = true;
break;
}
}
if (needUpload)
{
// Tell the driver that it can reallocate the whole VBO
pglBufferDataARB(m_Target, m_MaxVertices * m_VertexSize, NULL, m_Usage);
// (In theory, glMapBufferRange with GL_MAP_INVALIDATE_BUFFER_BIT could be used
// here instead of glBufferData(..., NULL, ...) plus glMapBuffer(), but with
// current Intel Windows GPU drivers (as of 2015-01) it's much faster if you do
// the explicit glBufferData.)
while (true)
{
void* p = pglMapBufferARB(m_Target, GL_WRITE_ONLY);
if (p == NULL)
{
// This shouldn't happen unless we run out of virtual address space
LOGERROR("glMapBuffer failed");
break;
}
#ifndef NDEBUG
// To help detect bugs where PrepareForRendering() was not called,
// force all not-needed data to 0, so things won't get rendered
// with undefined (but possibly still correct-looking) data.
memset(p, 0, m_MaxVertices * m_VertexSize);
#endif
// Copy only the chunks we need. (This condition is helpful when
// the VBO contains data for every unit in the world, but only a
// handful are visible on screen and we don't need to bother copying
// the rest.)
for (auto& chunk : m_AllocList)
if (chunk->m_Needed)
memcpy((u8 *)p + chunk->m_Index * m_VertexSize, chunk->m_BackingStore, chunk->m_Count * m_VertexSize);
if (pglUnmapBufferARB(m_Target) == GL_TRUE)
break;
// Unmap might fail on e.g. resolution switches, so just try again
// and hope it will eventually succeed
debug_printf("glUnmapBuffer failed, trying again...\n");
}
// Anything we just uploaded is clean; anything else is dirty
// since the rest of the VBO content is now undefined
for (auto& chunk : m_AllocList)
{
if (chunk->m_Needed)
chunk->m_Dirty = false;
else
chunk->m_Dirty = true;
}
}
// Reset the flags for the next phase
for (auto& chunk : m_AllocList)
chunk->m_Needed = false;
}
return (u8*)0;
}
u8* CVertexBuffer::GetBindAddress()
{
if (g_Renderer.m_Caps.m_VBO)
return (u8*)0;
else
return m_SysMem;
}
void CVertexBuffer::Unbind()
{
if (g_Renderer.m_Caps.m_VBO)
{
pglBindBufferARB(GL_ARRAY_BUFFER, 0);
pglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
size_t CVertexBuffer::GetBytesReserved() const
{
return MAX_VB_SIZE_BYTES;
}
size_t CVertexBuffer::GetBytesAllocated() const
{
return (m_MaxVertices - m_FreeVertices) * m_VertexSize;
}
void CVertexBuffer::DumpStatus()
{
debug_printf("freeverts = %d\n", (int)m_FreeVertices);
size_t maxSize = 0;
typedef std::list<VBChunk*>::iterator Iter;
for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
{
debug_printf("free chunk %p: size=%d\n", (void *)*iter, (int)((*iter)->m_Count));
maxSize = std::max((*iter)->m_Count, maxSize);
}
debug_printf("max size = %d\n", (int)maxSize);
}
bool CVertexBuffer::UseStreaming(GLenum usage)
{
return (usage == GL_DYNAMIC_DRAW || usage == GL_STREAM_DRAW);
}