0ad/source/renderer/VertexArray.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

313 lines
7.8 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 "lib/alignment.h"
#include "lib/sysdep/rtl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "graphics/Color.h"
#include "graphics/SColor.h"
#include "renderer/Renderer.h"
#include "renderer/VertexArray.h"
#include "renderer/VertexBuffer.h"
#include "renderer/VertexBufferManager.h"
namespace
{
uint32_t GetAttributeSize(const Renderer::Backend::Format format)
{
switch (format)
{
case Renderer::Backend::Format::R8G8B8A8_UNORM: FALLTHROUGH;
case Renderer::Backend::Format::R8G8B8A8_UINT:
return sizeof(u8) * 4;
case Renderer::Backend::Format::A8_UNORM:
return sizeof(u8);
case Renderer::Backend::Format::R16_UNORM: FALLTHROUGH;
case Renderer::Backend::Format::R16_UINT: FALLTHROUGH;
case Renderer::Backend::Format::R16_SINT:
return sizeof(u16);
case Renderer::Backend::Format::R16G16_UNORM: FALLTHROUGH;
case Renderer::Backend::Format::R16G16_UINT: FALLTHROUGH;
case Renderer::Backend::Format::R16G16_SINT:
return sizeof(u16) * 2;
case Renderer::Backend::Format::R32_SFLOAT:
return sizeof(float);
case Renderer::Backend::Format::R32G32_SFLOAT:
return sizeof(float) * 2;
case Renderer::Backend::Format::R32G32B32_SFLOAT:
return sizeof(float) * 3;
case Renderer::Backend::Format::R32G32B32A32_SFLOAT:
return sizeof(float) * 4;
default:
break;
};
return 0;
}
} // anonymous namespace
VertexArray::VertexArray(
const Renderer::Backend::IBuffer::Type type, const uint32_t usage)
: m_Type(type), m_Usage(usage)
{
m_NumberOfVertices = 0;
m_BackingStore = 0;
m_Stride = 0;
}
VertexArray::~VertexArray()
{
Free();
}
// Free all resources on destruction or when a layout parameter changes
void VertexArray::Free()
{
rtl_FreeAligned(m_BackingStore);
m_BackingStore = 0;
m_VB.Reset();
}
// Set the number of vertices stored in the array
void VertexArray::SetNumberOfVertices(const size_t numberOfVertices)
{
if (numberOfVertices == m_NumberOfVertices)
return;
Free();
m_NumberOfVertices = numberOfVertices;
}
// Add vertex attributes like Position, Normal, UV
void VertexArray::AddAttribute(Attribute* attr)
{
// Attribute is supported is its size is greater than zero.
ENSURE(GetAttributeSize(attr->format) > 0 && "Unsupported attribute.");
attr->vertexArray = this;
m_Attributes.push_back(attr);
Free();
}
// Template specialization for GetIterator().
// We can put this into the source file because only a fixed set of types
// is supported for type safety.
