- added check for light uniform buffer overflows, because uniform buffers on Intel are rather small.

This commit is contained in:
Christoph Oelckers 2014-08-02 20:41:13 +02:00
parent e35fefdc06
commit a97b58fa27

View file

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