q3rally/engine/code/renderergl2/tr_vbo.c
zturtleman 96a9e2a9aa ioquake3 resync to revision 3511 from 3444.
This updates from SDL 2.0.4 to SDL 2.0.8.

Fix nullptr dereference in front of nullptr check in FS_CheckPak0
Fix undefined behaviour due to shifting signed in snd_mem.c
Fix shifting bits out of byte in tr_font.c
Fix shift into sign in cl_cin.c
Fix signed bit operations in MSG_ReadBits
Add missing address operator in cm_polylib.c
OpenGL1: Decay float[8] to float * in tr_marks.c
Avoid srcList[-1] in snd_openal.c
Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars
Maximize cURL buffer size
Fix mouse grab after toggling fullscreen
Fix q3history buffer not cleared between mods and OOB-access
Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything."
Fix displayed color/depth/stencil bits values
Restore setting r_colorbits in q3_ui
Make setting r_stencilbits more consistent in Team Arena UI
Fix map list in Team Arena start server menu after entering SP menu
Support SDL audio devices that require float32 samples.
sdl_snd.c should just initialize SDL audio without checking SDL_WasInit().
There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio().
Added audio capture support to SDL backend.
Use the SDL2 audio device interface instead of the legacy 1.2 API.
Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8.
Update SDL2 to 2.0.8
Add SDL 2.0.1 headers for macOS PPC
Make macOS Universal Bundle target 10.6 for x86 and x86_64
Fix possible bot goal state NULL pointer dereference
Fix uninitialized bot_goal_t fields
Remove unnecessary NULL pointer check in Cmd_RemoveCommand
Make UI_DrawProportionalString handle NULL string
Fix compiling against macOS system OpenAL and SDL2 frameworks
Fix array index in CanDamage() function - discovered by MARTY
Fix compiling Makefile (broke in macOS frameworks commit)
Fix clearing keys for control in Team Arena UI
Make s_useOpenAL be CVAR_LATCH
Improvements for dedicated camera followers (team follow1/2)
Fix not closing description.txt and fix path seperator
Fix duplicate bots displayed in Team Arena ingame add bot menu
OpenGL2: Fix parsing specularScale in shaders
Don't allow SDL audio capture using pulseaudio
Isolate the Altivec code so non-Altivec PPC targets can use the same binary.
Limit -maltivec to specific source files on OpenBSD too (untested)
Use SDL 2.0.1 headers for macOS ppc64
Fix console offset while Team Arena voiceMenu is open
OpenGL2: Readd r_deluxeSpecular.
Fix client kicked as unpure when missing the latest cgame/ui pk3s
Don't create multiple windows when GL context creation fails
Require OpenGL 1.2 for GL_CLAMP_TO_EDGE
Fix Linux uninstaller requiring Bash
Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh
Reported by @illwieckz.
Fix in_restart causing fatal error while video is shutdown
Allow pkg-config binary to be overridden with PKG_CONFIG
Make testgun command without argument disable test gun model
Remove unused renderer_buffer variable
Don't upload 8 bit grayscale images as 16 bit luminance
OpenGL1: Use RE_UploadCinematic() instead of duplicate code
Don't load non-core GL functions for OpenGL 3.2 core context
Load OpenGL ES 2.0 function procs
Don't check fixed function GL extensions when using shader pipeline
OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short
OpenGL2: Misc fixes and cleanup
Fix IQM root joint backlerp when joint number is more than 0
Improve IQM loading
Improve IQM CPU vertex skinning performance
OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00

968 lines
29 KiB
C

/*
===========================================================================
Copyright (C) 2007-2009 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL 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 2 of the License,
or (at your option) any later version.
