GL3: Calculate needed hunk size in Mod_LoadBrushModel()

The real needed size can't be derived from the .bsp file size, because
* many generated structs contain pointers
* there's lots of data generated per face..
* _especially_ for warped faces that are subdivided
This commit is contained in:
Daniel Gibson 2019-03-17 18:10:07 +01:00
parent d2d87025fa
commit ec6d743d46
1 changed files with 115 additions and 11 deletions

View File

@ -379,6 +379,81 @@ Mod_CalcSurfaceExtents(msurface_t *s)
extern void
GL3_SubdivideSurface(msurface_t *fa, gl3model_t* loadmodel);
static int calcTexinfoAndFacesSize(const lump_t *fl, const lump_t *tl)
{
dface_t* face_in = (void *)(mod_base + fl->fileofs);
texinfo_t* texinfo_in = (void *)(mod_base + tl->fileofs);
if (fl->filelen % sizeof(*face_in) || tl->filelen % sizeof(*texinfo_in))
{
// will error out when actually loading it
return 0;
}
int ret = 0;
int face_count = fl->filelen / sizeof(*face_in);
int texinfo_count = tl->filelen / sizeof(*texinfo_in);
{
// out = Hunk_Alloc(count * sizeof(*out));
int baseSize = face_count * sizeof(msurface_t);
baseSize = (baseSize + 31) & ~31;
ret += baseSize;
int ti_size = texinfo_count * sizeof(mtexinfo_t);
ti_size = (ti_size + 31) & ~31;
ret += ti_size;
}
int numWarpFaces = 0;
for (int surfnum = 0; surfnum < face_count; surfnum++, face_in++)
{
int numverts = LittleShort(face_in->numedges);
int ti = LittleShort(face_in->texinfo);
if ((ti < 0) || (ti >= texinfo_count))
{
return 0; // will error out
}
int texFlags = LittleLong(texinfo_in[ti].flags);
/* set the drawing flags */
if (texFlags & SURF_WARP)
{
if (numverts > 60)
return 0; // will error out in R_SubdividePolygon()
// GL3_SubdivideSurface(out, loadmodel); /* cut up polygon for warps */
// for each (pot. recursive) call to R_SubdividePolygon():
// sizeof(glpoly_t) + ((numverts - 4) + 2) * sizeof(gl3_3D_vtx_t)
// this is tricky, how much is allocated depends on the size of the surface
// which we don't know (we'd need the vertices etc to know, but we can't load
// those without allocating...)
// so we just count warped faces and use a generous estimate below
++numWarpFaces;
}
else
{
// GL3_LM_BuildPolygonFromSurface(out);
// => poly = Hunk_Alloc(sizeof(glpoly_t) + (numverts - 4) * sizeof(gl3_3D_vtx_t));
int polySize = sizeof(glpoly_t) + (numverts - 4) * sizeof(gl3_3D_vtx_t);
polySize = (polySize + 31) & ~31;
ret += polySize;
}
}
// yeah, this is a bit hacky, but it looks like for each warped face
// 256-55000 bytes are allocated (usually on the lower end),
// so just assume 48k per face to be safe
ret += numWarpFaces * 49152;
ret += 1000000; // and 1MB extra just in case
return ret;
}
static void
Mod_LoadFaces(lump_t *l)
{
@ -709,6 +784,26 @@ Mod_LoadPlanes(lump_t *l)
}
}
// calculate the size that Hunk_Alloc(), called by Mod_Load*() from Mod_LoadBrushModel(),
// will use (=> includes its padding), so we'll know how big the hunk needs to be
static int calcLumpHunkSize(const lump_t *l, int inSize, int outSize)
{
if (l->filelen % inSize)
{
// Mod_Load*() will error out on this because of "funny size"
// don't error out here because in Mod_Load*() it can print the functionname
// (=> tells us what kind of lump) before shutting down the game
return 0;
}
int count = l->filelen / inSize;
int size = count * outSize;
// round to cacheline, like Hunk_Alloc() does
size = (size + 31) & ~31;
return size;
}
static void
Mod_LoadBrushModel(gl3model_t *mod, void *buffer, int modfilelen)
{
@ -716,17 +811,6 @@ Mod_LoadBrushModel(gl3model_t *mod, void *buffer, int modfilelen)
dheader_t *header;
mmodel_t *bm;
/* Because Quake II is is sometimes so ... "optimized" this
* is going to be somewhat dirty. The map data contains indices
* that we're converting into pointers. Yeah. No comments. The
* indices are 32 bit long, they just encode the offset between
* the hunks base address and the position in the hunk, so 32 bit
* pointers should be enough. But let's play save, waste some
* allocations and just take the plattforms pointer size instead
* of relying on assumptions. */
loadmodel->extradata = Hunk_Begin(modfilelen * sizeof(void*));
loadmodel->type = mod_brush;
if (loadmodel != mod_known)
{
ri.Sys_Error(ERR_DROP, "Loaded a brush model after the world");
@ -750,6 +834,26 @@ Mod_LoadBrushModel(gl3model_t *mod, void *buffer, int modfilelen)
((int *)header)[i] = LittleLong(((int *)header)[i]);
}
// calculate the needed hunksize from the lumps
int hunkSize = 0;
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_VERTEXES], sizeof(dvertex_t), sizeof(mvertex_t));
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_EDGES], sizeof(dedge_t), sizeof(medge_t));
hunkSize += sizeof(medge_t) + 31; // for count+1 in Mod_LoadEdges()
float surfEdgeCount = header->lumps[LUMP_SURFEDGES].filelen/sizeof(int);
if(surfEdgeCount < MAX_MAP_SURFEDGES) // else it errors out later anyway
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_SURFEDGES], sizeof(int), sizeof(int));
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_LIGHTING], 1, 1);
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_PLANES], sizeof(dplane_t), sizeof(cplane_t)*2);
hunkSize += calcTexinfoAndFacesSize(&header->lumps[LUMP_FACES], &header->lumps[LUMP_TEXINFO]);
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_LEAFFACES], sizeof(short), sizeof(msurface_t *)); // yes, out is indeeed a pointer!
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_VISIBILITY], 1, 1);
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_LEAFS], sizeof(dleaf_t), sizeof(mleaf_t));
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_NODES], sizeof(dnode_t), sizeof(mnode_t));
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_MODELS], sizeof(dmodel_t), sizeof(mmodel_t));
loadmodel->extradata = Hunk_Begin(hunkSize);
loadmodel->type = mod_brush;
/* load into heap */
Mod_LoadVertexes(&header->lumps[LUMP_VERTEXES]);
Mod_LoadEdges(&header->lumps[LUMP_EDGES]);