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forked from 0ad/0ad
0ad/source/renderer/VertexBufferManager.cpp
vladislavbelov b9fd6f18f0 Adds proper IBuffer usage instead of dynamic flag.
Comments By: phosit
Differential Revision: https://code.wildfiregames.com/D5281
This was SVN commit r28107.
2024-06-10 19:31:41 +00:00

198 lines
5.2 KiB
C++

/* Copyright (C) 2024 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/>.
*/
#include "precompiled.h"
#include "VertexBufferManager.h"
#include "ps/CLogger.h"
#include "renderer/Renderer.h"
#define DUMP_VB_STATS 0 // for debugging
namespace
{
const char* GetBufferTypeName(
const Renderer::Backend::IBuffer::Type type)
{
const char* name = "UnknownBuffer";
switch (type)
{
case Renderer::Backend::IBuffer::Type::VERTEX:
name = "VertexBuffer";
break;
case Renderer::Backend::IBuffer::Type::INDEX:
name = "IndexBuffer";
break;
default:
debug_warn("Unknown buffer type");
break;
}
return name;
}
const char* GetGroupName(
const CVertexBufferManager::Group group)
{
const char* name = "Unknown";
switch (group)
{
case CVertexBufferManager::Group::DEFAULT:
name = "Default";
break;
case CVertexBufferManager::Group::TERRAIN:
name = "Terrain";
break;
case CVertexBufferManager::Group::WATER:
name = "Water";
break;
default:
debug_warn("Unknown buffer group");
break;
}
return name;
}
} // anonymous namespace
CVertexBufferManager::Handle::Handle(Handle&& other)
: m_Chunk(other.m_Chunk)
{
other.m_Chunk = nullptr;
}
CVertexBufferManager::Handle& CVertexBufferManager::Handle::operator=(Handle&& other)
{
if (&other == this)
return *this;
if (IsValid())
Reset();
Handle tmp(std::move(other));
swap(*this, tmp);
return *this;
}
CVertexBufferManager::Handle::Handle(CVertexBuffer::VBChunk* chunk)
: m_Chunk(chunk)
{
}
void CVertexBufferManager::Handle::Reset()
{
if (!IsValid())
return;
g_Renderer.GetVertexBufferManager().Release(m_Chunk);
m_Chunk = nullptr;
}
/**
* AllocateChunk: 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
*/
CVertexBufferManager::Handle CVertexBufferManager::AllocateChunk(
const size_t vertexSize, const size_t numberOfVertices,
const Renderer::Backend::IBuffer::Type type,
const uint32_t usage, void* backingStore, Group group)
{
ENSURE(vertexSize > 0);
ENSURE(numberOfVertices > 0);
CVertexBuffer::VBChunk* result = nullptr;
if (CVertexBuffer::UseStreaming(usage))
ENSURE(backingStore != NULL);
// TODO, RC - run some sanity checks on allocation request
std::vector<std::unique_ptr<CVertexBuffer>>& buffers = m_Buffers[static_cast<int>(group)];
#if DUMP_VB_STATS
debug_printf("\n============================\n# allocate vsize=%zu nverts=%zu\n\n", vertexSize, numVertices);
for (const std::unique_ptr<CVertexBuffer>& buffer : buffers)
{
if (buffer->CompatibleVertexType(vertexSize, type, usage))
{
debug_printf("%p\n", buffer.get());
buffer->DumpStatus();
}
}
#endif
// iterate through all existing buffers testing for one that'll
// satisfy the allocation
for (const std::unique_ptr<CVertexBuffer>& buffer : buffers)
{
result = buffer->Allocate(vertexSize, numberOfVertices, type, usage, backingStore);
if (result)
return Handle(result);
}
char bufferName[64] = {0};
snprintf(
bufferName, std::size(bufferName), "%s (%s, %zu%s)",
GetBufferTypeName(type), GetGroupName(group), vertexSize, ((usage & Renderer::Backend::IBuffer::Usage::DYNAMIC) ? ", dynamic" : ""));
// got this far; need to allocate a new buffer
buffers.emplace_back(
group == Group::DEFAULT
? std::make_unique<CVertexBuffer>(m_Device, bufferName, vertexSize, type, usage)
// Reduces the buffer size for not so frequent buffers.
: std::make_unique<CVertexBuffer>(m_Device, bufferName, vertexSize, type, usage, 1024 * 1024));
result = buffers.back()->Allocate(vertexSize, numberOfVertices, type, usage, backingStore);
if (!result)
{
LOGERROR("Failed to create backend buffer (%zu*%zu)", vertexSize, numberOfVertices);
return Handle();
}
return Handle(result);
}
void CVertexBufferManager::Release(CVertexBuffer::VBChunk* chunk)
{
ENSURE(chunk);
#if DUMP_VB_STATS
debug_printf("\n============================\n# release %p nverts=%zu\n\n", chunk, chunk->m_Count);
#endif
chunk->m_Owner->Release(chunk);
}
size_t CVertexBufferManager::GetBytesReserved() const
{
size_t total = 0;
for (int group = static_cast<int>(Group::DEFAULT); group < static_cast<int>(Group::COUNT); ++group)
for (const std::unique_ptr<CVertexBuffer>& buffer : m_Buffers[static_cast<int>(group)])
total += buffer->GetBytesReserved();
return total;
}
size_t CVertexBufferManager::GetBytesAllocated() const
{
size_t total = 0;
for (int group = static_cast<int>(Group::DEFAULT); group < static_cast<int>(Group::COUNT); ++group)
for (const std::unique_ptr<CVertexBuffer>& buffer : m_Buffers[static_cast<int>(group)])
total += buffer->GetBytesAllocated();
return total;
}