mirror of
https://github.com/DrBeef/Raze.git
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5eb9af1e00
IQM model support and a few bugfixes.
112 lines
3.4 KiB
C++
112 lines
3.4 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2014-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "hw_bonebuffer.h"
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#include "hw_dynlightdata.h"
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#include "shaderuniforms.h"
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static const int BONE_SIZE = (16*sizeof(float));
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BoneBuffer::BoneBuffer(int pipelineNbr) : mPipelineNbr(pipelineNbr)
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{
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int maxNumberOfBones = 80000;
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mBufferSize = maxNumberOfBones;
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mByteSize = mBufferSize * BONE_SIZE;
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// Hack alert: On Intel's GL driver SSBO's perform quite worse than UBOs.
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// We only want to disable using SSBOs for bones but not disable the feature entirely.
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// Note that using an uniform buffer here will limit the number of bones per model so it isn't done for NVidia and AMD.
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if (screen->IsVulkan() || screen->IsPoly() || ((screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && screen->allowSSBO() && !strstr(screen->vendorstring, "Intel")))
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{
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mBufferType = true;
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mBlockAlign = 0;
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mBlockSize = mBufferSize;
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mMaxUploadSize = mBlockSize;
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}
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else
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{
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mBufferType = false;
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mBlockSize = screen->maxuniformblock / BONE_SIZE;
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mBlockAlign = screen->uniformblockalignment < 64 ? 1 : screen->uniformblockalignment / BONE_SIZE;
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mMaxUploadSize = (mBlockSize - mBlockAlign);
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}
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for (int n = 0; n < mPipelineNbr; n++)
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{
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mBufferPipeline[n] = screen->CreateDataBuffer(BONEBUF_BINDINGPOINT, mBufferType, false);
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mBufferPipeline[n]->SetData(mByteSize, nullptr, BufferUsageType::Persistent);
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}
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Clear();
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}
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BoneBuffer::~BoneBuffer()
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{
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delete mBuffer;
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}
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void BoneBuffer::Clear()
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{
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mIndex = 0;
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mPipelinePos++;
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mPipelinePos %= mPipelineNbr;
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mBuffer = mBufferPipeline[mPipelinePos];
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}
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int BoneBuffer::UploadBones(const TArray<VSMatrix>& bones)
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{
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int totalsize = bones.Size();
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if (totalsize > (int)mMaxUploadSize)
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{
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totalsize = mMaxUploadSize;
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}
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uint8_t *mBufferPointer = (uint8_t*)mBuffer->Memory();
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assert(mBufferPointer != nullptr);
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if (mBufferPointer == nullptr) return -1;
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if (totalsize <= 0) return -1; // there are no bones
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unsigned int thisindex = mIndex.fetch_add(totalsize);
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if (thisindex + totalsize <= mBufferSize)
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{
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memcpy(mBufferPointer + thisindex * BONE_SIZE, bones.Data(), totalsize * BONE_SIZE);
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return thisindex;
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}
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else
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{
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return -1; // Buffer is full. Since it is being used live at the point of the upload we cannot do much here but to abort.
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}
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}
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int BoneBuffer::GetBinding(unsigned int index, size_t* pOffset, size_t* pSize)
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{
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// this function will only get called if a uniform buffer is used. For a shader storage buffer we only need to bind the buffer once at the start.
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unsigned int offset = (index / mBlockAlign) * mBlockAlign;
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*pOffset = offset * BONE_SIZE;
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*pSize = mBlockSize * BONE_SIZE;
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return (index - offset);
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}
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