/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . 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. 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. =========================================================================== */ #include "framework/CVarSystem.h" #include "renderer/qgl.h" // vertex cache calls should only be made by the front end const int NUM_VERTEX_FRAMES = 2; typedef enum { TAG_FREE, TAG_USED, TAG_FIXED, // for the temp buffers TAG_TEMP // in frame temp area, not static area } vertBlockTag_t; typedef struct vertCache_s { GLuint vbo; void *virtMem; // only one of vbo / virtMem will be set bool indexBuffer; // holds indexes instead of vertexes intptr_t offset; int size; // may be larger than the amount asked for, due // to round up and minimum fragment sizes int tag; // a tag of 0 is a free block struct vertCache_s ** user; // will be set to zero when purged struct vertCache_s *next, *prev; // may be on the static list or one of the frame lists int frameUsed; // it can't be purged if near the current frame } vertCache_t; class idVertexCache { public: void Init(); void Shutdown(); // just for gfxinfo printing bool IsFast(); // called when vertex programs are enabled or disabled, because // the cached data is no longer valid void PurgeAll(); // Tries to allocate space for the given data in fast vertex // memory, and copies it over. // Alloc does NOT do a touch, which allows purging of things // created at level load time even if a frame hasn't passed yet. // These allocations can be purged, which will zero the pointer. void Alloc( void *data, int bytes, vertCache_t **buffer, bool indexBuffer = false ); // This will be a real pointer with virtual memory, // but it will be an int offset cast to a pointer of ARB_vertex_buffer_object void * Position( vertCache_t *buffer ); // if r_useIndexBuffers is enabled, but you need to draw something without // an indexCache, this must be called to reset GL_ELEMENT_ARRAY_BUFFER_ARB void UnbindIndex(); // automatically freed at the end of the next frame // used for specular texture coordinates and gui drawing, which // will change every frame. // will return NULL if the vertex cache is completely full // As with Position(), this may not actually be a pointer you can access. vertCache_t * AllocFrameTemp( void *data, int bytes ); // notes that a buffer is used this frame, so it can't be purged // out from under the GPU void Touch( vertCache_t *buffer ); // this block won't have to zero a buffer pointer when it is purged, // but it must still wait for the frames to pass, in case the GPU // is still referencing it void Free( vertCache_t *buffer ); // updates the counter for determining which temp space to use // and which blocks can be purged // Also prints debugging info when enabled void EndFrame(); // listVertexCache calls this void List(); private: void InitMemoryBlocks( int size ); void ActuallyFree( vertCache_t *block ); static idCVar r_showVertexCache; static idCVar r_vertexBufferMegs; int staticCountTotal; int staticAllocTotal; // for end of frame purging int staticAllocThisFrame; // debug counter int staticCountThisFrame; int dynamicAllocThisFrame; int dynamicCountThisFrame; int currentFrame; // for purgable block tracking int listNum; // currentFrame % NUM_VERTEX_FRAMES, determines which tempBuffers to use bool virtualMemory; // not fast stuff bool allocatingTempBuffer; // force GL_STREAM_DRAW_ARB vertCache_t *tempBuffers[NUM_VERTEX_FRAMES]; // allocated at startup bool tempOverflow; // had to alloc a temp in static memory idBlockAlloc headerAllocator; vertCache_t freeStaticHeaders; // head of doubly linked list vertCache_t freeDynamicHeaders; // head of doubly linked list vertCache_t dynamicHeaders; // head of doubly linked list vertCache_t deferredFreeList; // head of doubly linked list vertCache_t staticHeaders; // head of doubly linked list in MRU order, // staticHeaders.next is most recently used int frameBytes; // for each of NUM_VERTEX_FRAMES frames }; extern idVertexCache vertexCache;