XreaL 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 XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_vbo.c
#include "tr_local.h"
void R_VaoPackTangent(int16_t *out, vec4_t v)
{
out[0] = v[0] * 32767.0f + (v[0] > 0.0f ? 0.5f : -0.5f);
out[1] = v[1] * 32767.0f + (v[1] > 0.0f ? 0.5f : -0.5f);
out[2] = v[2] * 32767.0f + (v[2] > 0.0f ? 0.5f : -0.5f);
out[3] = v[3] * 32767.0f + (v[3] > 0.0f ? 0.5f : -0.5f);
}
void R_VaoPackNormal(int16_t *out, vec3_t v)
{
out[0] = v[0] * 32767.0f + (v[0] > 0.0f ? 0.5f : -0.5f);
out[1] = v[1] * 32767.0f + (v[1] > 0.0f ? 0.5f : -0.5f);
out[2] = v[2] * 32767.0f + (v[2] > 0.0f ? 0.5f : -0.5f);
out[3] = 0;
}
void R_VaoPackColor(uint16_t *out, vec4_t c)
{
out[0] = c[0] * 65535.0f + 0.5f;
out[1] = c[1] * 65535.0f + 0.5f;
out[2] = c[2] * 65535.0f + 0.5f;
out[3] = c[3] * 65535.0f + 0.5f;
}
void R_VaoUnpackTangent(vec4_t v, int16_t *pack)
{
v[0] = pack[0] / 32767.0f;
v[1] = pack[1] / 32767.0f;
v[2] = pack[2] / 32767.0f;
v[3] = pack[3] / 32767.0f;
}
void R_VaoUnpackNormal(vec3_t v, int16_t *pack)
{
v[0] = pack[0] / 32767.0f;
v[1] = pack[1] / 32767.0f;
v[2] = pack[2] / 32767.0f;
}
void Vao_SetVertexPointers(vao_t *vao)
{
int attribIndex;
// set vertex pointers
for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
{
uint32_t attribBit = 1 << attribIndex;
vaoAttrib_t *vAtb = &vao->attribs[attribIndex];
if (vAtb->enabled)
{
qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
if (glRefConfig.vertexArrayObject || !(glState.vertexAttribsEnabled & attribBit))
qglEnableVertexAttribArray(attribIndex);
if (!glRefConfig.vertexArrayObject || vao == tess.vao)
glState.vertexAttribsEnabled |= attribBit;
}
else
{
// don't disable vertex attribs when using vertex array objects
// Vao_SetVertexPointers is only called during init when using VAOs, and vertex attribs start disabled anyway
if (!glRefConfig.vertexArrayObject && (glState.vertexAttribsEnabled & attribBit))
qglDisableVertexAttribArray(attribIndex);
if (!glRefConfig.vertexArrayObject || vao == tess.vao)
glState.vertexAttribsEnabled &= ~attribBit;
}
}
}
/*
============
R_CreateVao
============
*/
vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage)
{
vao_t *vao;
int glUsage;
switch (usage)
{
case VAO_USAGE_STATIC:
glUsage = GL_STATIC_DRAW;
break;
case VAO_USAGE_DYNAMIC:
glUsage = GL_DYNAMIC_DRAW;
break;
default:
ri.Error(ERR_FATAL, "bad vaoUsage_t given: %i", usage);
return NULL;
}
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "R_CreateVao: \"%s\" is too long", name);
}
if ( tr.numVaos == MAX_VAOS ) {
ri.Error( ERR_DROP, "R_CreateVao: MAX_VAOS hit");
}
R_IssuePendingRenderCommands();
vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
tr.numVaos++;
memset(vao, 0, sizeof(*vao));
Q_strncpyz(vao->name, name, sizeof(vao->name));
if (glRefConfig.vertexArrayObject)
{
qglGenVertexArrays(1, &vao->vao);
qglBindVertexArray(vao->vao);
}
vao->vertexesSize = vertexesSize;
qglGenBuffers(1, &vao->vertexesVBO);
qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
qglBufferData(GL_ARRAY_BUFFER, vertexesSize, vertexes, glUsage);
vao->indexesSize = indexesSize;
qglGenBuffers(1, &vao->indexesIBO);
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
qglBufferData(GL_ELEMENT_ARRAY_BUFFER, indexesSize, indexes, glUsage);
glState.currentVao = vao;
GL_CheckErrors();
return vao;
}
/*
============
R_CreateVao2
============
*/
vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *indexes)
{
vao_t *vao;
int i;
byte *data;
int dataSize;
int dataOfs;
int glUsage = GL_STATIC_DRAW;
if(!numVertexes || !numIndexes)
return NULL;
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "R_CreateVao2: \"%s\" is too long", name);
}
if ( tr.numVaos == MAX_VAOS ) {
ri.Error( ERR_DROP, "R_CreateVao2: MAX_VAOS hit");
}
R_IssuePendingRenderCommands();
vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
