- moved the remaining parts of the main vertex buffer to hwrenderer.

This commit is contained in:
Christoph Oelckers 2018-10-27 14:42:24 +02:00
parent dad3c50ebd
commit 5a4e5a8038
10 changed files with 158 additions and 163 deletions

View file

@ -116,70 +116,3 @@ void FSkyVertexBuffer::BindVBO()
glDisableVertexAttribArray(VATTR_NORMAL);
}
//==========================================================================
//
//
//
//==========================================================================
FGLFlatVertexBuffer::FGLFlatVertexBuffer(int width, int height)
: FFlatVertexBuffer(width, height)
{
mVertexBuffer = screen->CreateVertexBuffer();
mIndexBuffer = screen->CreateIndexBuffer();
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
mVertexBuffer->SetData(bytesize, nullptr, false);
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, myoffsetof(FFlatVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, myoffsetof(FFlatVertex, u) }
};
mVertexBuffer->SetFormat(1, 2, sizeof(FFlatVertex), format);
mIndex = mCurIndex = 0;
mNumReserved = NUM_RESERVED;
Copy(0, NUM_RESERVED);
}
FGLFlatVertexBuffer::~FGLFlatVertexBuffer()
{
delete mIndexBuffer;
delete mVertexBuffer;
mIndexBuffer = nullptr;
mVertexBuffer = nullptr;
}
void FGLFlatVertexBuffer::Copy(int start, int count)
{
Map();
memcpy(GetBuffer(start), &vbo_shadowdata[0], count * sizeof(FFlatVertex));
Unmap();
}
void FGLFlatVertexBuffer::OutputResized(int width, int height)
{
FFlatVertexBuffer::OutputResized(width, height);
Copy(4, 4);
}
void FGLFlatVertexBuffer::Bind(FRenderState &state)
{
state.SetVertexBuffer(mVertexBuffer, 0, 0);
state.SetIndexBuffer(mIndexBuffer);
}
//==========================================================================
//
//
//
//==========================================================================
void FGLFlatVertexBuffer::CreateVBO()
{
vbo_shadowdata.Resize(mNumReserved);
FFlatVertexBuffer::CreateVertices();
mCurIndex = mIndex = vbo_shadowdata.Size();
Copy(0, mIndex);
mIndexBuffer->SetData(ibo_data.Size() * sizeof(uint32_t), &ibo_data[0]);
}

View file

@ -86,79 +86,6 @@ public:
void EnableColorArray(bool on);
};
class FGLFlatVertexBuffer : public FFlatVertexBuffer
{
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
unsigned int mIndex;
std::atomic<unsigned int> mCurIndex;
std::mutex mBufferMutex;
unsigned int mNumReserved;
static const unsigned int BUFFER_SIZE = 2000000;
static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
public:
FGLFlatVertexBuffer(int width, int height);
~FGLFlatVertexBuffer();
void OutputResized(int width, int height);
void Bind(FRenderState &state);
void CreateVBO();
void Copy(int start, int count);
FFlatVertex *GetBuffer(int index) const
{
FFlatVertex *ff = (FFlatVertex*)mVertexBuffer->Memory();
return &ff[index];
}
FFlatVertex *GetBuffer() const
{
return GetBuffer(mCurIndex);
}
template<class T>
FFlatVertex *Alloc(int num, T *poffset)
{
again:
FFlatVertex *p = GetBuffer();
auto index = mCurIndex.fetch_add(num);
*poffset = static_cast<T>(index);
if (index + num >= BUFFER_SIZE_TO_USE)
{
std::lock_guard<std::mutex> lock(mBufferMutex);
if (mCurIndex >= BUFFER_SIZE_TO_USE) // retest condition, in case another thread got here first
mCurIndex = mIndex;
if (index >= BUFFER_SIZE_TO_USE) goto again;
}
return p;
}
void Reset()
{
mCurIndex = mIndex;
}
void Map()
{
mVertexBuffer->Map();
mMap = GetBuffer(0);
}
void Unmap()
{
mMap = nullptr;
mVertexBuffer->Unmap();
}
};
class FSkyVertexBuffer : public FVertexBuffer, public FSkyDomeCreator
{

