dhewm3/neo/renderer/VertexCache.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

561 lines
16 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 "sys/platform.h"
#include "framework/Common.h"
#include "renderer/tr_local.h"
#include "renderer/VertexCache.h"
static const int FRAME_MEMORY_BYTES = 0x200000;
static const int EXPAND_HEADERS = 1024;
idCVar idVertexCache::r_showVertexCache( "r_showVertexCache", "0", CVAR_INTEGER|CVAR_RENDERER, "" );
idCVar idVertexCache::r_vertexBufferMegs( "r_vertexBufferMegs", "32", CVAR_INTEGER|CVAR_RENDERER, "" );
idVertexCache vertexCache;
/*
==============
R_ListVertexCache_f
==============
*/
static void R_ListVertexCache_f( const idCmdArgs &args ) {
vertexCache.List();
}
/*
==============
idVertexCache::ActuallyFree
==============
*/
void idVertexCache::ActuallyFree( vertCache_t *block ) {
if (!block) {
common->Error( "idVertexCache Free: NULL pointer" );
}
if ( block->user ) {
// let the owner know we have purged it
*block->user = NULL;
block->user = NULL;
}
// temp blocks are in a shared space that won't be freed
if ( block->tag != TAG_TEMP ) {
staticAllocTotal -= block->size;
staticCountTotal--;
if ( block->vbo ) {
#if 0 // this isn't really necessary, it will be reused soon enough
// filling with zero length data is the equivalent of freeing
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, block->vbo);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, 0, 0, GL_DYNAMIC_DRAW_ARB);
#endif
} else if ( block->virtMem ) {
Mem_Free( block->virtMem );
block->virtMem = NULL;
}
}
block->tag = TAG_FREE; // mark as free
// unlink stick it back on the free list
block->next->prev = block->prev;
block->prev->next = block->next;
#if 1
// stick it on the front of the free list so it will be reused immediately
block->next = freeStaticHeaders.next;
block->prev = &freeStaticHeaders;
#else
// stick it on the back of the free list so it won't be reused soon (just for debugging)
block->next = &freeStaticHeaders;
block->prev = freeStaticHeaders.prev;
#endif
block->next->prev = block;
block->prev->next = block;
}
/*
==============
idVertexCache::Position
this will be a real pointer with virtual memory,
but it will be an int offset cast to a pointer with
ARB_vertex_buffer_object
The ARB_vertex_buffer_object will be bound
==============
*/
void *idVertexCache::Position( vertCache_t *buffer ) {
if ( !buffer || buffer->tag == TAG_FREE ) {
common->FatalError( "idVertexCache::Position: bad vertCache_t" );
}
// the ARB vertex object just uses an offset
if ( buffer->vbo ) {
if ( r_showVertexCache.GetInteger() == 2 ) {
if ( buffer->tag == TAG_TEMP ) {
common->Printf( "GL_ARRAY_BUFFER_ARB = %i + %zd (%i bytes)\n", buffer->vbo, buffer->offset, buffer->size );
} else {
common->Printf( "GL_ARRAY_BUFFER_ARB = %i (%i bytes)\n", buffer->vbo, buffer->size );
}
}
if ( buffer->indexBuffer ) {
qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, buffer->vbo );
} else {
qglBindBufferARB( GL_ARRAY_BUFFER_ARB, buffer->vbo );
}
return (void *)buffer->offset;
}
// virtual memory is a real pointer
return (void *)((byte *)buffer->virtMem + buffer->offset);
}
void idVertexCache::UnbindIndex() {
qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
}
//================================================================================
/*
===========
idVertexCache::Init
===========
*/
void idVertexCache::Init() {