tr.numVaos++;
memset(vao, 0, sizeof(*vao));
Q_strncpyz(vao->name, name, sizeof(vao->name));
// since these vertex attributes are never altered, interleave them
vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
vao->attribs[ATTR_INDEX_POSITION ].count = 3;
vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
vao->attribs[ATTR_INDEX_COLOR ].count = 4;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_NORMAL ].type = GL_SHORT;
vao->attribs[ATTR_INDEX_TANGENT ].type = GL_SHORT;
vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_COLOR ].type = GL_UNSIGNED_SHORT;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT;
vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_POSITION ].offset = 0; dataSize = sizeof(verts[0].xyz);
vao->attribs[ATTR_INDEX_NORMAL ].offset = dataSize; dataSize += sizeof(verts[0].normal);
vao->attribs[ATTR_INDEX_TANGENT ].offset = dataSize; dataSize += sizeof(verts[0].tangent);
vao->attribs[ATTR_INDEX_TEXCOORD ].offset = dataSize; dataSize += sizeof(verts[0].st);
vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = dataSize; dataSize += sizeof(verts[0].lightmap);
vao->attribs[ATTR_INDEX_COLOR ].offset = dataSize; dataSize += sizeof(verts[0].color);
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(verts[0].lightdir);
vao->attribs[ATTR_INDEX_POSITION ].stride = dataSize;
vao->attribs[ATTR_INDEX_NORMAL ].stride = dataSize;
vao->attribs[ATTR_INDEX_TANGENT ].stride = dataSize;
vao->attribs[ATTR_INDEX_TEXCOORD ].stride = dataSize;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = dataSize;
vao->attribs[ATTR_INDEX_COLOR ].stride = dataSize;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = dataSize;
if (glRefConfig.vertexArrayObject)
{
qglGenVertexArrays(1, &vao->vao);
qglBindVertexArray(vao->vao);
}
// create VBO
dataSize *= numVertexes;
data = ri.Hunk_AllocateTempMemory(dataSize);
dataOfs = 0;
for (i = 0; i < numVertexes; i++)
{
// xyz
memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz));
dataOfs += sizeof(verts[i].xyz);
// normal
memcpy(data + dataOfs, &verts[i].normal, sizeof(verts[i].normal));
dataOfs += sizeof(verts[i].normal);
// tangent
memcpy(data + dataOfs, &verts[i].tangent, sizeof(verts[i].tangent));
dataOfs += sizeof(verts[i].tangent);
// texcoords
memcpy(data + dataOfs, &verts[i].st, sizeof(verts[i].st));
dataOfs += sizeof(verts[i].st);
// lightmap texcoords
memcpy(data + dataOfs, &verts[i].lightmap, sizeof(verts[i].lightmap));
dataOfs += sizeof(verts[i].lightmap);
// colors
memcpy(data + dataOfs, &verts[i].color, sizeof(verts[i].color));
dataOfs += sizeof(verts[i].color);
// light directions
memcpy(data + dataOfs, &verts[i].lightdir, sizeof(verts[i].lightdir));
dataOfs += sizeof(verts[i].lightdir);
}
vao->vertexesSize = dataSize;
qglGenBuffers(1, &vao->vertexesVBO);
qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
qglBufferData(GL_ARRAY_BUFFER, vao->vertexesSize, data, glUsage);
// create IBO
vao->indexesSize = numIndexes * sizeof(glIndex_t);
qglGenBuffers(1, &vao->indexesIBO);
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
qglBufferData(GL_ELEMENT_ARRAY_BUFFER, vao->indexesSize, indexes, glUsage);
Vao_SetVertexPointers(vao);
glState.currentVao = vao;
GL_CheckErrors();
ri.Hunk_FreeTempMemory(data);
return vao;
}
/*
============
R_BindVao
============
*/
void R_BindVao(vao_t * vao)
{
if(!vao)
{
//R_BindNullVao();
ri.Error(ERR_DROP, "R_BindVao: NULL vao");
return;
}
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- R_BindVao( %s ) ---\n", vao->name));
}
if(glState.currentVao != vao)
{
glState.currentVao = vao;
glState.vertexAttribsInterpolation = 0;
glState.vertexAnimation = qfalse;
backEnd.pc.c_vaoBinds++;
if (glRefConfig.vertexArrayObject)
{
qglBindVertexArray(vao->vao);
// Intel Graphics doesn't save GL_ELEMENT_ARRAY_BUFFER binding with VAO binding.
