trying out full vbos.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4286 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2013-04-04 16:24:43 +00:00
parent ecc445e88f
commit 10f2629ee0

View file

@ -145,6 +145,13 @@ struct {
int curvertexvbo;
void *curvertexpointer;
int streamvbo;
unsigned int streamvbo_offset;
unsigned int streamvbo_length;
int streamebo;
unsigned int streamebo_offset;
unsigned int streamebo_length;
int pendingtexcoordparts[SHADER_TMU_MAX];
int pendingtexcoordvbo[SHADER_TMU_MAX];
void *pendingtexcoordpointer[SHADER_TMU_MAX];
@ -1318,6 +1325,17 @@ void GLBE_Init(void)
r_worldentity.light_avg[2] = 1;
R_InitFlashblends();
#ifdef FTE_TARGET_WEB
//only do this where we have to.
if (qglBufferSubDataARB)
{
qglGenBuffersARB(1, &shaderstate.streamvbo);
qglGenBuffersARB(1, &shaderstate.streamebo);
shaderstate.streamvbo_length = shaderstate.streamvbo_offset = 65536*16 * 64*sizeof(vec_t);
shaderstate.streamebo_length = shaderstate.streamebo_offset = 65536*16 * sizeof(index_t);
}
#endif
}
//end tables
@ -3663,13 +3681,375 @@ static void DrawMeshes(void)
}
}
static qboolean BE_GenTempMeshVBO(vbo_t **vbo, mesh_t *m)
{
int i;
*vbo = &shaderstate.dummyvbo;
//this code is shit shit shit.
if (shaderstate.streamvbo)
{
//chances are that these will stay active.
GL_DeselectVAO();
GL_SelectVBO(shaderstate.streamvbo);
GL_SelectEBO(shaderstate.streamebo);
//orphan the old buffer if we're about to overflow it.
//fixme: we should bufferflip.
if (shaderstate.streamvbo_offset + 4*33*m->numvertexes)
{
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_length, NULL, GL_STREAM_DRAW_ARB);
shaderstate.streamvbo_offset = 0;
}
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->xyz_array) * m->numvertexes, m->xyz_array);
shaderstate.dummyvbo.coord.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.coord.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->xyz_array) * m->numvertexes;
if (m->xyz2_array)
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->xyz2_array) * m->numvertexes, m->xyz2_array);
shaderstate.dummyvbo.coord2.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.coord2.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->xyz2_array) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.coord2.gl.addr = NULL;
shaderstate.dummyvbo.coord2.gl.vbo = 0;
}
if (m->st_array)
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->st_array) * m->numvertexes, m->st_array);
shaderstate.dummyvbo.texcoord.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.texcoord.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->st_array) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.texcoord.gl.addr = NULL;
shaderstate.dummyvbo.texcoord.gl.vbo = 0;
}
for (i = 0; i < MAXLIGHTMAPS; i++)
{
if (m->lmst_array[i])
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->lmst_array[i]) * m->numvertexes, m->lmst_array[i]);
shaderstate.dummyvbo.lmcoord[i].gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.lmcoord[i].gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->lmst_array[i]) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.lmcoord[i].gl.addr = NULL;
shaderstate.dummyvbo.lmcoord[i].gl.vbo = 0;
}
}
if (m->normals_array)
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->normals_array) * m->numvertexes, m->normals_array);
shaderstate.dummyvbo.normals.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.normals.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->normals_array) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.normals.gl.addr = NULL;
shaderstate.dummyvbo.normals.gl.vbo = 0;
}
if (m->snormals_array)
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->snormals_array) * m->numvertexes, m->snormals_array);
shaderstate.dummyvbo.svector.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.svector.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->snormals_array) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.svector.gl.addr = NULL;
shaderstate.dummyvbo.svector.gl.vbo = 0;
}
if (m->tnormals_array)
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->tnormals_array) * m->numvertexes, m->tnormals_array);
shaderstate.dummyvbo.tvector.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.tvector.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->tnormals_array) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.tvector.gl.addr = NULL;
