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