cmdSystem->AddCommand( "listVertexCache", R_ListVertexCache_f, CMD_FL_RENDERER, "lists vertex cache" );
if ( r_vertexBufferMegs.GetInteger() < 8 ) {
r_vertexBufferMegs.SetInteger( 8 );
}
virtualMemory = false;
// use ARB_vertex_buffer_object unless explicitly disabled
if( r_useVertexBuffers.GetInteger() && glConfig.ARBVertexBufferObjectAvailable ) {
common->Printf( "using ARB_vertex_buffer_object memory\n" );
} else {
virtualMemory = true;
r_useIndexBuffers.SetBool( false );
common->Printf( "WARNING: vertex array range in virtual memory (SLOW)\n" );
}
// initialize the cache memory blocks
freeStaticHeaders.next = freeStaticHeaders.prev = &freeStaticHeaders;
staticHeaders.next = staticHeaders.prev = &staticHeaders;
freeDynamicHeaders.next = freeDynamicHeaders.prev = &freeDynamicHeaders;
dynamicHeaders.next = dynamicHeaders.prev = &dynamicHeaders;
deferredFreeList.next = deferredFreeList.prev = &deferredFreeList;
// set up the dynamic frame memory
frameBytes = FRAME_MEMORY_BYTES;
staticAllocTotal = 0;
byte *junk = (byte *)Mem_Alloc( frameBytes );
for ( int i = 0 ; i < NUM_VERTEX_FRAMES ; i++ ) {
allocatingTempBuffer = true; // force the alloc to use GL_STREAM_DRAW_ARB
Alloc( junk, frameBytes, &tempBuffers[i] );
allocatingTempBuffer = false;
tempBuffers[i]->tag = TAG_FIXED;
// unlink these from the static list, so they won't ever get purged
tempBuffers[i]->next->prev = tempBuffers[i]->prev;
tempBuffers[i]->prev->next = tempBuffers[i]->next;
}
Mem_Free( junk );
EndFrame();
}
/*
===========
idVertexCache::PurgeAll
Used when toggling vertex programs on or off, because
the cached data isn't valid
===========
*/
void idVertexCache::PurgeAll() {
while( staticHeaders.next != &staticHeaders ) {
ActuallyFree( staticHeaders.next );
}
}
/*
===========
idVertexCache::Shutdown
===========
*/
void idVertexCache::Shutdown() {
// PurgeAll(); // !@#: also purge the temp buffers
headerAllocator.Shutdown();
}
/*
===========
idVertexCache::Alloc
===========
*/
void idVertexCache::Alloc( void *data, int size, vertCache_t **buffer, bool indexBuffer ) {
vertCache_t *block;
if ( size <= 0 ) {
common->Error( "idVertexCache::Alloc: size = %i\n", size );
}
// if we can't find anything, it will be NULL
*buffer = NULL;
// if we don't have any remaining unused headers, allocate some more
if ( freeStaticHeaders.next == &freeStaticHeaders ) {
for ( int i = 0; i < EXPAND_HEADERS; i++ ) {
block = headerAllocator.Alloc();
block->next = freeStaticHeaders.next;
block->prev = &freeStaticHeaders;
block->next->prev = block;
block->prev->next = block;
if( !virtualMemory ) {
qglGenBuffersARB( 1, & block->vbo );
}
}
}
// move it from the freeStaticHeaders list to the staticHeaders list
block = freeStaticHeaders.next;
block->next->prev = block->prev;
block->prev->next = block->next;
block->next = staticHeaders.next;
block->prev = &staticHeaders;
block->next->prev = block;
block->prev->next = block;
block->size = size;
block->offset = 0;
block->tag = TAG_USED;
// save data for debugging
staticAllocThisFrame += block->size;
staticCountThisFrame++;
staticCountTotal++;
staticAllocTotal += block->size;
// this will be set to zero when it is purged
block->user = buffer;
*buffer = block;
// allocation doesn't imply used-for-drawing, because at level
// load time lots of things may be created, but they aren't
// referenced by the GPU yet, and can be purged if needed.