shaderstate.dummyvbo.tvector.gl.vbo = 0;
}
if (m->colors4f_array)
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->colors4f_array) * m->numvertexes, m->colors4f_array);
shaderstate.dummyvbo.colours.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.colours.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->colors4f_array) * m->numvertexes;
shaderstate.colourarraytype = GL_FLOAT;
}
else if (m->colors4b_array)
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->colors4b_array) * m->numvertexes, m->colors4b_array);
shaderstate.dummyvbo.colours.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.colours.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->colors4b_array) * m->numvertexes;
shaderstate.colourarraytype = GL_UNSIGNED_BYTE;
}
else
{
shaderstate.dummyvbo.colours.gl.addr = NULL;
shaderstate.dummyvbo.colours.gl.vbo = 0;
shaderstate.colourarraytype = GL_FLOAT;
}
if (m->bonenums)
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->bonenums) * m->numvertexes, m->bonenums);
shaderstate.dummyvbo.bonenums.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.bonenums.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->bonenums) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.bonenums.gl.addr = NULL;
shaderstate.dummyvbo.bonenums.gl.vbo = 0;
}
if (m->boneweights)
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, shaderstate.streamvbo_offset, sizeof(*m->boneweights) * m->numvertexes, m->boneweights);
shaderstate.dummyvbo.boneweights.gl.addr = (void*)shaderstate.streamvbo_offset;
shaderstate.dummyvbo.boneweights.gl.vbo = shaderstate.streamvbo;
shaderstate.streamvbo_offset += sizeof(*m->boneweights) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.boneweights.gl.addr = NULL;
shaderstate.dummyvbo.boneweights.gl.vbo = 0;
}
//and finally the elements array, which is a much simpler affair
if (shaderstate.streamebo_offset + m->numindexes*sizeof(*m->indexes))
{
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.streamebo_length, NULL, GL_STREAM_DRAW_ARB);
shaderstate.streamebo_offset = 0;
}
qglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.streamebo_offset, sizeof(*m->indexes) * m->numindexes, m->indexes);
shaderstate.dummyvbo.indicies.gl.addr = (void*)shaderstate.streamebo_offset;
shaderstate.dummyvbo.indicies.gl.vbo = shaderstate.streamebo;
shaderstate.streamebo_offset += sizeof(*m->indexes) * m->numindexes;
}
else
{
//client memory. may be slower. may be faster.
shaderstate.dummyvbo.coord.gl.addr = m->xyz_array;
shaderstate.dummyvbo.coord2.gl.addr = m->xyz2_array;
shaderstate.dummyvbo.texcoord.gl.addr = m->st_array;
shaderstate.dummyvbo.indicies.gl.addr = m->indexes;
shaderstate.dummyvbo.normals.gl.addr = m->normals_array;
shaderstate.dummyvbo.svector.gl.addr = m->snormals_array;
shaderstate.dummyvbo.tvector.gl.addr = m->tnormals_array;
if (m->colors4f_array)
{
shaderstate.colourarraytype = GL_FLOAT;
shaderstate.dummyvbo.colours.gl.addr = m->colors4f_array;
}
else
{
shaderstate.colourarraytype = GL_UNSIGNED_BYTE;
shaderstate.dummyvbo.colours.gl.addr = m->colors4b_array;
}
shaderstate.dummyvbo.bonenums.gl.addr = m->bonenums;
shaderstate.dummyvbo.boneweights.gl.addr = m->boneweights;
}
shaderstate.dummyvbo.bones = m->bones;
shaderstate.dummyvbo.numbones = m->numbones;
shaderstate.meshcount = 1;
shaderstate.meshes = &m;
/*
static vbo_t tmpvbo;
D3D11_MAPPED_SUBRESOURCE msr;
int i;
D3D11_MAP type;
int sz;
//vbo first
{
vbovdata_t *out;
sz = sizeof(*out) * mesh->numvertexes;
if (shaderstate.purgevertexstream || shaderstate.vertexstreamoffset + sz > VERTEXSTREAMSIZE)
{
shaderstate.purgevertexstream = false;
shaderstate.vertexstreamoffset = 0;
type = D3D11_MAP_WRITE_DISCARD;
}
else
{
type = D3D11_MAP_WRITE_NO_OVERWRITE; //yes sir, sorry sir, we promise to not break anything
}
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)shaderstate.vertexstream, 0, type, 0, &msr)))
{
Con_Printf("BE_RotateForEntity: failed to map vertex stream buffer start\n");
return false;
}
//figure out where our pointer is and mark it as consumed
out = (vbovdata_t*)((qbyte*)msr.pData + shaderstate.vertexstreamoffset);
//FIXME: do we actually need to bother setting all this junk?
