mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-22 04:01:08 +00:00
563 lines
16 KiB
C++
563 lines
16 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code 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 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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static const int FRAME_MEMORY_BYTES = 0x200000;
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static const int EXPAND_HEADERS = 1024;
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idCVar idVertexCache::r_showVertexCache( "r_showVertexCache", "0", CVAR_INTEGER|CVAR_RENDERER, "" );
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idCVar idVertexCache::r_vertexBufferMegs( "r_vertexBufferMegs", "32", CVAR_INTEGER|CVAR_RENDERER, "" );
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idVertexCache vertexCache;
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/*
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==============
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R_ListVertexCache_f
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==============
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*/
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static void R_ListVertexCache_f( const idCmdArgs &args ) {
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vertexCache.List();
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}
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/*
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==============
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idVertexCache::ActuallyFree
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==============
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*/
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void idVertexCache::ActuallyFree( vertCache_t *block ) {
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if (!block) {
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common->Error( "idVertexCache Free: NULL pointer" );
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}
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if ( block->user ) {
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// let the owner know we have purged it
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*block->user = NULL;
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block->user = NULL;
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}
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// temp blocks are in a shared space that won't be freed
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if ( block->tag != TAG_TEMP ) {
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staticAllocTotal -= block->size;
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staticCountTotal--;
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if ( block->vbo ) {
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#if 0 // this isn't really necessary, it will be reused soon enough
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// filling with zero length data is the equivalent of freeing
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qglBindBufferARB(GL_ARRAY_BUFFER_ARB, block->vbo);
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qglBufferDataARB(GL_ARRAY_BUFFER_ARB, 0, 0, GL_DYNAMIC_DRAW_ARB);
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#endif
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} else if ( block->virtMem ) {
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Mem_Free( block->virtMem );
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block->virtMem = NULL;
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}
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}
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block->tag = TAG_FREE; // mark as free
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// unlink stick it back on the free list
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block->next->prev = block->prev;
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block->prev->next = block->next;
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#if 1
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// stick it on the front of the free list so it will be reused immediately
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block->next = freeStaticHeaders.next;
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block->prev = &freeStaticHeaders;
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#else
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// stick it on the back of the free list so it won't be reused soon (just for debugging)
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block->next = &freeStaticHeaders;
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block->prev = freeStaticHeaders.prev;
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#endif
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block->next->prev = block;
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block->prev->next = block;
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}
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/*
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==============
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idVertexCache::Position
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this will be a real pointer with virtual memory,
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but it will be an int offset cast to a pointer with
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ARB_vertex_buffer_object
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The ARB_vertex_buffer_object will be bound
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==============
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*/
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void *idVertexCache::Position( vertCache_t *buffer ) {
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if ( !buffer || buffer->tag == TAG_FREE ) {
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common->FatalError( "idVertexCache::Position: bad vertCache_t" );
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}
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// the ARB vertex object just uses an offset
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if ( buffer->vbo ) {
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if ( r_showVertexCache.GetInteger() == 2 ) {
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if ( buffer->tag == TAG_TEMP ) {
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common->Printf( "GL_ARRAY_BUFFER_ARB = %i + %i (%i bytes)\n", buffer->vbo, buffer->offset, buffer->size );
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} else {
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common->Printf( "GL_ARRAY_BUFFER_ARB = %i (%i bytes)\n", buffer->vbo, buffer->size );
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}
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}
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if ( buffer->indexBuffer ) {
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qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, buffer->vbo );
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} else {
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qglBindBufferARB( GL_ARRAY_BUFFER_ARB, buffer->vbo );
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}
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return (void *)buffer->offset;
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}
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// virtual memory is a real pointer
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return (void *)((byte *)buffer->virtMem + buffer->offset);
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}
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void idVertexCache::UnbindIndex() {
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qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
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}
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//================================================================================
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/*
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===========
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idVertexCache::Init
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===========
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*/
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void idVertexCache::Init() {
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cmdSystem->AddCommand( "listVertexCache", R_ListVertexCache_f, CMD_FL_RENDERER, "lists vertex cache" );
