mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- start of light buffer implementation so that we don't have to use uniform arrays which appear to be broken on AMD.
This commit is contained in:
parent
ef8f66c9a1
commit
1ec58011d2
6 changed files with 192 additions and 6 deletions
|
@ -1088,6 +1088,7 @@ add_executable( zdoom WIN32
|
|||
gl/dynlights/gl_dynlight.cpp
|
||||
gl/dynlights/gl_glow.cpp
|
||||
gl/dynlights/gl_dynlight1.cpp
|
||||
gl/dynlights/gl_lightbuffer.cpp
|
||||
gl/shaders/gl_shader.cpp
|
||||
gl/shaders/gl_texshader.cpp
|
||||
gl/system/gl_interface.cpp
|
||||
|
|
153
src/gl/dynlights/gl_lightbuffer.cpp
Normal file
153
src/gl/dynlights/gl_lightbuffer.cpp
Normal file
|
@ -0,0 +1,153 @@
|
|||
/*
|
||||
** gl_lightbuffer.cpp
|
||||
** Buffer data maintenance for dynamic lights
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2014 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.
|
||||
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
||||
** covered by the terms of the GNU Lesser General Public License as published
|
||||
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
||||
** your option) any later version.
|
||||
** 5. Full disclosure of the entire project's source code, except for third
|
||||
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
||||
**
|
||||
** 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 "gl/system/gl_system.h"
|
||||
#include "gl/dynlights/gl_lightbuffer.h"
|
||||
#include "gl/dynlights/gl_dynlight.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
|
||||
static const int LIGHTBUF_BINDINGPOINT = 1;
|
||||
|
||||
FLightBuffer::FLightBuffer()
|
||||
{
|
||||
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
|
||||
{
|
||||
mBufferType = GL_SHADER_STORAGE_BUFFER;
|
||||
mBufferSize = 80000; // 40000 lights per scene should be plenty. The largest I've ever seen was around 5000.
|
||||
}
|
||||
else
|
||||
{
|
||||
mBufferType = GL_UNIFORM_BUFFER;
|
||||
mBufferSize = gl.maxuniformblock / 4 - 100; // we need to be a bit careful here so don't use the full buffer size
|
||||
}
|
||||
AddBuffer();
|
||||
Clear();
|
||||
}
|
||||
|
||||
FLightBuffer::~FLightBuffer()
|
||||
{
|
||||
glBindBuffer(mBufferType, 0);
|
||||
for (unsigned int i = 0; i < mBufferIds.Size(); i++)
|
||||
{
|
||||
glDeleteBuffers(1, &mBufferIds[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void FLightBuffer::AddBuffer()
|
||||
{
|
||||
unsigned int id;
|
||||
glGenBuffers(1, &id);
|
||||
mBufferIds.Push(id);
|
||||
glBindBuffer(mBufferType, id);
|
||||
unsigned int bytesize = mBufferSize * 8 * sizeof(float);
|
||||
if (gl.flags & RFL_BUFFER_STORAGE)
|
||||
{
|
||||
glBufferStorage(mBufferType, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
|
||||
void *map = glMapBufferRange(mBufferType, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
|
||||
mBufferPointers.Push((float*)map);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBufferData(mBufferType, bytesize, NULL, GL_STREAM_DRAW);
|
||||
}
|
||||
}
|
||||
|
||||
void FLightBuffer::Clear()
|
||||
{
|
||||
mBufferNum = 0;
|
||||
mIndex = 0;
|
||||
mBufferArray.Clear();
|
||||
mBufferStart.Clear();
|
||||
}
|
||||
|
||||
void FLightBuffer::UploadLights(FDynLightData &data, unsigned int &buffernum, unsigned int &bufferindex)
|
||||
{
|
||||
int size0 = data.arrays[0].Size()/4;
|
||||
int size1 = data.arrays[1].Size()/4;
|
||||
int size2 = data.arrays[2].Size()/4;
|
||||
int totalsize = size0 + size1 + size2 + 1;
|
||||
|
||||
if (totalsize == 0) return;
|
||||
|
||||
if (mIndex + totalsize > mBufferSize)
|
||||
{
|
||||
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
|
||||
{
|
||||
return; // we do not want multiple shader storage blocks. 40000 lights is too much already
|
||||
}
|
||||
else
|
||||
{
|
||||
mBufferNum++;
|
||||
mBufferStart.Push(mIndex);
|
||||
mIndex = 0;
|
||||
if (mBufferIds.Size() <= mBufferNum) AddBuffer();