tmpvbo.coord.d3d.buff = shaderstate.vertexstream;
tmpvbo.coord.d3d.offs = (quintptr_t)&out[0].coord - (quintptr_t)&out[0] + shaderstate.vertexstreamoffset;
tmpvbo.texcoord.d3d.buff = shaderstate.vertexstream;
tmpvbo.texcoord.d3d.offs = (quintptr_t)&out[0].tex - (quintptr_t)&out[0] + shaderstate.vertexstreamoffset;
tmpvbo.lmcoord[0].d3d.buff = shaderstate.vertexstream;
tmpvbo.lmcoord[0].d3d.offs = (quintptr_t)&out[0].lm - (quintptr_t)&out[0] + shaderstate.vertexstreamoffset;
tmpvbo.normals.d3d.buff = shaderstate.vertexstream;
tmpvbo.normals.d3d.offs = (quintptr_t)&out[0].ndir - (quintptr_t)&out[0] + shaderstate.vertexstreamoffset;
tmpvbo.svector.d3d.buff = shaderstate.vertexstream;
tmpvbo.svector.d3d.offs = (quintptr_t)&out[0].sdir - (quintptr_t)&out[0] + shaderstate.vertexstreamoffset;
tmpvbo.tvector.d3d.buff = shaderstate.vertexstream;
tmpvbo.tvector.d3d.offs = (quintptr_t)&out[0].tdir - (quintptr_t)&out[0] + shaderstate.vertexstreamoffset;
tmpvbo.colours.d3d.buff = shaderstate.vertexstream;
tmpvbo.colours.d3d.offs = (quintptr_t)&out[0].colorsb - (quintptr_t)&out[0] + shaderstate.vertexstreamoffset;
//consumed
shaderstate.vertexstreamoffset += sz;
//now vomit into the buffer
if (!mesh->normals_array && mesh->colors4f_array)
{
//2d drawing
for (i = 0; i < mesh->numvertexes; i++)
{
VectorCopy(mesh->xyz_array[i], out[i].coord);
Vector2Copy(mesh->st_array[i], out[i].tex);
VectorClear(out[i].ndir);
VectorClear(out[i].sdir);
VectorClear(out[i].tdir);
Vector4Scale(mesh->colors4f_array[i], 255, out[i].colorsb);
}
}
else if (!mesh->normals_array && mesh->colors4b_array)
{
//2d drawing, ish
for (i = 0; i < mesh->numvertexes; i++)
{
VectorCopy(mesh->xyz_array[i], out[i].coord);
Vector2Copy(mesh->st_array[i], out[i].tex);
VectorClear(out[i].ndir);
VectorClear(out[i].sdir);
VectorClear(out[i].tdir);
*(unsigned int*)out[i].colorsb = *(unsigned int*)mesh->colors4b_array[i];
}
}
else if (mesh->normals_array && !mesh->colors4f_array && !mesh->colors4b_array)
{
//hlsl-lit models
for (i = 0; i < mesh->numvertexes; i++)
{
VectorCopy(mesh->xyz_array[i], out[i].coord);
Vector2Copy(mesh->st_array[i], out[i].tex);
VectorCopy(mesh->normals_array[i], out[i].ndir);
VectorCopy(mesh->snormals_array[i], out[i].sdir);
VectorCopy(mesh->tnormals_array[i], out[i].tdir);
*(unsigned int*)out[i].colorsb = 0xffffffff; //write colours to ensure nothing is read back within the cpu cache block.
}
}
else
{
//common stuff
for (i = 0; i < mesh->numvertexes; i++)
{
VectorCopy(mesh->xyz_array[i], out[i].coord);
Vector2Copy(mesh->st_array[i], out[i].tex);
}
//not so common stuff
if (mesh->normals_array)
{
for (i = 0; i < mesh->numvertexes; i++)
{
VectorCopy(mesh->normals_array[i], out[i].ndir);
VectorCopy(mesh->snormals_array[i], out[i].sdir);
VectorCopy(mesh->tnormals_array[i], out[i].tdir);
}
}
//some sort of colours
if (mesh->colors4b_array)
{
for (i = 0; i < mesh->numvertexes; i++)
{
Vector4Copy(mesh->colors4b_array[i], out[i].colorsb);
}
}
else if (mesh->colors4f_array)
{
for (i = 0; i < mesh->numvertexes; i++)
{
Vector4Scale(mesh->colors4f_array[i], 255, out[i].colorsb);
}
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
Vector4Set(out[i].colorsb, 255, 255, 255, 255);
}
}
}
//and we're done
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)shaderstate.vertexstream, 0);
}
//now ebo
{
index_t *out;
sz = sizeof(*out) * mesh->numindexes;
if (shaderstate.purgeindexstream || shaderstate.indexstreamoffset + sz > VERTEXSTREAMSIZE)
{
shaderstate.purgeindexstream = false;
