forked from 0ad/0ad
Ykkrosh
8fee3d8ef8
Add textured line overlay rendering. Change terrain height calculations to be triangulation-dependent for improved accuracy. Add triangulation-dependent terrain normal function. Support separate S/T wrap modes for textures. Rename CVector2D_Maths since it no longer conflicts with simulation CVector2D. Coalesce freed chunks in vertex buffers, to avoid excessive fragmentation. Add some things to help debug vertex buffer allocation a little. This was SVN commit r9929.
129 lines
3.9 KiB
C++
129 lines
3.9 KiB
C++
/* Copyright (C) 2011 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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/*
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* Allocate and destroy CVertexBuffers
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*/
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#include "precompiled.h"
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#include "VertexBufferManager.h"
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#include "lib/ogl.h"
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#include "ps/CLogger.h"
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#define DUMP_VB_STATS 0 // for debugging
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CVertexBufferManager g_VBMan;
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///////////////////////////////////////////////////////////////////////////////
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// Explicit shutdown of the vertex buffer subsystem.
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// This avoids the ordering issues that arise when using destructors of
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// global instances.
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void CVertexBufferManager::Shutdown()
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{
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typedef std::list<CVertexBuffer*>::iterator Iter;
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for (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter)
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delete *iter;
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m_Buffers.clear();
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}
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///////////////////////////////////////////////////////////////////////////////
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// Allocate: 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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CVertexBuffer::VBChunk* CVertexBufferManager::Allocate(size_t vertexSize, size_t numVertices, GLenum usage, GLenum target)
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{
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CVertexBuffer::VBChunk* result=0;
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ENSURE(usage == GL_STREAM_DRAW || usage == GL_STATIC_DRAW || usage == GL_DYNAMIC_DRAW);
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ENSURE(target == GL_ARRAY_BUFFER || target == GL_ELEMENT_ARRAY_BUFFER);
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// TODO, RC - run some sanity checks on allocation request
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typedef std::list<CVertexBuffer*>::iterator Iter;
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#if DUMP_VB_STATS
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debug_printf(L"\n============================\n# allocate vsize=%d nverts=%d\n\n", vertexSize, numVertices);
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for (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter) {
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CVertexBuffer* buffer = *iter;
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if (buffer->CompatibleVertexType(vertexSize, usage, target))
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{
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debug_printf(L"%p\n", buffer);
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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 (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter) {
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CVertexBuffer* buffer = *iter;
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result = buffer->Allocate(vertexSize, numVertices, usage, target);
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if (result)
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return result;
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}
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// got this far; need to allocate a new buffer
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CVertexBuffer* buffer = new CVertexBuffer(vertexSize, usage, target);
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m_Buffers.push_front(buffer);
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result = buffer->Allocate(vertexSize, numVertices, usage, target);
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if (!result)
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{
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LOGERROR(L"Failed to create VBOs (%lu*%lu)", (unsigned long)vertexSize, (unsigned long)numVertices);
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}
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return result;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Release: return given chunk to its owner
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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(L"\n============================\n# release %p nverts=%d\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()
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{
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size_t total = 0;
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typedef std::list<CVertexBuffer*>::iterator Iter;
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for (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter)
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total += (*iter)->GetBytesReserved();
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return total;
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}
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size_t CVertexBufferManager::GetBytesAllocated()
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{
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size_t total = 0;
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typedef std::list<CVertexBuffer*>::iterator Iter;
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for (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter)
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total += (*iter)->GetBytesAllocated();
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return total;
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}
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