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if ( r_vertexBufferMegs.GetInteger() < 8 ) {
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r_vertexBufferMegs.SetInteger( 8 );
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}
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virtualMemory = false;
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// use ARB_vertex_buffer_object unless explicitly disabled
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if( r_useVertexBuffers.GetInteger() && glConfig.ARBVertexBufferObjectAvailable ) {
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common->Printf( "using ARB_vertex_buffer_object memory\n" );
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} else {
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virtualMemory = true;
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r_useIndexBuffers.SetBool( false );
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common->Printf( "WARNING: vertex array range in virtual memory (SLOW)\n" );
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}
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// initialize the cache memory blocks
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freeStaticHeaders.next = freeStaticHeaders.prev = &freeStaticHeaders;
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staticHeaders.next = staticHeaders.prev = &staticHeaders;
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freeDynamicHeaders.next = freeDynamicHeaders.prev = &freeDynamicHeaders;
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dynamicHeaders.next = dynamicHeaders.prev = &dynamicHeaders;
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deferredFreeList.next = deferredFreeList.prev = &deferredFreeList;
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// set up the dynamic frame memory
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frameBytes = FRAME_MEMORY_BYTES;
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staticAllocTotal = 0;
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byte *junk = (byte *)Mem_Alloc( frameBytes );
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for ( int i = 0 ; i < NUM_VERTEX_FRAMES ; i++ ) {
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allocatingTempBuffer = true; // force the alloc to use GL_STREAM_DRAW_ARB
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Alloc( junk, frameBytes, &tempBuffers[i] );
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allocatingTempBuffer = false;
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tempBuffers[i]->tag = TAG_FIXED;
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// unlink these from the static list, so they won't ever get purged
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tempBuffers[i]->next->prev = tempBuffers[i]->prev;
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tempBuffers[i]->prev->next = tempBuffers[i]->next;
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}
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Mem_Free( junk );
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EndFrame();
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}
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/*
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===========
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idVertexCache::PurgeAll
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Used when toggling vertex programs on or off, because
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the cached data isn't valid
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===========
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*/
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void idVertexCache::PurgeAll() {
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while( staticHeaders.next != &staticHeaders ) {
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ActuallyFree( staticHeaders.next );
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}
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}
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/*
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===========
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idVertexCache::Shutdown
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===========
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*/
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void idVertexCache::Shutdown() {
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// PurgeAll(); // !@#: also purge the temp buffers
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headerAllocator.Shutdown();
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}
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/*
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===========
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idVertexCache::Alloc
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===========
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*/
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void idVertexCache::Alloc( void *data, int size, vertCache_t **buffer, bool indexBuffer ) {
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vertCache_t *block;
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if ( size <= 0 ) {
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common->Error( "idVertexCache::Alloc: size = %i\n", size );
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}
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// if we can't find anything, it will be NULL
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*buffer = NULL;
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// if we don't have any remaining unused headers, allocate some more
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if ( freeStaticHeaders.next == &freeStaticHeaders ) {
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for ( int i = 0; i < EXPAND_HEADERS; i++ ) {
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block = headerAllocator.Alloc();
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block->next = freeStaticHeaders.next;
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block->prev = &freeStaticHeaders;
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block->next->prev = block;
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block->prev->next = block;
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if( !virtualMemory ) {
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qglGenBuffersARB( 1, & block->vbo );
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}
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}
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}
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// move it from the freeStaticHeaders list to the staticHeaders list
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block = freeStaticHeaders.next;
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block->next->prev = block->prev;
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block->prev->next = block->next;
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block->next = staticHeaders.next;
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block->prev = &staticHeaders;
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block->next->prev = block;
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block->prev->next = block;
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block->size = size;
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block->offset = 0;
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block->tag = TAG_USED;
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// save data for debugging
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staticAllocThisFrame += block->size;
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staticCountThisFrame++;
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staticCountTotal++;
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staticAllocTotal += block->size;
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// this will be set to zero when it is purged
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block->user = buffer;
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*buffer = block;
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// allocation doesn't imply used-for-drawing, because at level
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// load time lots of things may be created, but they aren't
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// referenced by the GPU yet, and can be purged if needed.