shaderstate.indexstreamoffset = 0;
type = D3D11_MAP_WRITE_DISCARD;
}
else
{
type = D3D11_MAP_WRITE_NO_OVERWRITE;
}
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)shaderstate.indexstream, 0, type, 0, &msr)))
{
Con_Printf("BE_RotateForEntity: failed to map vertex stream buffer start\n");
return false;
}
out = (index_t*)((qbyte*)msr.pData + shaderstate.indexstreamoffset);
tmpvbo.indicies.d3d.buff = shaderstate.indexstream;
tmpvbo.indicies.d3d.offs = shaderstate.indexstreamoffset;
//consumed
shaderstate.indexstreamoffset += sz;
memcpy(out, mesh->indexes, sz);
//and we're done
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)shaderstate.indexstream, 0);
}
tmpvbo.indexcount = mesh->numindexes;
tmpvbo.vertcount = mesh->numvertexes;
tmpvbo.next = NULL;
*vbo = &tmpvbo;
*/
return true;
}
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
shaderstate.curbatch = &shaderstate.dummybatch;
if (!vbo)
{
mesh_t *m;
shaderstate.sourcevbo = &shaderstate.dummyvbo;
shaderstate.curshader = shader;
shaderstate.flags = beflags;
TRACE(("GLBE_DrawMesh_List: shader %s\n", shader->name));
@ -3683,27 +4063,8 @@ void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_
{
m = *meshlist++;
shaderstate.dummyvbo.coord.gl.addr = m->xyz_array;
shaderstate.dummyvbo.coord2.gl.addr = m->xyz2_array;
shaderstate.dummyvbo.texcoord.gl.addr = m->st_array;
shaderstate.dummyvbo.indicies.gl.addr = m->indexes;
shaderstate.dummyvbo.normals.gl.addr = m->normals_array;
shaderstate.dummyvbo.svector.gl.addr = m->snormals_array;
shaderstate.dummyvbo.tvector.gl.addr = m->tnormals_array;
if (m->colors4f_array)
{
shaderstate.colourarraytype = GL_FLOAT;
shaderstate.dummyvbo.colours.gl.addr = m->colors4f_array;
}
else
{
shaderstate.colourarraytype = GL_UNSIGNED_BYTE;
shaderstate.dummyvbo.colours.gl.addr = m->colors4b_array;
}
shaderstate.dummyvbo.bones = m->bones;
shaderstate.dummyvbo.numbones = m->numbones;
shaderstate.dummyvbo.bonenums.gl.addr = m->bonenums;
shaderstate.dummyvbo.boneweights.gl.addr = m->boneweights;
if (!BE_GenTempMeshVBO(&shaderstate.sourcevbo, m))
continue;
shaderstate.meshcount = 1;
shaderstate.meshes = &m;
@ -3745,29 +4106,10 @@ void GLBE_SubmitBatch(batch_t *batch)
}
else
{
shaderstate.dummyvbo.coord.gl.addr = batch->mesh[0]->xyz_array;
shaderstate.dummyvbo.coord2.gl.addr = batch->mesh[0]->xyz2_array;
shaderstate.dummyvbo.texcoord.gl.addr = batch->mesh[0]->st_array;
shaderstate.dummyvbo.lmcoord[0].gl.addr = batch->mesh[0]->lmst_array[0];
shaderstate.dummyvbo.indicies.gl.addr = batch->mesh[0]->indexes;
shaderstate.dummyvbo.normals.gl.addr = batch->mesh[0]->normals_array;
shaderstate.dummyvbo.svector.gl.addr = batch->mesh[0]->snormals_array;
shaderstate.dummyvbo.tvector.gl.addr = batch->mesh[0]->tnormals_array;
if (batch->mesh[0]->colors4f_array)
{
shaderstate.colourarraytype = GL_FLOAT;
shaderstate.dummyvbo.colours.gl.addr = batch->mesh[0]->colors4f_array;
}
else
{
shaderstate.colourarraytype = GL_UNSIGNED_BYTE;
shaderstate.dummyvbo.colours.gl.addr = batch->mesh[0]->colors4b_array;
}
shaderstate.dummyvbo.bones = batch->mesh[0]->bones;
shaderstate.dummyvbo.numbones = batch->mesh[0]->numbones;
shaderstate.dummyvbo.bonenums.gl.addr = batch->mesh[0]->bonenums;
shaderstate.dummyvbo.boneweights.gl.addr = batch->mesh[0]->boneweights;
shaderstate.sourcevbo = &shaderstate.dummyvbo;
//we're only allowed one mesh per batch if there's no vbo info.
if (!BE_GenTempMeshVBO(&shaderstate.sourcevbo, batch->mesh[0]))
return;
lm = -1;
}