|
||||
}
|
||||
}
|
||||
|
||||
float *copyptr;
|
||||
|
||||
if (gl.flags & RFL_BUFFER_STORAGE)
|
||||
{
|
||||
copyptr = mBufferPointers[mBufferNum] + mIndex * 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
unsigned int pos = mBufferArray.Reserve(totalsize * 4);
|
||||
copyptr = &mBufferArray[pos];
|
||||
}
|
||||
|
||||
float parmcnt[] = { mIndex + 1, mIndex + 1 + size0, mIndex + 1 + size0 + size1, mIndex + totalsize };
|
||||
|
||||
memcpy(©ptr[0], parmcnt, 4 * sizeof(float));
|
||||
memcpy(©ptr[1], &data.arrays[0][0], 4 * size0*sizeof(float));
|
||||
memcpy(©ptr[1 + size0], &data.arrays[1][0], 4 * size1*sizeof(float));
|
||||
memcpy(©ptr[1 + size0 + size1], &data.arrays[2][0], 4 * size2*sizeof(float));
|
||||
buffernum = mBufferNum;
|
||||
bufferindex = mIndex;
|
||||
mIndex += totalsize;
|
||||
}
|
||||
|
||||
void FLightBuffer::Finish()
|
||||
{
|
||||
//glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferIds[0]);
|
||||
}
|
||||
|
||||
|
||||
|
30
src/gl/dynlights/gl_lightbuffer.h
Normal file
30
src/gl/dynlights/gl_lightbuffer.h
Normal file
|
@ -0,0 +1,30 @@
|
|||
#ifndef __GL_LIGHTBUFFER_H
|
||||
#define __GL_LIGHTBUFFER_H
|
||||
|
||||
#include "tarray.h"
|
||||
struct FDynLightData;
|
||||
|
||||
class FLightBuffer
|
||||
{
|
||||
TArray<float> mBufferArray;
|
||||
TArray<unsigned int> mBufferIds;
|
||||
TArray<unsigned int> mBufferStart;
|
||||
TArray<float *> mBufferPointers;
|
||||
unsigned int mBufferType;
|
||||
unsigned int mBufferSize;
|
||||
unsigned int mIndex;
|
||||
unsigned int mBufferNum;
|
||||
|
||||
void AddBuffer();
|
||||
|
||||
public:
|
||||
|
||||
FLightBuffer();
|
||||
~FLightBuffer();
|
||||
void Clear();
|
||||
void UploadLights(FDynLightData &data, unsigned int &buffernum, unsigned int &bufferindex);
|
||||
void Finish();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -135,7 +135,7 @@ public:
|
|||
float topglowcolor[4];
|
||||
float bottomglowcolor[4];
|
||||
|
||||
int firstdynlight, lastdynlight;
|
||||
unsigned int dynlightindex, dynlightbuffer;
|
||||
int firstwall, numwalls; // splitting info.
|
||||
|
||||
union
|
||||
|
|
|
@ -1486,6 +1486,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
glseg.y2= FIXED2FLOAT(v2->y);
|
||||
Colormap=frontsector->ColorMap;
|
||||
flags = 0;
|
||||
dynlightindex = UINT_MAX;
|
||||
|
||||
int rel = 0;
|
||||
int orglightlevel = gl_ClampLight(frontsector->lightlevel);
|
||||
|
@ -1750,6 +1751,7 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
|
|||
bottomflat = frontsector->GetTexture(sector_t::floor);
|
||||
topplane = frontsector->ceilingplane;
|
||||
bottomplane = frontsector->floorplane;
|
||||
dynlightindex = UINT_MAX;
|
||||
|
||||
zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh);
|
||||
|
||||
|
|
|
@ -264,7 +264,7 @@ FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath
|
|||
FString defines;
|
||||
// this can't be in the shader code due to ATI strangeness.
|
||||
if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
|
||||
if (!usediscard) defines += "#define NO_DISCARD\n";
|
||||
if (!usediscard) defines += "#define NO_ALPHATEST\n";
|
||||
|
||||
FShader *shader = NULL;
|
||||
try
|
||||
|
@ -350,10 +350,10 @@ struct FEffectShader
|
|||
|
||||
static const FEffectShader effectshaders[]=
|
||||
{
|
||||
{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", NULL, "" },
|
||||
{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define SPHEREMAP\n" },
|
||||
{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", NULL, "#define SIMPLE\n" },
|
||||
{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n" },
|
||||
{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", NULL, "#define NO_ALPHATEST\n" },
|
||||
{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
|
||||
{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
||||
{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue