/* ** gl_buffers.cpp ** Low level vertex buffer class ** **--------------------------------------------------------------------------- ** Copyright 2018-2020 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** **/ #include #include "gles_system.h" #include "gles_buffers.h" #include "gles_renderstate.h" #include "v_video.h" #include "flatvertices.h" namespace OpenGLESRenderer { //========================================================================== // // basic buffer implementation // //========================================================================== static inline void InvalidateBufferState() { gl_RenderState.ResetVertexBuffer(); // force rebinding of buffers on next Apply call. } GLBuffer::GLBuffer(int usetype) : mUseType(usetype) { if ((usetype == GL_ARRAY_BUFFER) || (usetype == GL_ELEMENT_ARRAY_BUFFER)) { glGenBuffers(1, &mBufferId); isData = false; } else { isData = true; } } GLBuffer::~GLBuffer() { if (mBufferId != 0) { if (gles.useMappedBuffers) { glBindBuffer(mUseType, mBufferId); glUnmapBuffer(mUseType); } glBindBuffer(mUseType, 0); glDeleteBuffers(1, &mBufferId); } if (memory) delete[] memory; } void GLBuffer::Bind() { if (!isData) { glBindBuffer(mUseType, mBufferId); } } void GLBuffer::SetData(size_t size, const void* data, BufferUsageType usage) { bool staticdata = (usage == BufferUsageType::Static || usage == BufferUsageType::Mappable); if (isData || !gles.useMappedBuffers) { if (memory) delete[] memory; memory = (char*)(new uint64_t[size / 8 + 16]); if (data) memcpy(memory, data, size); } if (!isData) { Bind(); glBufferData(mUseType, size, data, staticdata ? GL_STATIC_DRAW : GL_STREAM_DRAW); } if (!isData && gles.useMappedBuffers) { map = 0; } else { map = memory; } buffersize = size; InvalidateBufferState(); } void GLBuffer::SetSubData(size_t offset, size_t size, const void *data) { Bind(); memcpy(memory + offset, data, size); if (!isData) { glBufferSubData(mUseType, offset, size, data); } } void GLBuffer::Upload(size_t start, size_t size) { if (!gles.useMappedBuffers) { Bind(); if(size) glBufferSubData(mUseType, start, size, memory + start); } } void GLBuffer::Map() { if (!isData && gles.useMappedBuffers) { Bind(); map = (FFlatVertex*)glMapBufferRange(mUseType, 0, buffersize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); } else { map = memory; } InvalidateBufferState(); } void GLBuffer::Unmap() { if (!isData && gles.useMappedBuffers) { Bind(); glUnmapBuffer(mUseType); InvalidateBufferState(); } } void *GLBuffer::Lock(unsigned int size) { // This initializes this buffer as a static object with no data. SetData(size, nullptr, BufferUsageType::Mappable); if (!isData && gles.useMappedBuffers) { return glMapBufferRange(mUseType, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT); } else { return map; } } void GLBuffer::Unlock() { if (!isData) { if (gles.useMappedBuffers) { Bind(); glUnmapBuffer(mUseType); InvalidateBufferState(); } else { Bind(); glBufferData(mUseType, buffersize, map, GL_STATIC_DRAW); InvalidateBufferState(); } } } void GLBuffer::Resize(size_t newsize) { if (newsize > buffersize) { if (isData) { // Create new bigger memory char* memoryNew = (char*)(new uint64_t[newsize / 8 + 16]); // Copy old data memcpy(memoryNew, memory, buffersize); // Delete old memory delete[] memory; memory = memoryNew; buffersize = newsize; } else { // TODO } } } void GLBuffer::GPUDropSync() { #if !(USE_GLES2) // Only applicable when running on desktop for now if (gles.useMappedBuffers && glFenceSync && glClientWaitSync) { if (mGLSync != NULL) { glDeleteSync(mGLSync); } mGLSync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } #endif } void GLBuffer::GPUWaitSync() { #if !(USE_GLES2) // Only applicable when running on desktop for now if (gles.useMappedBuffers && glFenceSync && glClientWaitSync) { GLenum status = glClientWaitSync(mGLSync, GL_SYNC_FLUSH_COMMANDS_BIT, 1000 * 1000 * 50); // Wait for a max of 50ms... if (status != GL_ALREADY_SIGNALED && status != GL_CONDITION_SATISFIED) { //Printf("Error on glClientWaitSync: %d\n", status); } glDeleteSync(mGLSync); mGLSync = NULL; } #endif } //=========================================================================== // // Vertex buffer implementation // //=========================================================================== void GLVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) { static int VFmtToGLFmt[] = { GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE, GL_INT_2_10_10_10_REV, GL_UNSIGNED_BYTE }; // TODO Fix last entry GL_INT_2_10_10_10_REV, normals for models will be broken static uint8_t VFmtToSize[] = {4, 3, 2, 1, 4, 4, 4}; static bool VFmtToNormalize[] = { false, false, false, false, true, true, false }; static bool VFmtToIntegerType[] = { false, false, false, false, false, false, true }; mStride = stride; mNumBindingPoints = numBindingPoints; for(int i = 0; i < numAttributes; i++) { if (attrs[i].location >= 0 && attrs[i].location < VATTR_MAX) { auto & attrinf = mAttributeInfo[attrs[i].location]; attrinf.format = VFmtToGLFmt[attrs[i].format]; attrinf.size = VFmtToSize[attrs[i].format]; attrinf.offset = attrs[i].offset; attrinf.bindingpoint = attrs[i].binding; attrinf.normalize = VFmtToNormalize[attrs[i].format]; attrinf.integerType = VFmtToIntegerType[attrs[i].format]; } } } void GLVertexBuffer::Bind(int *offsets) { int i = 0; // This is what gets called from RenderState.Apply. It shouldn't be called anywhere else if the render state is in use GLBuffer::Bind(); for(auto &attrinf : mAttributeInfo) { if (attrinf.size == 0) { glDisableVertexAttribArray(i); } else { glEnableVertexAttribArray(i); size_t ofs = offsets == nullptr ? attrinf.offset : attrinf.offset + mStride * offsets[attrinf.bindingpoint]; if (!attrinf.integerType) glVertexAttribPointer(i, attrinf.size, attrinf.format, attrinf.normalize, (GLsizei)mStride, (void*)(intptr_t)ofs); else { if (gles.gles3Features) glVertexAttribIPointer(i, attrinf.size, attrinf.format, (GLsizei)mStride, (void*)(intptr_t)ofs); } } i++; } } void GLDataBuffer::BindRange(FRenderState *state, size_t start, size_t length) { if (mBindingPoint == 3)// VIEWPOINT_BINDINGPOINT { static_cast(state)->ApplyViewport(memory + start); } } void GLDataBuffer::BindBase() { } GLVertexBuffer::GLVertexBuffer() : GLBuffer(GL_ARRAY_BUFFER) {} GLIndexBuffer::GLIndexBuffer() : GLBuffer(GL_ELEMENT_ARRAY_BUFFER) {} GLDataBuffer::GLDataBuffer(int bindingpoint, bool is_ssbo) : GLBuffer(0), mBindingPoint(bindingpoint) {} }