forked from 0ad/0ad
vladislavbelov
62e589ab76
Comments By: phosit, Stan Tested By: Langbart, phosit Differential Revision: https://code.wildfiregames.com/D4636 This was SVN commit r26858.
325 lines
9.5 KiB
C++
325 lines
9.5 KiB
C++
/* Copyright (C) 2022 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 "VertexBuffer.h"
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#include "lib/sysdep/cpu.h"
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#include "ps/CLogger.h"
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#include "ps/Errors.h"
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#include "ps/VideoMode.h"
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#include "renderer/backend/IDevice.h"
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#include "renderer/Renderer.h"
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#include <algorithm>
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#include <cstring>
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#include <iterator>
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// Absolute maximum (bytewise) size of each GL vertex buffer object.
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// Make it large enough for the maximum feasible mesh size (64K vertexes,
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// 64 bytes per vertex in InstancingModelRenderer).
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// TODO: measure what influence this has on performance
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constexpr std::size_t MAX_VB_SIZE_BYTES = 4 * 1024 * 1024;
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CVertexBuffer::CVertexBuffer(
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const char* name, const size_t vertexSize,
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const Renderer::Backend::IBuffer::Type type, const bool dynamic)
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: CVertexBuffer(name, vertexSize, type, dynamic, MAX_VB_SIZE_BYTES)
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{
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}
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CVertexBuffer::CVertexBuffer(
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const char* name, const size_t vertexSize,
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const Renderer::Backend::IBuffer::Type type, const bool dynamic,
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const size_t maximumBufferSize)
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: m_VertexSize(vertexSize), m_HasNeededChunks(false)
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{
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size_t size = maximumBufferSize;
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if (type == Renderer::Backend::IBuffer::Type::VERTEX)
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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 since we can
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// address at most 64K of them with 16-bit indices
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size = std::min(size, vertexSize * 65536);
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}
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else if (type == Renderer::Backend::IBuffer::Type::INDEX)
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{
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ENSURE(vertexSize == sizeof(u16));
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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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m_Buffer = g_VideoMode.GetBackendDevice()->CreateBuffer(
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name, type, m_MaxVertices * m_VertexSize, dynamic);
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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.emplace_back(chunk);
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}
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CVertexBuffer::~CVertexBuffer()
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{
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// Must have released all chunks before destroying the buffer
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ENSURE(m_AllocList.empty());
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m_Buffer.reset();
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for (VBChunk* const& chunk : m_FreeList)
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delete chunk;
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}
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bool CVertexBuffer::CompatibleVertexType(
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const size_t vertexSize, const Renderer::Backend::IBuffer::Type type,
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const bool dynamic) const
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{
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ENSURE(m_Buffer);
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return type == m_Buffer->GetType() && dynamic == m_Buffer->IsDynamic() && vertexSize == m_VertexSize;
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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(
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const size_t vertexSize, const size_t numberOfVertices,
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const Renderer::Backend::IBuffer::Type type, const bool dynamic,
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void* backingStore)
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{
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// check this is the right kind of buffer
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if (!CompatibleVertexType(vertexSize, type, dynamic))
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return nullptr;
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if (UseStreaming(dynamic))
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ENSURE(backingStore != nullptr);
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// quick check there's enough vertices spare to allocate
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if (numberOfVertices > m_FreeVertices)
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return nullptr;
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// trawl free list looking for first free chunk with enough space
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std::vector<VBChunk*>::iterator best_iter = m_FreeList.end();
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for (std::vector<VBChunk*>::iterator iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
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{
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if (numberOfVertices == (*iter)->m_Count)
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{
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best_iter = iter;
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break;
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}
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else if (numberOfVertices < (*iter)->m_Count && (best_iter == m_FreeList.end() || (*best_iter)->m_Count < (*iter)->m_Count))
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best_iter = iter;
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}
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// We could not find a large enough chunk.
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if (best_iter == m_FreeList.end())
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return nullptr;
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VBChunk* chunk = *best_iter;
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m_FreeList.erase(best_iter);
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m_FreeVertices -= chunk->m_Count;
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chunk->m_BackingStore = backingStore;
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chunk->m_Dirty = false;
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chunk->m_Needed = false;
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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 > numberOfVertices)
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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 - numberOfVertices;
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newchunk->m_Index = chunk->m_Index + numberOfVertices;
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m_FreeList.emplace_back(newchunk);
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m_FreeVertices += newchunk->m_Count;
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// resize given chunk
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chunk->m_Count = numberOfVertices;
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}
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// return found chunk
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m_AllocList.push_back(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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// Update total free count before potentially modifying this chunk's count
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m_FreeVertices += chunk->m_Count;
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m_AllocList.erase(std::find(m_AllocList.begin(), m_AllocList.end(), chunk));
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// Sorting O(nlogn) shouldn't be too far from O(n) by performance, because
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// the container is partly sorted already.