if (glRefConfig.intelGraphics || vao == tess.vao)
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
// tess VAO always has buffers bound
if (vao == tess.vao)
qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
}
else
{
qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
// tess VAO doesn't have vertex pointers set until data is uploaded
if (vao != tess.vao)
Vao_SetVertexPointers(vao);
}
}
}
/*
============
R_BindNullVao
============
*/
void R_BindNullVao(void)
{
GLimp_LogComment("--- R_BindNullVao ---\n");
if(glState.currentVao)
{
if (glRefConfig.vertexArrayObject)
{
qglBindVertexArray(0);
// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
if (1) qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else
{
qglBindBuffer(GL_ARRAY_BUFFER, 0);
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glState.currentVao = NULL;
}
GL_CheckErrors();
}
/*
============
R_InitVaos
============
*/
void R_InitVaos(void)
{
int vertexesSize, indexesSize;
int offset;
ri.Printf(PRINT_ALL, "------- R_InitVaos -------\n");
tr.numVaos = 0;
vertexesSize = sizeof(tess.xyz[0]);
vertexesSize += sizeof(tess.normal[0]);
vertexesSize += sizeof(tess.tangent[0]);
vertexesSize += sizeof(tess.color[0]);
vertexesSize += sizeof(tess.texCoords[0]);
vertexesSize += sizeof(tess.lightCoords[0]);
vertexesSize += sizeof(tess.lightdir[0]);
vertexesSize *= SHADER_MAX_VERTEXES;
indexesSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES;
tess.vao = R_CreateVao("tessVertexArray_VAO", NULL, vertexesSize, NULL, indexesSize, VAO_USAGE_DYNAMIC);
offset = 0;
tess.vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
tess.vao->attribs[ATTR_INDEX_POSITION ].count = 3;
tess.vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
tess.vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
tess.vao->attribs[ATTR_INDEX_COLOR ].count = 4;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
tess.vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_NORMAL ].type = GL_SHORT;
tess.vao->attribs[ATTR_INDEX_TANGENT ].type = GL_SHORT;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_COLOR ].type = GL_UNSIGNED_SHORT;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT;
tess.vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_POSITION ].offset = offset; offset += sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_NORMAL ].offset = offset; offset += sizeof(tess.normal[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].offset = offset; offset += sizeof(tess.texCoords[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = offset; offset += sizeof(tess.lightCoords[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_COLOR ].offset = offset; offset += sizeof(tess.color[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = offset;
tess.vao->attribs[ATTR_INDEX_POSITION ].stride = sizeof(tess.xyz[0]);
tess.vao->attribs[ATTR_INDEX_NORMAL ].stride = sizeof(tess.normal[0]);
tess.vao->attribs[ATTR_INDEX_TANGENT ].stride = sizeof(tess.tangent[0]);
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].stride = sizeof(tess.texCoords[0]);
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = sizeof(tess.lightCoords[0]);
tess.vao->attribs[ATTR_INDEX_COLOR ].stride = sizeof(tess.color[0]);
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = sizeof(tess.lightdir[0]);
tess.attribPointers[ATTR_INDEX_POSITION] = tess.xyz;
tess.attribPointers[ATTR_INDEX_NORMAL] = tess.normal;
tess.attribPointers[ATTR_INDEX_TANGENT] = tess.tangent;
tess.attribPointers[ATTR_INDEX_TEXCOORD] = tess.texCoords;
tess.attribPointers[ATTR_INDEX_LIGHTCOORD] = tess.lightCoords;
tess.attribPointers[ATTR_INDEX_COLOR] = tess.color;
tess.attribPointers[ATTR_INDEX_LIGHTDIRECTION] = tess.lightdir;
Vao_SetVertexPointers(tess.vao);
R_BindNullVao();
VaoCache_Init();
GL_CheckErrors();
}
/*
============
R_ShutdownVaos
============
*/
void R_ShutdownVaos(void)
{
int i;
vao_t *vao;
ri.Printf(PRINT_ALL, "------- R_ShutdownVaos -------\n");
R_BindNullVao();
for(i = 0; i < tr.numVaos; i++)
{
vao = tr.vaos[i];
if(vao->vao)
qglDeleteVertexArrays(1, &vao->vao);
if(vao->vertexesVBO)
{
qglDeleteBuffers(1, &vao->vertexesVBO);
}
if(vao->indexesIBO)
{
qglDeleteBuffers(1, &vao->indexesIBO);
}
}
tr.numVaos = 0;
}
/*
============
R_VaoList_f
============
*/
void R_VaoList_f(void)
{
int i;
vao_t *vao;
int vertexesSize = 0;
int indexesSize = 0;
ri.Printf(PRINT_ALL, " size name\n");
ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
for(i = 0; i < tr.numVaos; i++)
{
vao = tr.vaos[i];
ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->vertexesSize / (1024 * 1024),
(vao->vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name);
vertexesSize += vao->vertexesSize;
}
for(i = 0; i < tr.numVaos; i++)
{
vao = tr.vaos[i];
ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->indexesSize / (1024 * 1024),
(vao->indexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name);
indexesSize += vao->indexesSize;
}
ri.Printf(PRINT_ALL, " %i total VAOs\n", tr.numVaos);
ri.Printf(PRINT_ALL, " %d.%02d MB total vertices memory\n", vertexesSize / (1024 * 1024),
(vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
ri.Printf(PRINT_ALL, " %d.%02d MB total triangle indices memory\n", indexesSize / (1024 * 1024),
(indexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
}
/*
==============
RB_UpdateTessVao
Adapted from Tess_UpdateVBOs from xreal
Update the default VAO to replace the client side vertex arrays
==============
*/
void RB_UpdateTessVao(unsigned int attribBits)
{
GLimp_LogComment("--- RB_UpdateTessVao ---\n");
backEnd.pc.c_dynamicVaoDraws++;
// update the default VAO
if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES && tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES)
{
int attribIndex;
int attribUpload;
R_BindVao(tess.vao);
// orphan old vertex buffer so we don't stall on it
qglBufferData(GL_ARRAY_BUFFER, tess.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW);
// if nothing to set, set everything
if(!(attribBits & ATTR_BITS))
attribBits = ATTR_BITS;
attribUpload = attribBits;
for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
{
uint32_t attribBit = 1 << attribIndex;
vaoAttrib_t *vAtb = &tess.vao->attribs[attribIndex];
if (attribUpload & attribBit)
{
// note: tess has a VBO where stride == size
qglBufferSubData(GL_ARRAY_BUFFER, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]);
}
if (attribBits & attribBit)
{
if (!glRefConfig.vertexArrayObject)
qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
if (!(glState.vertexAttribsEnabled & attribBit))
{
qglEnableVertexAttribArray(attribIndex);
glState.vertexAttribsEnabled |= attribBit;
}
}
else
{
if ((glState.vertexAttribsEnabled & attribBit))
{
