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forked from 0ad/0ad
0ad/source/renderer/VertexBuffer.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

323 lines
9.5 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 "VertexBuffer.h"
#include "lib/sysdep/cpu.h"
#include "ps/CLogger.h"
#include "renderer/backend/IDevice.h"
#include "renderer/Renderer.h"
#include <algorithm>
#include <cstring>
#include <iterator>
// 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
constexpr std::size_t MAX_VB_SIZE_BYTES = 4 * 1024 * 1024;
CVertexBuffer::CVertexBuffer(
Renderer::Backend::IDevice* device, const char* name, const size_t vertexSize,
const Renderer::Backend::IBuffer::Type type, const uint32_t usage)
: CVertexBuffer(device, name, vertexSize, type, usage, MAX_VB_SIZE_BYTES)
{
}
CVertexBuffer::CVertexBuffer(
Renderer::Backend::IDevice* device, const char* name, const size_t vertexSize,
const Renderer::Backend::IBuffer::Type type, const uint32_t usage,
const size_t maximumBufferSize)
: m_VertexSize(vertexSize), m_HasNeededChunks(false)
{
size_t size = maximumBufferSize;
if (type == Renderer::Backend::IBuffer::Type::VERTEX)
{
// 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);
}
else if (type == Renderer::Backend::IBuffer::Type::INDEX)
{
ENSURE(vertexSize == sizeof(u16));
}
// store max/free vertex counts
m_MaxVertices = m_FreeVertices = size / vertexSize;
m_Buffer = device->CreateBuffer(
name, type, m_MaxVertices * m_VertexSize, usage);
// create sole free chunk
VBChunk* chunk = new VBChunk;
chunk->m_Owner = this;
chunk->m_Count = m_FreeVertices;
chunk->m_Index = 0;
m_FreeList.emplace_back(chunk);
}
CVertexBuffer::~CVertexBuffer()
{
// Must have released all chunks before destroying the buffer
ENSURE(m_AllocList.empty());
m_Buffer.reset();
for (VBChunk* const& chunk : m_FreeList)
delete chunk;
}
bool CVertexBuffer::CompatibleVertexType(
const size_t vertexSize, const Renderer::Backend::IBuffer::Type type,
const uint32_t usage) const
{
ENSURE(m_Buffer);
return type == m_Buffer->GetType() && usage == m_Buffer->GetUsage() && vertexSize == m_VertexSize;
}
///////////////////////////////////////////////////////////////////////////////
// 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(
const size_t vertexSize, const size_t numberOfVertices,
const Renderer::Backend::IBuffer::Type type, const uint32_t usage,
void* backingStore)
{
// check this is the right kind of buffer
if (!CompatibleVertexType(vertexSize, type, usage))
return nullptr;
if (UseStreaming(usage))
ENSURE(backingStore != nullptr);
// quick check there's enough vertices spare to allocate
if (numberOfVertices > m_FreeVertices)
return nullptr;
// trawl free list looking for first free chunk with enough space
std::vector<VBChunk*>::iterator best_iter = m_FreeList.end();
for (std::vector<VBChunk*>::iterator iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
{
if (numberOfVertices == (*iter)->m_Count)
{
best_iter = iter;
break;
}
else if (numberOfVertices < (*iter)->m_Count && (best_iter == m_FreeList.end() || (*best_iter)->m_Count < (*iter)->m_Count))
best_iter = iter;
}
// We could not find a large enough chunk.
if (best_iter == m_FreeList.end())
return nullptr;
VBChunk* chunk = *best_iter;
m_FreeList.erase(best_iter);
m_FreeVertices -= chunk->m_Count;
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 > numberOfVertices)
{
VBChunk* newchunk = new VBChunk;
newchunk->m_Owner = this;
newchunk->m_Count = chunk->m_Count - numberOfVertices;
newchunk->m_Index = chunk->m_Index + numberOfVertices;
m_FreeList.emplace_back(newchunk);
m_FreeVertices += newchunk->m_Count;
// resize given chunk
chunk->m_Count = numberOfVertices;
}
// 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.erase(std::find(m_AllocList.begin(), m_AllocList.end(), chunk));
// Sorting O(nlogn) shouldn't be too far from O(n) by performance, because
// the container is partly sorted already.
std::sort(
m_FreeList.begin(), m_FreeList.end(),
[](const VBChunk* chunk1, const VBChunk* chunk2) -> bool
{
return chunk1->m_Index < chunk2->m_Index;
});
// 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.
for (std::vector<VBChunk*>::iterator iter = m_FreeList.begin(); iter != m_FreeList.end();)
{
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;
iter = m_FreeList.erase(iter);
if (!m_FreeList.empty() && iter != m_FreeList.begin())
iter = std::prev(iter);
}
else
{
++iter;
}
}
m_FreeList.emplace_back(chunk);
}
///////////////////////////////////////////////////////////////////////////////
// UpdateChunkVertices: update vertex data for given chunk
void CVertexBuffer::UpdateChunkVertices(VBChunk* chunk, void* data)
{
ENSURE(m_Buffer);
if (UseStreaming(m_Buffer->GetUsage()))
{
// The backend buffer 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
{
ENSURE(data);
g_Renderer.GetDeviceCommandContext()->UploadBufferRegion(
m_Buffer.get(), data, chunk->m_Index * m_VertexSize, chunk->m_Count * m_VertexSize);
}
}
void CVertexBuffer::UploadIfNeeded(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
if (UseStreaming(m_Buffer->GetUsage()))
{
if (!m_HasNeededChunks)
return;
// If any chunks are out of sync with the current backend buffer, and are
// needed for rendering this frame, we'll need to re-upload the backend buffer.
bool needUpload = false;
for (VBChunk* const& chunk : m_AllocList)
{
if (chunk->m_Dirty && chunk->m_Needed)
{
needUpload = true;
break;
}
}
if (needUpload)
{
deviceCommandContext->UploadBuffer(m_Buffer.get(), [&](u8* mappedData)
{
#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(mappedData, 0, m_MaxVertices * m_VertexSize);
#endif
// Copy only the chunks we need. (This condition is helpful when
// the backend buffer 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 (VBChunk* const& chunk : m_AllocList)
if (chunk->m_Needed)
std::memcpy(mappedData + chunk->m_Index * m_VertexSize, chunk->m_BackingStore, chunk->m_Count * m_VertexSize);
});
// Anything we just uploaded is clean; anything else is dirty
// since the rest of the backend buffer content is now undefined
for (VBChunk* const& chunk : m_AllocList)
{
if (chunk->m_Needed)
{
chunk->m_Dirty = false;
chunk->m_Needed = false;
}
else
chunk->m_Dirty = true;
}
}
else
{
// Reset the flags for the next phase.
for (VBChunk* const& chunk : m_AllocList)
chunk->m_Needed = false;
}
m_HasNeededChunks = false;
}
}
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() const
{
debug_printf("freeverts = %d\n", static_cast<int>(m_FreeVertices));
size_t maxSize = 0;
for (VBChunk* const& chunk : m_FreeList)
{
debug_printf("free chunk %p: size=%d\n", static_cast<void *>(chunk), static_cast<int>(chunk->m_Count));
maxSize = std::max(chunk->m_Count, maxSize);
}
debug_printf("max size = %d\n", static_cast<int>(maxSize));
}
bool CVertexBuffer::UseStreaming(const uint32_t usage)
{
return usage & Renderer::Backend::IBuffer::Usage::DYNAMIC;
}
void CVertexBuffer::PrepareForRendering(VBChunk* chunk)
{
chunk->m_Needed = true;
m_HasNeededChunks = true;
}