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std::sort(
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m_FreeList.begin(), m_FreeList.end(),
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[](const VBChunk* chunk1, const VBChunk* chunk2) -> bool
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{
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return chunk1->m_Index < chunk2->m_Index;
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});
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// Coalesce with any free-list items that are adjacent to this chunk;
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// merge the found chunk with the new one, and remove the old one
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// from the list.
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for (std::vector<VBChunk*>::iterator iter = m_FreeList.begin(); iter != m_FreeList.end();)
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{
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if ((*iter)->m_Index == chunk->m_Index + chunk->m_Count
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|| (*iter)->m_Index + (*iter)->m_Count == chunk->m_Index)
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{
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chunk->m_Index = std::min(chunk->m_Index, (*iter)->m_Index);
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chunk->m_Count += (*iter)->m_Count;
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delete *iter;
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iter = m_FreeList.erase(iter);
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if (!m_FreeList.empty() && iter != m_FreeList.begin())
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iter = std::prev(iter);
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}
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else
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{
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++iter;
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}
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}
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m_FreeList.emplace_back(chunk);
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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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ENSURE(m_Buffer);
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if (UseStreaming(m_Buffer->IsDynamic()))
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{
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// The backend buffer is now out of sync with the backing store.
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chunk->m_Dirty = true;
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// Sanity check: Make sure the caller hasn't tried to reallocate
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// their backing store.
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ENSURE(data == chunk->m_BackingStore);
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}
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else
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{
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ENSURE(data);
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g_Renderer.GetDeviceCommandContext()->UploadBufferRegion(
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m_Buffer.get(), data, chunk->m_Index * m_VertexSize, chunk->m_Count * m_VertexSize);
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}
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}
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void CVertexBuffer::UploadIfNeeded(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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if (UseStreaming(m_Buffer->IsDynamic()))
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{
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if (!m_HasNeededChunks)
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return;
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// If any chunks are out of sync with the current backend buffer, and are
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// needed for rendering this frame, we'll need to re-upload the backend buffer.
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bool needUpload = false;
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for (VBChunk* const& chunk : m_AllocList)
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{
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if (chunk->m_Dirty && chunk->m_Needed)
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{
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needUpload = true;
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break;
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}
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}
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if (needUpload)
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{
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deviceCommandContext->UploadBuffer(m_Buffer.get(), [&](u8* mappedData)
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{
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#ifndef NDEBUG
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// To help detect bugs where PrepareForRendering() was not called,
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// force all not-needed data to 0, so things won't get rendered
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// with undefined (but possibly still correct-looking) data.
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memset(mappedData, 0, m_MaxVertices * m_VertexSize);
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#endif
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// Copy only the chunks we need. (This condition is helpful when
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// the backend buffer contains data for every unit in the world,
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// but only a handful are visible on screen and we don't need to
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// bother copying the rest.)
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for (VBChunk* const& chunk : m_AllocList)
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if (chunk->m_Needed)
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std::memcpy(mappedData + chunk->m_Index * m_VertexSize, chunk->m_BackingStore, chunk->m_Count * m_VertexSize);
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});
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// Anything we just uploaded is clean; anything else is dirty
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// since the rest of the backend buffer content is now undefined
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for (VBChunk* const& chunk : m_AllocList)
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{
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if (chunk->m_Needed)
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{
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chunk->m_Dirty = false;
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chunk->m_Needed = false;
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}
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else
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chunk->m_Dirty = true;
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}
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}
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else
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{
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// Reset the flags for the next phase.
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for (VBChunk* const& chunk : m_AllocList)
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chunk->m_Needed = false;
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}
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m_HasNeededChunks = false;
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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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void CVertexBuffer::DumpStatus() const
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{
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debug_printf("freeverts = %d\n", static_cast<int>(m_FreeVertices));
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size_t maxSize = 0;
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for (VBChunk* const& chunk : m_FreeList)
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{
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debug_printf("free chunk %p: size=%d\n", static_cast<void *>(chunk), static_cast<int>(chunk->m_Count));
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maxSize = std::max(chunk->m_Count, maxSize);
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}
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debug_printf("max size = %d\n", static_cast<int>(maxSize));
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}
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bool CVertexBuffer::UseStreaming(const bool dynamic)
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{
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return dynamic;
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}
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void CVertexBuffer::PrepareForRendering(VBChunk* chunk)
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{
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chunk->m_Needed = true;
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m_HasNeededChunks = true;
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}
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