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- added check for light uniform buffer overflows, because uniform buffers on Intel are rather small.
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1 changed files with 29 additions and 3 deletions
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@ -52,13 +52,15 @@ FLightBuffer::FLightBuffer()
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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{
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mBufferType = GL_SHADER_STORAGE_BUFFER;
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mBufferType = GL_SHADER_STORAGE_BUFFER;
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mBlockAlign = 0;
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mBlockAlign = -1;
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mBlockSize = BUFFER_SIZE;
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}
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}
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else
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else
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{
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{
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mBufferType = GL_UNIFORM_BUFFER;
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mBufferType = GL_UNIFORM_BUFFER;
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mBlockSize = 2048;// gl.maxuniformblock / 4 - 100;
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mBlockSize = gl.maxuniformblock / 16;
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mBlockAlign = 1024;// ((mBlockSize * 2) & ~(gl.uniformblockalignment - 1)) / 4; // count in vec4's
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if (mBlockSize > 2048) mBlockSize = 2048; // we don't really need a larger buffer
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mBlockAlign = mBlockSize / 2;
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}
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}
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glGenBuffers(1, &mBufferId);
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glGenBuffers(1, &mBufferId);
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@ -92,6 +94,30 @@ int FLightBuffer::UploadLights(FDynLightData &data)
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int size2 = data.arrays[2].Size()/4;
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int size2 = data.arrays[2].Size()/4;
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int totalsize = size0 + size1 + size2 + 1;
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int totalsize = size0 + size1 + size2 + 1;
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if (mBlockAlign >= 0 && totalsize + (mIndex % mBlockAlign) > mBlockSize)
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{
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mIndex = ((mIndex + mBlockAlign) / mBlockAlign) * mBlockAlign;
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// can't be rendered all at once.
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if (totalsize > mBlockSize)
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{
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int diff = totalsize - mBlockSize;
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size2 -= diff;
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if (size2 < 0)
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{
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size1 += size2;
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size2 = 0;
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}
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if (size1 < 0)
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{
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size0 += size1;
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size1 = 0;
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}
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totalsize = size0 + size1 + size2 + 1;
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}
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}
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if (totalsize <= 1) return -1;
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if (totalsize <= 1) return -1;
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if (mIndex + totalsize > BUFFER_SIZE)
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if (mIndex + totalsize > BUFFER_SIZE)
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