qglDisableVertexAttribArray(attribIndex);
glState.vertexAttribsEnabled &= ~attribBit;
}
}
}
// orphan old index buffer so we don't stall on it
qglBufferData(GL_ELEMENT_ARRAY_BUFFER, tess.vao->indexesSize, NULL, GL_DYNAMIC_DRAW);
qglBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes);
}
}
// FIXME: This sets a limit of 65536 verts/262144 indexes per static surface
// This is higher than the old vq3 limits but is worth noting
#define VAOCACHE_QUEUE_MAX_SURFACES (1 << 10)
#define VAOCACHE_QUEUE_MAX_VERTEXES (1 << 16)
#define VAOCACHE_QUEUE_MAX_INDEXES (VAOCACHE_QUEUE_MAX_VERTEXES * 4)
typedef struct queuedSurface_s
{
srfVert_t *vertexes;
int numVerts;
glIndex_t *indexes;
int numIndexes;
}
queuedSurface_t;
static struct
{
queuedSurface_t surfaces[VAOCACHE_QUEUE_MAX_SURFACES];
int numSurfaces;
srfVert_t vertexes[VAOCACHE_QUEUE_MAX_VERTEXES];
int vertexCommitSize;
glIndex_t indexes[VAOCACHE_QUEUE_MAX_INDEXES];
int indexCommitSize;
}
vcq;
#define VAOCACHE_MAX_SURFACES (1 << 16)
#define VAOCACHE_MAX_BATCHES (1 << 10)
// srfVert_t is 60 bytes
// assuming each vert is referenced 4 times, need 16 bytes (4 glIndex_t) per vert
// -> need about 4/15ths the space for indexes as vertexes
#if GL_INDEX_TYPE == GL_UNSIGNED_SHORT
#define VAOCACHE_VERTEX_BUFFER_SIZE (sizeof(srfVert_t) * USHRT_MAX)
#define VAOCACHE_INDEX_BUFFER_SIZE (sizeof(glIndex_t) * USHRT_MAX * 4)
#else // GL_UNSIGNED_INT
#define VAOCACHE_VERTEX_BUFFER_SIZE (16 * 1024 * 1024)
#define VAOCACHE_INDEX_BUFFER_SIZE (5 * 1024 * 1024)
#endif
typedef struct buffered_s
{
void *data;
int size;
int bufferOffset;
}
buffered_t;
static struct
{
vao_t *vao;
buffered_t surfaceIndexSets[VAOCACHE_MAX_SURFACES];
int numSurfaces;
int batchLengths[VAOCACHE_MAX_BATCHES];
int numBatches;
int vertexOffset;
int indexOffset;
}
vc;
void VaoCache_Commit(void)
{
buffered_t *indexSet;
int *batchLength;
queuedSurface_t *surf, *end = vcq.surfaces + vcq.numSurfaces;
R_BindVao(vc.vao);
// Search for a matching batch
// FIXME: Use faster search
indexSet = vc.surfaceIndexSets;
batchLength = vc.batchLengths;
for (; batchLength < vc.batchLengths + vc.numBatches; batchLength++)
{
if (*batchLength == vcq.numSurfaces)
{
buffered_t *indexSet2 = indexSet;
for (surf = vcq.surfaces; surf < end; surf++, indexSet2++)
{
if (surf->indexes != indexSet2->data || (surf->numIndexes * sizeof(glIndex_t)) != indexSet2->size)
break;
}
if (surf == end)
break;
}
indexSet += *batchLength;
}
// If found, use it
if (indexSet < vc.surfaceIndexSets + vc.numSurfaces)
{
tess.firstIndex = indexSet->bufferOffset / sizeof(glIndex_t);
//ri.Printf(PRINT_ALL, "firstIndex %d numIndexes %d as %d\n", tess.firstIndex, tess.numIndexes, (int)(batchLength - vc.batchLengths));
//ri.Printf(PRINT_ALL, "vc.numSurfaces %d vc.numBatches %d\n", vc.numSurfaces, vc.numBatches);
}
// If not, rebuffer the batch
// FIXME: keep track of the vertexes so we don't have to reupload them every time
else
{
srfVert_t *dstVertex = vcq.vertexes;
glIndex_t *dstIndex = vcq.indexes;
batchLength = vc.batchLengths + vc.numBatches;
*batchLength = vcq.numSurfaces;
vc.numBatches++;
tess.firstIndex = vc.indexOffset / sizeof(glIndex_t);
vcq.vertexCommitSize = 0;
vcq.indexCommitSize = 0;
for (surf = vcq.surfaces; surf < end; surf++)
{
glIndex_t *srcIndex = surf->indexes;
int vertexesSize = surf->numVerts * sizeof(srfVert_t);