block->frameUsed = currentFrame - NUM_VERTEX_FRAMES;
block->indexBuffer = indexBuffer;
// copy the data
if ( block->vbo ) {
if ( indexBuffer ) {
qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, block->vbo );
qglBufferDataARB( GL_ELEMENT_ARRAY_BUFFER_ARB, (GLsizeiptrARB)size, data, GL_STATIC_DRAW_ARB );
} else {
qglBindBufferARB( GL_ARRAY_BUFFER_ARB, block->vbo );
if ( allocatingTempBuffer ) {
qglBufferDataARB( GL_ARRAY_BUFFER_ARB, (GLsizeiptrARB)size, data, GL_STREAM_DRAW_ARB );
} else {
qglBufferDataARB( GL_ARRAY_BUFFER_ARB, (GLsizeiptrARB)size, data, GL_STATIC_DRAW_ARB );
}
}
} else {
block->virtMem = Mem_Alloc( size );
SIMDProcessor->Memcpy( block->virtMem, data, size );
}
}
/*
===========
idVertexCache::Touch
===========
*/
void idVertexCache::Touch( vertCache_t *block ) {
if ( !block ) {
common->Error( "idVertexCache Touch: NULL pointer" );
}
if ( block->tag == TAG_FREE ) {
common->FatalError( "idVertexCache Touch: freed pointer" );
}
if ( block->tag == TAG_TEMP ) {
common->FatalError( "idVertexCache Touch: temporary pointer" );
}
block->frameUsed = currentFrame;
// move to the head of the LRU list
block->next->prev = block->prev;
block->prev->next = block->next;
block->next = staticHeaders.next;
block->prev = &staticHeaders;
staticHeaders.next->prev = block;
staticHeaders.next = block;
}
/*
===========
idVertexCache::Free
===========
*/
void idVertexCache::Free( vertCache_t *block ) {
if (!block) {
return;
}
if ( block->tag == TAG_FREE ) {
common->FatalError( "idVertexCache Free: freed pointer" );
}
if ( block->tag == TAG_TEMP ) {
common->FatalError( "idVertexCache Free: temporary pointer" );
}
// this block still can't be purged until the frame count has expired,
// but it won't need to clear a user pointer when it is
block->user = NULL;
block->next->prev = block->prev;
block->prev->next = block->next;
block->next = deferredFreeList.next;
block->prev = &deferredFreeList;
deferredFreeList.next->prev = block;
deferredFreeList.next = block;
}
/*
===========
idVertexCache::AllocFrameTemp
A frame temp allocation must never be allowed to fail due to overflow.
We can't simply sync with the GPU and overwrite what we have, because
there may still be future references to dynamically created surfaces.
===========
*/
vertCache_t *idVertexCache::AllocFrameTemp( void *data, int size ) {
vertCache_t *block;
if ( size <= 0 ) {
common->Error( "idVertexCache::AllocFrameTemp: size = %i\n", size );
}
if ( dynamicAllocThisFrame + size > frameBytes ) {
// if we don't have enough room in the temp block, allocate a static block,
// but immediately free it so it will get freed at the next frame
tempOverflow = true;
Alloc( data, size, &block );
Free( block);
return block;
}
// this data is just going on the shared dynamic list
// if we don't have any remaining unused headers, allocate some more
if ( freeDynamicHeaders.next == &freeDynamicHeaders ) {
for ( int i = 0; i < EXPAND_HEADERS; i++ ) {
block = headerAllocator.Alloc();
block->next = freeDynamicHeaders.next;
block->prev = &freeDynamicHeaders;
block->next->prev = block;
block->prev->next = block;
}
}
// move it from the freeDynamicHeaders list to the dynamicHeaders list
block = freeDynamicHeaders.next;
block->next->prev = block->prev;
block->prev->next = block->next;
block->next = dynamicHeaders.next;
block->prev = &dynamicHeaders;
block->next->prev = block;