View file

@ -54,7 +54,7 @@ void FGLRenderer::RenderScreenQuad()
{
mVBO->Bind(gl_RenderState);
gl_RenderState.ApplyBuffers();
glDrawArrays(GL_TRIANGLE_STRIP, FGLFlatVertexBuffer::PRESENT_INDEX, 4);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
}
void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)

View file

@ -99,7 +99,7 @@ void FGLRenderer::Initialize(int width, int height)
glBindVertexArray(mVAOID);
FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
mVBO = new FGLFlatVertexBuffer(width, height);
mVBO = new FFlatVertexBuffer(width, height);
mSkyVBO = new FSkyVertexBuffer;
mLights = new FLightBuffer();
mViewpoints = new GLViewpointBuffer;

View file

@ -16,7 +16,7 @@
struct particle_t;
class FCanvasTexture;
class FGLFlatVertexBuffer;
class FFlatVertexBuffer;
class FSkyVertexBuffer;
class OpenGLFrameBuffer;
struct FDrawInfo;
@ -69,7 +69,7 @@ public:
//FRotator mAngles;
FGLFlatVertexBuffer *mVBO = nullptr;
FFlatVertexBuffer *mVBO = nullptr;
FSkyVertexBuffer *mSkyVBO = nullptr;
FLightBuffer *mLights = nullptr;
GLViewpointBuffer *mViewpoints = nullptr;

View file

@ -319,7 +319,7 @@ void FDrawInfo::ClearScreen()
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLE_STRIP, FGLFlatVertexBuffer::FULLSCREEN_INDEX, 4);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
glEnable(GL_DEPTH_TEST);
if (multi) glEnable(GL_MULTISAMPLE);

View file

@ -28,15 +28,6 @@
extern bool gl_shaderactive;
enum
{
VATTR_VERTEX = 0,
VATTR_TEXCOORD = 1,
VATTR_COLOR = 2,
VATTR_VERTEX2 = 3,
VATTR_NORMAL = 4
};
class FShaderCollection;
struct HWViewpointUniforms;

View file

@ -31,6 +31,9 @@
#include "c_cvars.h"
#include "g_levellocals.h"
#include "flatvertices.h"
#include "cmdlib.h"
#include "hwrenderer/data/vertexbuffer.h"
#include "hwrenderer/scene/hw_renderstate.h"
//==========================================================================
@ -71,14 +74,51 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
vbo_shadowdata[17].Set(-32767.0f, -32767.0f, 32767.0f, 0, 0);
vbo_shadowdata[18].Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
vbo_shadowdata[19].Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
mVertexBuffer = screen->CreateVertexBuffer();
mIndexBuffer = screen->CreateIndexBuffer();
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
mVertexBuffer->SetData(bytesize, nullptr, false);
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, myoffsetof(FFlatVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, myoffsetof(FFlatVertex, u) }
};
mVertexBuffer->SetFormat(1, 2, sizeof(FFlatVertex), format);
mIndex = mCurIndex = 0;
mNumReserved = NUM_RESERVED;
Copy(0, NUM_RESERVED);
}
//==========================================================================
//
//
//
//==========================================================================
FFlatVertexBuffer::~FFlatVertexBuffer()
{
delete mIndexBuffer;
delete mVertexBuffer;
mIndexBuffer = nullptr;
mVertexBuffer = nullptr;
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::OutputResized(int width, int height)
{
vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
Copy(4, 4);
}
//==========================================================================
@ -276,7 +316,7 @@ void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
int countvt = sec->vbocount[plane];
secplane_t &splane = sec->GetSecPlane(plane);
FFlatVertex *vt = &vbo_shadowdata[startvt];
FFlatVertex *mapvt = &mMap[startvt];
FFlatVertex *mapvt = GetBuffer(startvt);
for(int i=0; i<countvt; i++, vt++, mapvt++)
{
vt->z = (float)splane.ZatPoint(vt->x, vt->y);
@ -332,3 +372,43 @@ void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
CheckPlanes(sector->e->XFloor.ffloors[i]->model);
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::Copy(int start, int count)
{
Map();
memcpy(GetBuffer(start), &vbo_shadowdata[0], count * sizeof(FFlatVertex));
Unmap();
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::Bind(FRenderState &state)
{
state.SetVertexBuffer(mVertexBuffer, 0, 0);
state.SetIndexBuffer(mIndexBuffer);
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatVertexBuffer::CreateVBO()
{
vbo_shadowdata.Resize(mNumReserved);
FFlatVertexBuffer::CreateVertices();
mCurIndex = mIndex = vbo_shadowdata.Size();
Copy(0, mIndex);
mIndexBuffer->SetData(ibo_data.Size() * sizeof(uint32_t), &ibo_data[0]);
}

