vladislavbelov
b9fd6f18f0
Comments By: phosit Differential Revision: https://code.wildfiregames.com/D5281 This was SVN commit r28107.
198 lines
5.2 KiB
C++
198 lines
5.2 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "VertexBufferManager.h"
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#include "ps/CLogger.h"
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#include "renderer/Renderer.h"
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#define DUMP_VB_STATS 0 // for debugging
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namespace
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{
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const char* GetBufferTypeName(
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const Renderer::Backend::IBuffer::Type type)
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{
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const char* name = "UnknownBuffer";
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switch (type)
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{
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case Renderer::Backend::IBuffer::Type::VERTEX:
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name = "VertexBuffer";
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break;
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case Renderer::Backend::IBuffer::Type::INDEX:
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name = "IndexBuffer";
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break;
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default:
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debug_warn("Unknown buffer type");
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break;
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}
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return name;
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}
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const char* GetGroupName(
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const CVertexBufferManager::Group group)
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{
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const char* name = "Unknown";
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switch (group)
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{
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case CVertexBufferManager::Group::DEFAULT:
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name = "Default";
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break;
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case CVertexBufferManager::Group::TERRAIN:
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name = "Terrain";
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break;
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case CVertexBufferManager::Group::WATER:
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name = "Water";
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break;
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default:
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debug_warn("Unknown buffer group");
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break;
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}
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return name;
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}
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} // anonymous namespace
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CVertexBufferManager::Handle::Handle(Handle&& other)
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: m_Chunk(other.m_Chunk)
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{
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other.m_Chunk = nullptr;
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}
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CVertexBufferManager::Handle& CVertexBufferManager::Handle::operator=(Handle&& other)
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{
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if (&other == this)
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return *this;
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if (IsValid())
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Reset();
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Handle tmp(std::move(other));
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swap(*this, tmp);
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return *this;
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}
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CVertexBufferManager::Handle::Handle(CVertexBuffer::VBChunk* chunk)
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: m_Chunk(chunk)
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{
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}
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void CVertexBufferManager::Handle::Reset()
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{
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if (!IsValid())
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return;
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g_Renderer.GetVertexBufferManager().Release(m_Chunk);
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m_Chunk = nullptr;
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}
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/**
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* AllocateChunk: try to allocate a buffer of given number of vertices (each of
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* given size), with the given type, and using the given texture - return null
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* if no free chunks available
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*/
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CVertexBufferManager::Handle CVertexBufferManager::AllocateChunk(
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const size_t vertexSize, const size_t numberOfVertices,
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const Renderer::Backend::IBuffer::Type type,
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const uint32_t usage, void* backingStore, Group group)
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{
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ENSURE(vertexSize > 0);
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ENSURE(numberOfVertices > 0);
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CVertexBuffer::VBChunk* result = nullptr;
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if (CVertexBuffer::UseStreaming(usage))
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ENSURE(backingStore != NULL);
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// TODO, RC - run some sanity checks on allocation request
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std::vector<std::unique_ptr<CVertexBuffer>>& buffers = m_Buffers[static_cast<int>(group)];
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#if DUMP_VB_STATS
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debug_printf("\n============================\n# allocate vsize=%zu nverts=%zu\n\n", vertexSize, numVertices);
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for (const std::unique_ptr<CVertexBuffer>& buffer : buffers)
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{
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if (buffer->CompatibleVertexType(vertexSize, type, usage))
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{
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debug_printf("%p\n", buffer.get());
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buffer->DumpStatus();
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}
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}
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#endif
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// iterate through all existing buffers testing for one that'll
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// satisfy the allocation
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for (const std::unique_ptr<CVertexBuffer>& buffer : buffers)
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{
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result = buffer->Allocate(vertexSize, numberOfVertices, type, usage, backingStore);
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if (result)
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return Handle(result);
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}
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char bufferName[64] = {0};
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snprintf(
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bufferName, std::size(bufferName), "%s (%s, %zu%s)",
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GetBufferTypeName(type), GetGroupName(group), vertexSize, ((usage & Renderer::Backend::IBuffer::Usage::DYNAMIC) ? ", dynamic" : ""));
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// got this far; need to allocate a new buffer
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buffers.emplace_back(
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group == Group::DEFAULT
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? std::make_unique<CVertexBuffer>(m_Device, bufferName, vertexSize, type, usage)
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// Reduces the buffer size for not so frequent buffers.
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: std::make_unique<CVertexBuffer>(m_Device, bufferName, vertexSize, type, usage, 1024 * 1024));
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result = buffers.back()->Allocate(vertexSize, numberOfVertices, type, usage, backingStore);
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if (!result)
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{
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LOGERROR("Failed to create backend buffer (%zu*%zu)", vertexSize, numberOfVertices);
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return Handle();
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}
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return Handle(result);
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}
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void CVertexBufferManager::Release(CVertexBuffer::VBChunk* chunk)
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{
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ENSURE(chunk);
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#if DUMP_VB_STATS
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debug_printf("\n============================\n# release %p nverts=%zu\n\n", chunk, chunk->m_Count);
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#endif
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chunk->m_Owner->Release(chunk);
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}
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size_t CVertexBufferManager::GetBytesReserved() const
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{
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size_t total = 0;
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for (int group = static_cast<int>(Group::DEFAULT); group < static_cast<int>(Group::COUNT); ++group)
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for (const std::unique_ptr<CVertexBuffer>& buffer : m_Buffers[static_cast<int>(group)])
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total += buffer->GetBytesReserved();
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return total;
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}
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size_t CVertexBufferManager::GetBytesAllocated() const
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{
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size_t total = 0;
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for (int group = static_cast<int>(Group::DEFAULT); group < static_cast<int>(Group::COUNT); ++group)
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for (const std::unique_ptr<CVertexBuffer>& buffer : m_Buffers[static_cast<int>(group)])
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total += buffer->GetBytesAllocated();
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return total;
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}
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