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block->frameUsed = currentFrame - NUM_VERTEX_FRAMES;
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block->indexBuffer = indexBuffer;
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// copy the data
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if ( block->vbo ) {
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if ( indexBuffer ) {
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qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, block->vbo );
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qglBufferDataARB( GL_ELEMENT_ARRAY_BUFFER_ARB, (GLsizeiptrARB)size, data, GL_STATIC_DRAW_ARB );
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} else {
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qglBindBufferARB( GL_ARRAY_BUFFER_ARB, block->vbo );
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if ( allocatingTempBuffer ) {
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qglBufferDataARB( GL_ARRAY_BUFFER_ARB, (GLsizeiptrARB)size, data, GL_STREAM_DRAW_ARB );
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} else {
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qglBufferDataARB( GL_ARRAY_BUFFER_ARB, (GLsizeiptrARB)size, data, GL_STATIC_DRAW_ARB );
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}
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}
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} else {
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block->virtMem = Mem_Alloc( size );
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SIMDProcessor->Memcpy( block->virtMem, data, size );
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}
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}
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/*
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===========
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idVertexCache::Touch
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===========
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*/
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void idVertexCache::Touch( vertCache_t *block ) {
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if ( !block ) {
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common->Error( "idVertexCache Touch: NULL pointer" );
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}
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if ( block->tag == TAG_FREE ) {
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common->FatalError( "idVertexCache Touch: freed pointer" );
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}
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if ( block->tag == TAG_TEMP ) {
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common->FatalError( "idVertexCache Touch: temporary pointer" );
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}
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block->frameUsed = currentFrame;
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// move to the head of the LRU list
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block->next->prev = block->prev;
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block->prev->next = block->next;
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block->next = staticHeaders.next;
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block->prev = &staticHeaders;
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staticHeaders.next->prev = block;
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staticHeaders.next = block;
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}
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/*
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===========
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idVertexCache::Free
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===========
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*/
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void idVertexCache::Free( vertCache_t *block ) {
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if (!block) {
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return;
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}
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if ( block->tag == TAG_FREE ) {
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common->FatalError( "idVertexCache Free: freed pointer" );
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}
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if ( block->tag == TAG_TEMP ) {
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common->FatalError( "idVertexCache Free: temporary pointer" );
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}
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// this block still can't be purged until the frame count has expired,
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// but it won't need to clear a user pointer when it is
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block->user = NULL;
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block->next->prev = block->prev;
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block->prev->next = block->next;
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block->next = deferredFreeList.next;
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block->prev = &deferredFreeList;
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deferredFreeList.next->prev = block;
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deferredFreeList.next = block;
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}
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/*
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===========
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idVertexCache::AllocFrameTemp
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A frame temp allocation must never be allowed to fail due to overflow.
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We can't simply sync with the GPU and overwrite what we have, because
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there may still be future references to dynamically created surfaces.
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===========
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*/
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vertCache_t *idVertexCache::AllocFrameTemp( void *data, int size ) {
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vertCache_t *block;
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if ( size <= 0 ) {
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common->Error( "idVertexCache::AllocFrameTemp: size = %i\n", size );
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}
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if ( dynamicAllocThisFrame + size > frameBytes ) {
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// if we don't have enough room in the temp block, allocate a static block,
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// but immediately free it so it will get freed at the next frame
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tempOverflow = true;
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Alloc( data, size, &block );
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Free( block);
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return block;
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}
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// this data is just going on the shared dynamic list
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// if we don't have any remaining unused headers, allocate some more
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if ( freeDynamicHeaders.next == &freeDynamicHeaders ) {
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for ( int i = 0; i < EXPAND_HEADERS; i++ ) {
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block = headerAllocator.Alloc();
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block->next = freeDynamicHeaders.next;
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block->prev = &freeDynamicHeaders;
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block->next->prev = block;
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block->prev->next = block;
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}
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}
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// move it from the freeDynamicHeaders list to the dynamicHeaders list
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block = freeDynamicHeaders.next;
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block->next->prev = block->prev;
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block->prev->next = block->next;
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block->next = dynamicHeaders.next;
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block->prev = &dynamicHeaders;
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block->next->prev = block;
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block->prev->next = block;
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block->size = size;
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block->tag = TAG_TEMP;
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block->indexBuffer = false;
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block->offset = dynamicAllocThisFrame;
