dhewm3/neo/renderer/VertexCache.h
2011-12-10 15:34:48 +01:00

143 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.
===========================================================================
*/
// 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
int 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;