int indexesSize = surf->numIndexes * sizeof(glIndex_t);
int i, indexOffset = (vc.vertexOffset + vcq.vertexCommitSize) / sizeof(srfVert_t);
Com_Memcpy(dstVertex, surf->vertexes, vertexesSize);
dstVertex += surf->numVerts;
vcq.vertexCommitSize += vertexesSize;
indexSet = vc.surfaceIndexSets + vc.numSurfaces;
indexSet->data = surf->indexes;
indexSet->size = indexesSize;
indexSet->bufferOffset = vc.indexOffset + vcq.indexCommitSize;
vc.numSurfaces++;
for (i = 0; i < surf->numIndexes; i++)
*dstIndex++ = *srcIndex++ + indexOffset;
vcq.indexCommitSize += indexesSize;
}
//ri.Printf(PRINT_ALL, "committing %d to %d, %d to %d as %d\n", vcq.vertexCommitSize, vc.vertexOffset, vcq.indexCommitSize, vc.indexOffset, (int)(batchLength - vc.batchLengths));
if (vcq.vertexCommitSize)
{
qglBindBuffer(GL_ARRAY_BUFFER, vc.vao->vertexesVBO);
qglBufferSubData(GL_ARRAY_BUFFER, vc.vertexOffset, vcq.vertexCommitSize, vcq.vertexes);
vc.vertexOffset += vcq.vertexCommitSize;
}
if (vcq.indexCommitSize)
{
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vc.vao->indexesIBO);
qglBufferSubData(GL_ELEMENT_ARRAY_BUFFER, vc.indexOffset, vcq.indexCommitSize, vcq.indexes);
vc.indexOffset += vcq.indexCommitSize;
}
}
}
void VaoCache_Init(void)
{
vc.vao = R_CreateVao("VaoCache", NULL, VAOCACHE_VERTEX_BUFFER_SIZE, NULL, VAOCACHE_INDEX_BUFFER_SIZE, VAO_USAGE_DYNAMIC);
vc.vao->attribs[ATTR_INDEX_POSITION].enabled = 1;
vc.vao->attribs[ATTR_INDEX_TEXCOORD].enabled = 1;
vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].enabled = 1;
vc.vao->attribs[ATTR_INDEX_NORMAL].enabled = 1;
vc.vao->attribs[ATTR_INDEX_TANGENT].enabled = 1;
vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
vc.vao->attribs[ATTR_INDEX_COLOR].enabled = 1;
vc.vao->attribs[ATTR_INDEX_POSITION].count = 3;
vc.vao->attribs[ATTR_INDEX_TEXCOORD].count = 2;
vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].count = 2;
vc.vao->attribs[ATTR_INDEX_NORMAL].count = 4;
vc.vao->attribs[ATTR_INDEX_TANGENT].count = 4;
vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
vc.vao->attribs[ATTR_INDEX_COLOR].count = 4;
vc.vao->attribs[ATTR_INDEX_POSITION].type = GL_FLOAT;
vc.vao->attribs[ATTR_INDEX_TEXCOORD].type = GL_FLOAT;
vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].type = GL_FLOAT;
vc.vao->attribs[ATTR_INDEX_NORMAL].type = GL_SHORT;
vc.vao->attribs[ATTR_INDEX_TANGENT].type = GL_SHORT;
vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT;
vc.vao->attribs[ATTR_INDEX_COLOR].type = GL_UNSIGNED_SHORT;
vc.vao->attribs[ATTR_INDEX_POSITION].normalized = GL_FALSE;
vc.vao->attribs[ATTR_INDEX_TEXCOORD].normalized = GL_FALSE;
vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].normalized = GL_FALSE;
vc.vao->attribs[ATTR_INDEX_NORMAL].normalized = GL_TRUE;
vc.vao->attribs[ATTR_INDEX_TANGENT].normalized = GL_TRUE;
vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
vc.vao->attribs[ATTR_INDEX_COLOR].normalized = GL_TRUE;
vc.vao->attribs[ATTR_INDEX_POSITION].offset = offsetof(srfVert_t, xyz);
vc.vao->attribs[ATTR_INDEX_TEXCOORD].offset = offsetof(srfVert_t, st);
vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].offset = offsetof(srfVert_t, lightmap);
vc.vao->attribs[ATTR_INDEX_NORMAL].offset = offsetof(srfVert_t, normal);
vc.vao->attribs[ATTR_INDEX_TANGENT].offset = offsetof(srfVert_t, tangent);
vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = offsetof(srfVert_t, lightdir);
