- 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:
Christoph Oelckers 2014-07-31 00:44:22 +02:00
parent ef8f66c9a1
commit 1ec58011d2
6 changed files with 192 additions and 6 deletions

View file

@ -1088,6 +1088,7 @@ add_executable( zdoom WIN32
gl/dynlights/gl_dynlight.cpp gl/dynlights/gl_dynlight.cpp
gl/dynlights/gl_glow.cpp gl/dynlights/gl_glow.cpp
gl/dynlights/gl_dynlight1.cpp gl/dynlights/gl_dynlight1.cpp
gl/dynlights/gl_lightbuffer.cpp
gl/shaders/gl_shader.cpp gl/shaders/gl_shader.cpp
gl/shaders/gl_texshader.cpp gl/shaders/gl_texshader.cpp
gl/system/gl_interface.cpp gl/system/gl_interface.cpp

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@ -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(&copyptr[0], parmcnt, 4 * sizeof(float));
memcpy(&copyptr[1], &data.arrays[0][0], 4 * size0*sizeof(float));
memcpy(&copyptr[1 + size0], &data.arrays[1][0], 4 * size1*sizeof(float));
memcpy(&copyptr[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]);
}

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@ -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

View file

@ -135,7 +135,7 @@ public:
float topglowcolor[4]; float topglowcolor[4];
float bottomglowcolor[4]; float bottomglowcolor[4];
int firstdynlight, lastdynlight; unsigned int dynlightindex, dynlightbuffer;
int firstwall, numwalls; // splitting info. int firstwall, numwalls; // splitting info.
union union

View file

@ -1486,6 +1486,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
glseg.y2= FIXED2FLOAT(v2->y); glseg.y2= FIXED2FLOAT(v2->y);
Colormap=frontsector->ColorMap; Colormap=frontsector->ColorMap;
flags = 0; flags = 0;
dynlightindex = UINT_MAX;
int rel = 0; int rel = 0;
int orglightlevel = gl_ClampLight(frontsector->lightlevel); 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); bottomflat = frontsector->GetTexture(sector_t::floor);
topplane = frontsector->ceilingplane; topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane; bottomplane = frontsector->floorplane;
dynlightindex = UINT_MAX;
zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh); zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh);

View file

@ -264,7 +264,7 @@ FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath
FString defines; FString defines;
// this can't be in the shader code due to ATI strangeness. // this can't be in the shader code due to ATI strangeness.
if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n"; 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; FShader *shader = NULL;
try try
@ -350,10 +350,10 @@ struct FEffectShader
static const FEffectShader effectshaders[]= static const FEffectShader effectshaders[]=
{ {
{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", NULL, "" }, { "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" }, { "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" }, { "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" }, { "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
}; };