View file

@ -24,6 +24,11 @@
#define _HW__VERTEXBUFFER_H
#include "tarray.h"
#include "hwrenderer/data/vertexbuffer.h"
#include <atomic>
#include <mutex>
class FRenderState;
struct FFlatVertex
{
@ -43,10 +48,21 @@ struct FFlatVertex
class FFlatVertexBuffer
{
protected:
TArray<FFlatVertex> vbo_shadowdata;
TArray<uint32_t> ibo_data;
FFlatVertex *mMap;
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
unsigned int mIndex;
std::atomic<unsigned int> mCurIndex;
std::mutex mBufferMutex;
unsigned int mNumReserved;
static const unsigned int BUFFER_SIZE = 2000000;
static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
// Temporary data for creating an indexed buffer
struct FIndexGenerationInfo
@ -85,8 +101,56 @@ public:
};
FFlatVertexBuffer(int width, int height);
~FFlatVertexBuffer();
void OutputResized(int width, int height);
void Bind(FRenderState &state);
void CreateVBO();
void Copy(int start, int count);
FFlatVertex *GetBuffer(int index) const
{
FFlatVertex *ff = (FFlatVertex*)mVertexBuffer->Memory();
return &ff[index];
}
FFlatVertex *GetBuffer() const
{
return GetBuffer(mCurIndex);
}
template<class T>
FFlatVertex *Alloc(int num, T *poffset)
{
again:
FFlatVertex *p = GetBuffer();
auto index = mCurIndex.fetch_add(num);
*poffset = static_cast<T>(index);
if (index + num >= BUFFER_SIZE_TO_USE)
{
std::lock_guard<std::mutex> lock(mBufferMutex);
if (mCurIndex >= BUFFER_SIZE_TO_USE) // retest condition, in case another thread got here first
mCurIndex = mIndex;
if (index >= BUFFER_SIZE_TO_USE) goto again;
}
return p;
}
void Reset()
{
mCurIndex = mIndex;
}
void Map()
{
mVertexBuffer->Map();
}
void Unmap()
{
mVertexBuffer->Unmap();
}
private:
int CreateIndexedSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor, int vi, FIndexGenerationInfo &gen);

View file

@ -5,12 +5,12 @@
// VAOs are mostly useless for this because they lump buffer and binding state together which the model code does not want.
enum
{
VATTR_VERTEX_BIT,
VATTR_TEXCOORD_BIT,
VATTR_COLOR_BIT,
VATTR_VERTEX2_BIT,
VATTR_NORMAL_BIT,
VATTR_NORMAL2_BIT,
VATTR_VERTEX,
VATTR_TEXCOORD,
VATTR_COLOR,
VATTR_VERTEX2,
VATTR_NORMAL,
VATTR_NORMAL2,
VATTR_MAX
};