vc.vao->attribs[ATTR_INDEX_COLOR].offset = offsetof(srfVert_t, color);
vc.vao->attribs[ATTR_INDEX_POSITION].stride = sizeof(srfVert_t);
vc.vao->attribs[ATTR_INDEX_TEXCOORD].stride = sizeof(srfVert_t);
vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].stride = sizeof(srfVert_t);
vc.vao->attribs[ATTR_INDEX_NORMAL].stride = sizeof(srfVert_t);
vc.vao->attribs[ATTR_INDEX_TANGENT].stride = sizeof(srfVert_t);
vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = sizeof(srfVert_t);
vc.vao->attribs[ATTR_INDEX_COLOR].stride = sizeof(srfVert_t);
Vao_SetVertexPointers(vc.vao);
vc.numSurfaces = 0;
vc.numBatches = 0;
vc.vertexOffset = 0;
vc.indexOffset = 0;
vcq.vertexCommitSize = 0;
vcq.indexCommitSize = 0;
vcq.numSurfaces = 0;
}
void VaoCache_BindVao(void)
{
R_BindVao(vc.vao);
}
void VaoCache_CheckAdd(qboolean *endSurface, qboolean *recycleVertexBuffer, qboolean *recycleIndexBuffer, int numVerts, int numIndexes)
{
int vertexesSize = sizeof(srfVert_t) * numVerts;
int indexesSize = sizeof(glIndex_t) * numIndexes;
if (vc.vao->vertexesSize < vc.vertexOffset + vcq.vertexCommitSize + vertexesSize)
{
//ri.Printf(PRINT_ALL, "out of space in vertex cache: %d < %d + %d + %d\n", vc.vao->vertexesSize, vc.vertexOffset, vcq.vertexCommitSize, vertexesSize);
*recycleVertexBuffer = qtrue;
*recycleIndexBuffer = qtrue;
*endSurface = qtrue;
}
if (vc.vao->indexesSize < vc.indexOffset + vcq.indexCommitSize + indexesSize)
{
//ri.Printf(PRINT_ALL, "out of space in index cache\n");
*recycleIndexBuffer = qtrue;
*endSurface = qtrue;
}
if (vc.numSurfaces + vcq.numSurfaces >= VAOCACHE_MAX_SURFACES)
{
//ri.Printf(PRINT_ALL, "out of surfaces in index cache\n");
*recycleIndexBuffer = qtrue;
*endSurface = qtrue;
}
if (vc.numBatches >= VAOCACHE_MAX_BATCHES)
{
//ri.Printf(PRINT_ALL, "out of batches in index cache\n");
*recycleIndexBuffer = qtrue;
*endSurface = qtrue;
}
if (vcq.numSurfaces >= VAOCACHE_QUEUE_MAX_SURFACES)
{
//ri.Printf(PRINT_ALL, "out of queued surfaces\n");
*endSurface = qtrue;
}
if (VAOCACHE_QUEUE_MAX_VERTEXES * sizeof(srfVert_t) < vcq.vertexCommitSize + vertexesSize)
{
//ri.Printf(PRINT_ALL, "out of queued vertexes\n");
*endSurface = qtrue;
}
if (VAOCACHE_QUEUE_MAX_INDEXES * sizeof(glIndex_t) < vcq.indexCommitSize + indexesSize)
{
//ri.Printf(PRINT_ALL, "out of queued indexes\n");
*endSurface = qtrue;
}
}
void VaoCache_RecycleVertexBuffer(void)
{
qglBindBuffer(GL_ARRAY_BUFFER, vc.vao->vertexesVBO);
qglBufferData(GL_ARRAY_BUFFER, vc.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW);
vc.vertexOffset = 0;
}
void VaoCache_RecycleIndexBuffer(void)
{
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vc.vao->indexesIBO);
qglBufferData(GL_ELEMENT_ARRAY_BUFFER, vc.vao->indexesSize, NULL, GL_DYNAMIC_DRAW);
vc.indexOffset = 0;
vc.numSurfaces = 0;
vc.numBatches = 0;
}
void VaoCache_InitQueue(void)
{
vcq.vertexCommitSize = 0;
vcq.indexCommitSize = 0;
vcq.numSurfaces = 0;
}
void VaoCache_AddSurface(srfVert_t *verts, int numVerts, glIndex_t *indexes, int numIndexes)
{
queuedSurface_t *queueEntry = vcq.surfaces + vcq.numSurfaces;
queueEntry->vertexes = verts;
queueEntry->numVerts = numVerts;
queueEntry->indexes = indexes;
queueEntry->numIndexes = numIndexes;
vcq.numSurfaces++;
vcq.vertexCommitSize += sizeof(srfVert_t) * numVerts;
vcq.indexCommitSize += sizeof(glIndex_t) * numIndexes;
}