dhewm3/neo/renderer/VertexCache.h
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

146 lines
5.4 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 "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<vertCache_t,1024> 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;