mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
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.
561 lines
16 KiB
C++
561 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 "sys/platform.h"
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#include "framework/Common.h"
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#include "renderer/tr_local.h"
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#include "renderer/VertexCache.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 + %zd (%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 frameStatic = 0;
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int totalStatic = 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() );
|
|
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;
|
|
}
|