mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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143 lines
5.4 KiB
C++
143 lines
5.4 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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// vertex cache calls should only be made by the front end
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const int NUM_VERTEX_FRAMES = 2;
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typedef enum {
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TAG_FREE,
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TAG_USED,
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TAG_FIXED, // for the temp buffers
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TAG_TEMP // in frame temp area, not static area
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} vertBlockTag_t;
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typedef struct vertCache_s {
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GLuint vbo;
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void *virtMem; // only one of vbo / virtMem will be set
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bool indexBuffer; // holds indexes instead of vertexes
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int offset;
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int size; // may be larger than the amount asked for, due
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// to round up and minimum fragment sizes
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int tag; // a tag of 0 is a free block
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struct vertCache_s ** user; // will be set to zero when purged
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struct vertCache_s *next, *prev; // may be on the static list or one of the frame lists
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int frameUsed; // it can't be purged if near the current frame
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} vertCache_t;
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class idVertexCache {
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public:
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void Init();
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void Shutdown();
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// just for gfxinfo printing
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bool IsFast();
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// called when vertex programs are enabled or disabled, because
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// the cached data is no longer valid
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void PurgeAll();
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// Tries to allocate space for the given data in fast vertex
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// memory, and copies it over.
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// Alloc does NOT do a touch, which allows purging of things
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// created at level load time even if a frame hasn't passed yet.
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// These allocations can be purged, which will zero the pointer.
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void Alloc( void *data, int bytes, vertCache_t **buffer, bool indexBuffer = false );
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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 of ARB_vertex_buffer_object
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void * Position( vertCache_t *buffer );
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// if r_useIndexBuffers is enabled, but you need to draw something without
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// an indexCache, this must be called to reset GL_ELEMENT_ARRAY_BUFFER_ARB
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void UnbindIndex();
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// automatically freed at the end of the next frame
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// used for specular texture coordinates and gui drawing, which
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// will change every frame.
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// will return NULL if the vertex cache is completely full
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// As with Position(), this may not actually be a pointer you can access.
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vertCache_t * AllocFrameTemp( void *data, int bytes );
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// notes that a buffer is used this frame, so it can't be purged
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// out from under the GPU
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void Touch( vertCache_t *buffer );
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// this block won't have to zero a buffer pointer when it is purged,
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// but it must still wait for the frames to pass, in case the GPU
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// is still referencing it
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void Free( vertCache_t *buffer );
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// updates the counter for determining which temp space to use
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// and which blocks can be purged
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// Also prints debugging info when enabled
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void EndFrame();
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// listVertexCache calls this
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void List();
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private:
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void InitMemoryBlocks( int size );
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void ActuallyFree( vertCache_t *block );
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static idCVar r_showVertexCache;
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static idCVar r_vertexBufferMegs;
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int staticCountTotal;
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int staticAllocTotal; // for end of frame purging
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int staticAllocThisFrame; // debug counter
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int staticCountThisFrame;
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int dynamicAllocThisFrame;
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int dynamicCountThisFrame;
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int currentFrame; // for purgable block tracking
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int listNum; // currentFrame % NUM_VERTEX_FRAMES, determines which tempBuffers to use
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bool virtualMemory; // not fast stuff
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bool allocatingTempBuffer; // force GL_STREAM_DRAW_ARB
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vertCache_t *tempBuffers[NUM_VERTEX_FRAMES]; // allocated at startup
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bool tempOverflow; // had to alloc a temp in static memory
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idBlockAlloc<vertCache_t,1024> headerAllocator;
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vertCache_t freeStaticHeaders; // head of doubly linked list
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vertCache_t freeDynamicHeaders; // head of doubly linked list
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vertCache_t dynamicHeaders; // head of doubly linked list
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vertCache_t deferredFreeList; // head of doubly linked list
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vertCache_t staticHeaders; // head of doubly linked list in MRU order,
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// staticHeaders.next is most recently used
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int frameBytes; // for each of NUM_VERTEX_FRAMES frames
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};
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extern idVertexCache vertexCache;
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