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dynamicAllocThisFrame += block->size;
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dynamicCountThisFrame++;
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block->user = NULL;
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block->frameUsed = 0;
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// copy the data
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block->virtMem = tempBuffers[listNum]->virtMem;
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block->vbo = tempBuffers[listNum]->vbo;
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if ( block->vbo ) {
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qglBindBufferARB( GL_ARRAY_BUFFER_ARB, block->vbo );
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qglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, block->offset, (GLsizeiptrARB)size, data );
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} else {
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SIMDProcessor->Memcpy( (byte *)block->virtMem + block->offset, data, size );
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}
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return block;
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}
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/*
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===========
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idVertexCache::EndFrame
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===========
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*/
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void idVertexCache::EndFrame() {
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// display debug information
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if ( r_showVertexCache.GetBool() ) {
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int staticUseCount = 0;
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int staticUseSize = 0;
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for ( vertCache_t *block = staticHeaders.next ; block != &staticHeaders ; block = block->next ) {
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if ( block->frameUsed == currentFrame ) {
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staticUseCount++;
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staticUseSize += block->size;
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}
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}
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const char *frameOverflow = tempOverflow ? "(OVERFLOW)" : "";
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common->Printf( "vertex dynamic:%i=%ik%s, static alloc:%i=%ik used:%i=%ik total:%i=%ik\n",
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dynamicCountThisFrame, dynamicAllocThisFrame/1024, frameOverflow,
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staticCountThisFrame, staticAllocThisFrame/1024,
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staticUseCount, staticUseSize/1024,
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staticCountTotal, staticAllocTotal/1024 );
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}
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#if 0
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// if our total static count is above our working memory limit, start purging things
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while ( staticAllocTotal > r_vertexBufferMegs.GetInteger() * 1024 * 1024 ) {
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// free the least recently used
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}
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#endif
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if( !virtualMemory ) {
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// unbind vertex buffers so normal virtual memory will be used in case
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// r_useVertexBuffers / r_useIndexBuffers
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qglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
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qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
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}
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currentFrame = tr.frameCount;
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listNum = currentFrame % NUM_VERTEX_FRAMES;
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staticAllocThisFrame = 0;
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staticCountThisFrame = 0;
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dynamicAllocThisFrame = 0;
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dynamicCountThisFrame = 0;
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tempOverflow = false;
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// free all the deferred free headers
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while( deferredFreeList.next != &deferredFreeList ) {
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ActuallyFree( deferredFreeList.next );
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}
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// free all the frame temp headers
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vertCache_t *block = dynamicHeaders.next;
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if ( block != &dynamicHeaders ) {
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block->prev = &freeDynamicHeaders;
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dynamicHeaders.prev->next = freeDynamicHeaders.next;
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freeDynamicHeaders.next->prev = dynamicHeaders.prev;
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freeDynamicHeaders.next = block;
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dynamicHeaders.next = dynamicHeaders.prev = &dynamicHeaders;
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}
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}
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/*
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=============
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idVertexCache::List
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=============
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*/
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void idVertexCache::List( void ) {
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int numActive = 0;
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int numDeferred = 0;
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int frameStatic = 0;
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int totalStatic = 0;
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int deferredSpace = 0;
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vertCache_t *block;
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for ( block = staticHeaders.next ; block != &staticHeaders ; block = block->next) {
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numActive++;
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totalStatic += block->size;
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if ( block->frameUsed == currentFrame ) {
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frameStatic += block->size;
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}
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}
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int numFreeStaticHeaders = 0;
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for ( block = freeStaticHeaders.next ; block != &freeStaticHeaders ; block = block->next ) {
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numFreeStaticHeaders++;
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}
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int numFreeDynamicHeaders = 0;
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for ( block = freeDynamicHeaders.next ; block != &freeDynamicHeaders ; block = block->next ) {
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numFreeDynamicHeaders++;
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}
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common->Printf( "%i megs working set\n", r_vertexBufferMegs.GetInteger() );
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common->Printf( "%i dynamic temp buffers of %ik\n", NUM_VERTEX_FRAMES, frameBytes / 1024 );
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common->Printf( "%5i active static headers\n", numActive );
|
|
common->Printf( "%5i free static headers\n", numFreeStaticHeaders );
|
|
common->Printf( "%5i free dynamic headers\n", numFreeDynamicHeaders );
|
|
|
|
if ( !virtualMemory ) {
|
|
common->Printf( "Vertex cache is in ARB_vertex_buffer_object memory (FAST).\n");
|
|
} else {
|
|
common->Printf( "Vertex cache is in virtual memory (SLOW)\n" );
|
|
}
|
|
|
|
if ( r_useIndexBuffers.GetBool() ) {
|
|
common->Printf( "Index buffers are accelerated.\n" );
|
|
} else {
|
|
common->Printf( "Index buffers are not used.\n" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idVertexCache::IsFast
|
|
|
|
just for gfxinfo printing
|
|
=============
|
|
*/
|
|
bool idVertexCache::IsFast() {
|
|
if ( virtualMemory ) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|