template<>
VertexArrayIterator<CVector3D> VertexArray::Attribute::GetIterator<CVector3D>() const
{
ENSURE(vertexArray);
ENSURE(
format == Renderer::Backend::Format::R32G32B32_SFLOAT ||
format == Renderer::Backend::Format::R32G32B32A32_SFLOAT);
return vertexArray->MakeIterator<CVector3D>(this);
}
template<>
VertexArrayIterator<CVector4D> VertexArray::Attribute::GetIterator<CVector4D>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R32G32B32A32_SFLOAT);
return vertexArray->MakeIterator<CVector4D>(this);
}
template<>
VertexArrayIterator<float[2]> VertexArray::Attribute::GetIterator<float[2]>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R32G32_SFLOAT);
return vertexArray->MakeIterator<float[2]>(this);
}
template<>
VertexArrayIterator<SColor4ub> VertexArray::Attribute::GetIterator<SColor4ub>() const
{
ENSURE(vertexArray);
ENSURE(
format == Renderer::Backend::Format::R8G8B8A8_UNORM ||
format == Renderer::Backend::Format::R8G8B8A8_UINT);
return vertexArray->MakeIterator<SColor4ub>(this);
}
template<>
VertexArrayIterator<u16> VertexArray::Attribute::GetIterator<u16>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R16_UINT);
return vertexArray->MakeIterator<u16>(this);
}
template<>
VertexArrayIterator<u16[2]> VertexArray::Attribute::GetIterator<u16[2]>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R16G16_UINT);
return vertexArray->MakeIterator<u16[2]>(this);
}
template<>
VertexArrayIterator<u8> VertexArray::Attribute::GetIterator<u8>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::A8_UNORM);
return vertexArray->MakeIterator<u8>(this);
}
template<>
VertexArrayIterator<u8[4]> VertexArray::Attribute::GetIterator<u8[4]>() const
{
ENSURE(vertexArray);
ENSURE(
format == Renderer::Backend::Format::R8G8B8A8_UNORM ||
format == Renderer::Backend::Format::R8G8B8A8_UINT);
return vertexArray->MakeIterator<u8[4]>(this);
}
template<>
VertexArrayIterator<short> VertexArray::Attribute::GetIterator<short>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R16_SINT);
return vertexArray->MakeIterator<short>(this);
}
template<>
VertexArrayIterator<short[2]> VertexArray::Attribute::GetIterator<short[2]>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R16G16_SINT);
return vertexArray->MakeIterator<short[2]>(this);
}
static uint32_t RoundStride(uint32_t stride)
{
if (stride <= 0)
return 0;
if (stride <= 4)
return 4;
if (stride <= 8)
return 8;
if (stride <= 16)
return 16;
return Align<32>(stride);
}
// Re-layout by assigning offsets on a first-come first-serve basis,
// then round up to a reasonable stride.
// Backing store is also created here, backend buffers are created on upload.
void VertexArray::Layout()
{
Free();
m_Stride = 0;
for (ssize_t idx = m_Attributes.size()-1; idx >= 0; --idx)
{
Attribute* attr = m_Attributes[idx];
if (attr->format == Renderer::Backend::Format::UNDEFINED)
continue;
const uint32_t attrSize = GetAttributeSize(attr->format);
ENSURE(attrSize > 0);
attr->offset = m_Stride;
m_Stride += attrSize;
if (m_Type == Renderer::Backend::IBuffer::Type::VERTEX)
m_Stride = Align<4>(m_Stride);
}
if (m_Type == Renderer::Backend::IBuffer::Type::VERTEX)
m_Stride = RoundStride(m_Stride);
if (m_Stride)
m_BackingStore = (char*)rtl_AllocateAligned(m_Stride * m_NumberOfVertices, 16);
}
void VertexArray::PrepareForRendering()
{
m_VB->m_Owner->PrepareForRendering(m_VB.Get());
}
// (Re-)Upload the attributes.
// Create the backend buffer if necessary.
void VertexArray::Upload()
{
ENSURE(m_BackingStore);
if (!m_VB)
{
m_VB = g_Renderer.GetVertexBufferManager().AllocateChunk(
m_Stride, m_NumberOfVertices, m_Type, m_Usage, m_BackingStore);
}
if (!m_VB)
{
LOGERROR("Failed to allocate backend buffer for vertex array");
return;
}
m_VB->m_Owner->UpdateChunkVertices(m_VB.Get(), m_BackingStore);
}
void VertexArray::UploadIfNeeded(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
m_VB->m_Owner->UploadIfNeeded(deviceCommandContext);
}
// Free the backing store to save some memory
void VertexArray::FreeBackingStore()
{
// In streaming modes, the backing store must be retained
ENSURE(!CVertexBuffer::UseStreaming(m_Usage));
rtl_FreeAligned(m_BackingStore);
m_BackingStore = 0;
}
VertexIndexArray::VertexIndexArray(const uint32_t usage) :
VertexArray(Renderer::Backend::IBuffer::Type::INDEX, usage)
{
m_Attr.format = Renderer::Backend::Format::R16_UINT;
AddAttribute(&m_Attr);
}
VertexArrayIterator<u16> VertexIndexArray::GetIterator() const
{
return m_Attr.GetIterator<u16>();
}