forked from 0ad/0ad
Ykkrosh
fc2c54c39f
Batch patch splats by texture match. Use VBOs for patch indices. Fixes #722. This was SVN commit r9053.
208 lines
5.6 KiB
C++
208 lines
5.6 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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* encapsulation of VBOs with sharing
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*/
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#include "precompiled.h"
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#include "ps/Errors.h"
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#include "lib/ogl.h"
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#include "lib/sysdep/cpu.h"
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#include "Renderer.h"
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#include "VertexBuffer.h"
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#include "VertexBufferManager.h"
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#include "ps/CLogger.h"
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///////////////////////////////////////////////////////////////////////////////
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// CVertexBuffer constructor
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CVertexBuffer::CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target)
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: m_VertexSize(vertexSize), m_Handle(0), m_SysMem(0), m_Usage(usage), m_Target(target)
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{
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size_t size = MAX_VB_SIZE_BYTES;
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if (target == GL_ARRAY_BUFFER)
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{
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// We want to store 16-bit indices to any vertex in a buffer, so the
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// buffer must never be bigger than vertexSize*64K bytes
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size = std::min(size, vertexSize*65536);
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}
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// allocate raw buffer
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if (g_Renderer.m_Caps.m_VBO)
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{
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pglGenBuffersARB(1, &m_Handle);
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pglBindBufferARB(m_Target, m_Handle);
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pglBufferDataARB(m_Target, size, 0, m_Usage);
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pglBindBufferARB(m_Target, 0);
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}
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else
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{
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m_SysMem = new u8[size];
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}
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// store max/free vertex counts
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m_MaxVertices=m_FreeVertices=size/vertexSize;
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// create sole free chunk
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VBChunk* chunk=new VBChunk;
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chunk->m_Owner=this;
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chunk->m_Count=m_FreeVertices;
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chunk->m_Index=0;
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m_FreeList.push_front(chunk);
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}
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///////////////////////////////////////////////////////////////////////////////
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// CVertexBuffer destructor
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CVertexBuffer::~CVertexBuffer()
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{
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if (m_Handle)
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pglDeleteBuffersARB(1, &m_Handle);
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if (m_SysMem)
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delete[] m_SysMem;
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// janwas 2004-06-14: release freelist
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typedef std::list<VBChunk*>::iterator Iter;
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for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
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delete *iter;
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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* CVertexBuffer::Allocate(size_t vertexSize, size_t numVertices, GLenum usage, GLenum target)
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{
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// check this is the right kind of buffer
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if (usage != m_Usage || target != m_Target || vertexSize != m_VertexSize)
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return 0;
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// quick check there's enough vertices spare to allocate
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if (numVertices > m_FreeVertices)
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return 0;
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// trawl free list looking for first free chunk with enough space
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VBChunk* chunk=0;
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typedef std::list<VBChunk*>::iterator Iter;
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for (Iter iter=m_FreeList.begin();iter!=m_FreeList.end();++iter) {
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if (numVertices<=(*iter)->m_Count) {
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chunk=*iter;
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// remove this chunk from the free list
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m_FreeList.erase(iter);
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m_FreeVertices -= chunk->m_Count;
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// no need to search further ..
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break;
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}
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}
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if (!chunk) {
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// no big enough spare chunk available
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return 0;
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}
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// split chunk into two; - allocate a new chunk using all unused vertices in the
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// found chunk, and add it to the free list
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if (chunk->m_Count > numVertices)
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{
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VBChunk* newchunk = new VBChunk;
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newchunk->m_Owner = this;
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newchunk->m_Count = chunk->m_Count - numVertices;
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newchunk->m_Index = chunk->m_Index + numVertices;
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m_FreeList.push_front(newchunk);
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m_FreeVertices += newchunk->m_Count;
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// resize given chunk
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chunk->m_Count = numVertices;
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}
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// return found chunk
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return chunk;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Release: return given chunk to this buffer
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void CVertexBuffer::Release(VBChunk* chunk)
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{
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// add to free list
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// TODO, RC - need to merge available chunks where possible to avoid
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// excessive fragmentation of vertex buffer space
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m_FreeList.push_front(chunk);
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m_FreeVertices += chunk->m_Count;
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}
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///////////////////////////////////////////////////////////////////////////////
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// UpdateChunkVertices: update vertex data for given chunk
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void CVertexBuffer::UpdateChunkVertices(VBChunk* chunk,void* data)
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{
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if (g_Renderer.m_Caps.m_VBO)
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{
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debug_assert(m_Handle);
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pglBindBufferARB(m_Target, m_Handle);
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pglBufferSubDataARB(m_Target, chunk->m_Index * m_VertexSize, chunk->m_Count * m_VertexSize, data);
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pglBindBufferARB(m_Target, 0);
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}
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else
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{
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debug_assert(m_SysMem);
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memcpy(m_SysMem + chunk->m_Index * m_VertexSize, data, chunk->m_Count * m_VertexSize);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// Bind: bind to this buffer; return pointer to address required as parameter
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// to glVertexPointer ( + etc) calls
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u8* CVertexBuffer::Bind()
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{
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if (g_Renderer.m_Caps.m_VBO)
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{
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pglBindBufferARB(m_Target, m_Handle);
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return (u8*)0;
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}
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else
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{
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return m_SysMem;
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}
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}
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u8* CVertexBuffer::GetBindAddress()
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{
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if (g_Renderer.m_Caps.m_VBO)
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return (u8*)0;
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else
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return m_SysMem;
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}
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void CVertexBuffer::Unbind()
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{
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if (g_Renderer.m_Caps.m_VBO)
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{
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pglBindBufferARB(GL_ARRAY_BUFFER, 0);
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pglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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}
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size_t CVertexBuffer::GetBytesReserved() const
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{
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return MAX_VB_SIZE_BYTES;
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}
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size_t CVertexBuffer::GetBytesAllocated() const
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{
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return (m_MaxVertices - m_FreeVertices) * m_VertexSize;
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}
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