block->prev->next = block;
block->size = size;
block->tag = TAG_TEMP;
block->indexBuffer = false;
block->offset = dynamicAllocThisFrame;
dynamicAllocThisFrame += block->size;
dynamicCountThisFrame++;
block->user = NULL;
block->frameUsed = 0;
// copy the data
block->virtMem = tempBuffers[listNum]->virtMem;
block->vbo = tempBuffers[listNum]->vbo;
if ( block->vbo ) {
qglBindBufferARB( GL_ARRAY_BUFFER_ARB, block->vbo );
qglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, block->offset, (GLsizeiptrARB)size, data );
} else {
SIMDProcessor->Memcpy( (byte *)block->virtMem + block->offset, data, size );
}
return block;
}
/*
===========
idVertexCache::EndFrame
===========
*/
void idVertexCache::EndFrame() {
// display debug information
if ( r_showVertexCache.GetBool() ) {
int staticUseCount = 0;
int staticUseSize = 0;
for ( vertCache_t *block = staticHeaders.next ; block != &staticHeaders ; block = block->next ) {
if ( block->frameUsed == currentFrame ) {
staticUseCount++;
staticUseSize += block->size;
}
}
const char *frameOverflow = tempOverflow ? "(OVERFLOW)" : "";
common->Printf( "vertex dynamic:%i=%ik%s, static alloc:%i=%ik used:%i=%ik total:%i=%ik\n",
dynamicCountThisFrame, dynamicAllocThisFrame/1024, frameOverflow,
staticCountThisFrame, staticAllocThisFrame/1024,
staticUseCount, staticUseSize/1024,
staticCountTotal, staticAllocTotal/1024 );
}
#if 0
// if our total static count is above our working memory limit, start purging things
while ( staticAllocTotal > r_vertexBufferMegs.GetInteger() * 1024 * 1024 ) {
// free the least recently used
}
#endif
if( !virtualMemory ) {
// unbind vertex buffers so normal virtual memory will be used in case
// r_useVertexBuffers / r_useIndexBuffers
qglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
}
currentFrame = tr.frameCount;
listNum = currentFrame % NUM_VERTEX_FRAMES;
staticAllocThisFrame = 0;
staticCountThisFrame = 0;
dynamicAllocThisFrame = 0;
dynamicCountThisFrame = 0;
tempOverflow = false;
// free all the deferred free headers
while( deferredFreeList.next != &deferredFreeList ) {
ActuallyFree( deferredFreeList.next );
}
// free all the frame temp headers
vertCache_t *block = dynamicHeaders.next;
if ( block != &dynamicHeaders ) {
block->prev = &freeDynamicHeaders;
dynamicHeaders.prev->next = freeDynamicHeaders.next;
freeDynamicHeaders.next->prev = dynamicHeaders.prev;
freeDynamicHeaders.next = block;
dynamicHeaders.next = dynamicHeaders.prev = &dynamicHeaders;
}
}
/*
=============
idVertexCache::List
=============
*/
void idVertexCache::List( void ) {
int numActive = 0;
int frameStatic = 0;
int totalStatic = 0;
vertCache_t *block;
for ( block = staticHeaders.next ; block != &staticHeaders ; block = block->next) {
numActive++;
totalStatic += block->size;
if ( block->frameUsed == currentFrame ) {
frameStatic += block->size;
}
}
int numFreeStaticHeaders = 0;
for ( block = freeStaticHeaders.next ; block != &freeStaticHeaders ; block = block->next ) {
numFreeStaticHeaders++;
}
int numFreeDynamicHeaders = 0;
for ( block = freeDynamicHeaders.next ; block != &freeDynamicHeaders ; block = block->next ) {
numFreeDynamicHeaders++;
}
common->Printf( "%i megs working set\n", r_vertexBufferMegs.GetInteger() );
common->Printf( "%i dynamic temp buffers of %ik\n", NUM_VERTEX_FRAMES, frameBytes / 1024 );
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;
}