doom3-bfg/neo/renderer/VertexCache.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#ifndef __VERTEXCACHE2_H__
#define __VERTEXCACHE2_H__
const int VERTCACHE_INDEX_MEMORY_PER_FRAME = 31 * 1024 * 1024;
const int VERTCACHE_VERTEX_MEMORY_PER_FRAME = 31 * 1024 * 1024;
const int VERTCACHE_JOINT_MEMORY_PER_FRAME = 256 * 1024;
const int VERTCACHE_NUM_FRAMES = 2;
// there are a lot more static indexes than vertexes, because interactions are just new
// index lists that reference existing vertexes
const int STATIC_INDEX_MEMORY = 31 * 1024 * 1024;
const int STATIC_VERTEX_MEMORY = 31 * 1024 * 1024; // make sure it fits in VERTCACHE_OFFSET_MASK!
// vertCacheHandle_t packs size, offset, and frame number into 64 bits
typedef uint64 vertCacheHandle_t;
const int VERTCACHE_STATIC = 1; // in the static set, not the per-frame set
const int VERTCACHE_SIZE_SHIFT = 1;
const int VERTCACHE_SIZE_MASK = 0x7fffff; // 8 megs
const int VERTCACHE_OFFSET_SHIFT = 24;
const int VERTCACHE_OFFSET_MASK = 0x1ffffff; // 32 megs
const int VERTCACHE_FRAME_SHIFT = 49;
const int VERTCACHE_FRAME_MASK = 0x7fff; // 15 bits = 32k frames to wrap around
const int VERTEX_CACHE_ALIGN = 32;
const int INDEX_CACHE_ALIGN = 16;
const int JOINT_CACHE_ALIGN = 16;
enum cacheType_t {
CACHE_VERTEX,
CACHE_INDEX,
CACHE_JOINT
};
struct geoBufferSet_t {
idIndexBuffer indexBuffer;
idVertexBuffer vertexBuffer;
idJointBuffer jointBuffer;
byte * mappedVertexBase;
byte * mappedIndexBase;
byte * mappedJointBase;
idSysInterlockedInteger indexMemUsed;
idSysInterlockedInteger vertexMemUsed;
idSysInterlockedInteger jointMemUsed;
int allocations; // number of index and vertex allocations combined
};
class idVertexCache {
public:
void Init( bool restart = false );
void Shutdown();
void PurgeAll();
// call on loading a new map
void FreeStaticData();
// this data is only valid for one frame of rendering
vertCacheHandle_t AllocVertex( const void * data, int bytes ) {
return ActuallyAlloc( frameData[listNum], data, bytes, CACHE_VERTEX );
}
vertCacheHandle_t AllocIndex( const void * data, int bytes ) {
return ActuallyAlloc( frameData[listNum], data, bytes, CACHE_INDEX );
}
vertCacheHandle_t AllocJoint( const void * data, int bytes ) {
return ActuallyAlloc( frameData[listNum], data, bytes, CACHE_JOINT );
}
// this data is valid until the next map load
vertCacheHandle_t AllocStaticVertex( const void * data, int bytes ) {
if ( staticData.vertexMemUsed.GetValue() + bytes > STATIC_VERTEX_MEMORY ) {
idLib::FatalError( "AllocStaticVertex failed, increase STATIC_VERTEX_MEMORY" );
}
return ActuallyAlloc( staticData, data, bytes, CACHE_VERTEX );
}
vertCacheHandle_t AllocStaticIndex( const void * data, int bytes ) {
if ( staticData.indexMemUsed.GetValue() + bytes > STATIC_INDEX_MEMORY ) {
idLib::FatalError( "AllocStaticIndex failed, increase STATIC_INDEX_MEMORY" );
}
return ActuallyAlloc( staticData, data, bytes, CACHE_INDEX );
}
byte * MappedVertexBuffer( vertCacheHandle_t handle ) {
release_assert( !CacheIsStatic( handle ) );
const uint64 offset = (int)( handle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
const uint64 frameNum = (int)( handle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
release_assert( frameNum == ( currentFrame & VERTCACHE_FRAME_MASK ) );
return frameData[ listNum ].mappedVertexBase + offset;
}
byte * MappedIndexBuffer( vertCacheHandle_t handle ) {
release_assert( !CacheIsStatic( handle ) );
const uint64 offset = (int)( handle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
const uint64 frameNum = (int)( handle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
release_assert( frameNum == ( currentFrame & VERTCACHE_FRAME_MASK ) );
return frameData[ listNum ].mappedIndexBase + offset;
}
// Returns false if it's been purged
// This can only be called by the front end, the back end should only be looking at
// vertCacheHandle_t that are already validated.
bool CacheIsCurrent( const vertCacheHandle_t handle ) {
const int isStatic = handle & VERTCACHE_STATIC;
if ( isStatic ) {
return true;
}
const uint64 frameNum = (int)( handle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
if ( frameNum != ( currentFrame & VERTCACHE_FRAME_MASK ) ) {
return false;
}
return true;
}
static bool CacheIsStatic( const vertCacheHandle_t handle ) {
return ( handle & VERTCACHE_STATIC ) != 0;
}
// vb/ib is a temporary reference -- don't store it
bool GetVertexBuffer( vertCacheHandle_t handle, idVertexBuffer * vb );
bool GetIndexBuffer( vertCacheHandle_t handle, idIndexBuffer * ib );
bool GetJointBuffer( vertCacheHandle_t handle, idJointBuffer * jb );
void BeginBackEnd();
public:
int currentFrame; // for determining the active buffers
int listNum; // currentFrame % VERTCACHE_NUM_FRAMES
int drawListNum; // (currentFrame-1) % VERTCACHE_NUM_FRAMES
geoBufferSet_t staticData;
geoBufferSet_t frameData[VERTCACHE_NUM_FRAMES];
// High water marks for the per-frame buffers
int mostUsedVertex;
int mostUsedIndex;
int mostUsedJoint;
// Try to make room for <bytes> bytes
vertCacheHandle_t ActuallyAlloc( geoBufferSet_t & vcs, const void * data, int bytes, cacheType_t type );
};
// platform specific code to memcpy into vertex buffers efficiently
// 16 byte alignment is guaranteed
void CopyBuffer( byte * dst, const byte * src, int numBytes );
extern idVertexCache vertexCache;
#endif // __VERTEXCACHE2_H__