/* Copyright (C) 2003 Tenebrae Team This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. --- Vertex memory cache, this is used for dynamically changing stuff, like skinned meshes or interpolated keyframes. (Wich are all done on the cpu because of shadow volumes) Oh, and this code is based on the Q1 surface cache... (A rover that throws away old stuff untill it has enough space) */ #include "quakedef.h" typedef struct vertexcacheitem_s { struct vertexcacheitem_s *next; DriverPtr *owner;// NULL is an empty chunk of memory size_t size; // of data part DriverPtr buffer; //Actual memory } vertexcacheitem_t; //A single vertex cache, a cache is never bigger than 65k verts so we may have //multiple caches typedef struct { DriverPtr buffer; //Actual memory this cache is controlling vertexcacheitem_t *items; vertexcacheitem_t *rover; size_t size; //Size in bytes of this cache size_t free; //Free memory in this cache, it may be fragmented tough } vertexcache_t; #define VERTEXCACHE_DEBUG 1 #define GUARDSIZE 4 //These are used to detect if we are thrasing the cache static qboolean gl_roverwrapped; static size_t gl_initial_offset; static vertexcacheitem_t *AllocCacheItem(void) { return malloc(sizeof(vertexcacheitem_t)); } static void FreeCacheItem(vertexcacheitem_t *i) { free(i); } /** This may be dead slow, if it's uncached mem: debug only */ static void VC_CheckCacheGuard (vertexcache_t *c) { int i; byte *s = GL_MapToUserSpace(c->buffer); s += c->size; for (i=0 ; ibuffer); } /** This may be dead slow, if it's uncached mem: debug only */ static void VC_ClearCacheGuard (vertexcache_t *c) { int i; byte *s = GL_MapToUserSpace(c->buffer); s += c->size; for (i=0 ; ibuffer); } static void VC_InitVertexCache(vertexcache_t *c, size_t size) { vertexcacheitem_t *i; Con_Printf ("%ik vertex cache\n", size/1024); c->buffer = GL_DynamicAlloc(size + GUARDSIZE, NULL); c->size = size; c->free = size; c->items = i = AllocCacheItem(); c->rover = i; i->next = NULL; i->owner = NULL; i->size = size; i->buffer = c->buffer; VC_ClearCacheGuard(c); } static void VC_FlushVertexCache(vertexcache_t *c) { vertexcacheitem_t *i, *n; i=c->items; while(i) { if (i->owner) *i->owner = DRVNULL; n=i->next; FreeCacheItem(i); i = n; } c->items = i = AllocCacheItem(); i->next = NULL; i->owner = NULL; i->size = c->size; i->buffer = c->buffer; c->free = c->size; c->rover = i; } static void VC_FreeVertexCache(vertexcache_t *c) { VC_FlushVertexCache(c); FreeCacheItem(c->items); c->items = NULL; } static vertexcacheitem_t *VC_VertecCacheAlloc (vertexcache_t *c, size_t size) { vertexcacheitem_t *new; qboolean wrapped_this_time; if ((size <= 0) || (size > 0x400000)) //4 megabytes santity check Sys_Error ("GL_VertecCacheAlloc: bad cache size %d\n", size); size = (size + 3) & ~3; if (size > c->size) Sys_Error ("GL_VertecCacheAlloc: %i > cache size",size); if (size > c->free) Sys_Error ("GL_VertecCacheAlloc: %i > cache free",size); // if there is not size bytes after the rover, reset to the start wrapped_this_time = false; if ( !c->rover || c->rover->buffer.offset > c->size - size) { if (c->rover) { wrapped_this_time = true; } c->rover = c->items; } // colect and free surfcache_t blocks until the rover block is large enough new = c->rover; if (c->rover->owner) *c->rover->owner = DRVNULL; while (new->size < size) { // free another vertexcacheitem_t *old = c->rover; c->rover = c->rover->next; FreeCacheItem(old); if (!c->rover) Sys_Error ("GL_VertecCacheAlloc: hit the end of memory"); if (c->rover->owner) *c->rover->owner = DRVNULL; new->size += c->rover->size; new->next = c->rover->next; } // create a fragment out of any leftovers if (new->size - size > 256) { c->rover = AllocCacheItem(); c->rover->size = new->size - size; c->rover->next = new->next; c->rover->owner = NULL; c->rover->buffer.segment = new->buffer.segment; c->rover->buffer.offset = new->buffer.offset+size; new->next = c->rover; new->size = size; } else c->rover = new->next; new->owner = NULL; // should be set properly after return if (gl_roverwrapped) { if (wrapped_this_time || (c->rover->buffer.offset >= gl_initial_offset)) r_cache_thrash = true; } else if (wrapped_this_time) { gl_roverwrapped = true; } #ifdef VERTEXCACHE_DEBUG //Only in debug as this can be very slow due to the driver mem being uncached VC_CheckCacheGuard (c); #endif return new; } static void VC_VertecCacheDump (vertexcache_t *c) { vertexcacheitem_t *test; for (test = c->items; test; test=test->next) { if (test == c->rover) Con_Printf("ROVER:\n"); Con_Printf("%p : segment(%i) offset(%i) bytes(%i) owner(%p)\n",test, test->buffer.segment, test->buffer.offset, test->size, test->owner); } } /************************* Public interface *************************/ #define VERTEX_CACHE_SIZE (1024*1024*8) vertexcache_t cache; void GL_InitVertexCache(void) { VC_InitVertexCache(&cache, VERTEX_CACHE_SIZE); } void GL_FreeVertexCache(void) { VC_FreeVertexCache(&cache); } /** Owner will we overwritten with the pointer, if the cache later decides to free the allocated cache spot, owner will be overwritten with NULL So owner should point to "stable" memory, no temporaries on the stack please! */ void GL_AllocVertexCache(const size_t size, DriverPtr *owner) { vertexcacheitem_t *r = VC_VertecCacheAlloc(&cache, size); *owner = r->buffer; r->owner = owner; } void GL_FlushVertexCache(void) { VC_FlushVertexCache(&cache); }