qzdoom/src/gl/dynlights/gl_lightbuffer.cpp

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/*
** 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/shaders/gl_shader.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/system/gl_interface.h"
#include "gl/utility//gl_clock.h"
static const int INITIAL_BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB.
float *mMap;
FLightBuffer::FLightBuffer()
{
mBufferSize = INITIAL_BUFFER_SIZE;
mByteSize = mBufferSize * sizeof(float);
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
{
mBufferType = GL_SHADER_STORAGE_BUFFER;
mBlockAlign = 0;
mBlockSize = mBufferSize;
}
else
{
mBufferType = GL_UNIFORM_BUFFER;
mBlockSize = gl.maxuniformblock / 16;
if (mBlockSize > 2048) mBlockSize = 2048; // we don't really need a larger buffer
mBlockAlign = mBlockSize / 2;
}
glGenBuffers(1, &mBufferId);
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId);
if (gl.flags & RFL_BUFFER_STORAGE)
{
glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
}
else
{
glBufferData(mBufferType, mByteSize, NULL, GL_DYNAMIC_DRAW);
mBufferPointer = NULL;
}
Clear();
mLastMappedIndex = UINT_MAX;
}
FLightBuffer::~FLightBuffer()
{
glBindBuffer(mBufferType, 0);
glDeleteBuffers(1, &mBufferId);
}
void FLightBuffer::Clear()
{
mIndex = 0;
mIndices.Clear();
mUploadIndex = 0;
}
int FLightBuffer::UploadLights(FDynLightData &data)
{
unsigned int size0 = data.arrays[0].Size()/4;
unsigned int size1 = data.arrays[1].Size()/4;
unsigned int size2 = data.arrays[2].Size()/4;
unsigned 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 (mIndex + totalsize > mBufferSize)
{
// reallocate the buffer with twice the size
unsigned int newbuffer;
// first unmap the old buffer
glBindBuffer(mBufferType, mBufferId);
glUnmapBuffer(mBufferType);
// create and bind the new buffer, bind the old one to a copy target (too bad that DSA is not yet supported well enough to omit this crap.)
glGenBuffers(1, &newbuffer);
glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, newbuffer);
glBindBuffer(GL_COPY_READ_BUFFER, mBufferId);
// create the new buffer's storage (twice as large as the old one)
mBufferSize *= 2;
mByteSize *= 2;
if (gl.flags & RFL_BUFFER_STORAGE)
{
glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
}
else
{
glBufferData(mBufferType, mByteSize, NULL, GL_DYNAMIC_DRAW);
mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
}
// copy contents and delete the old buffer.
glCopyBufferSubData(GL_COPY_READ_BUFFER, mBufferType, 0, 0, mByteSize/2);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glDeleteBuffers(1, &mBufferId);
mBufferId = newbuffer;
}
float *copyptr;
assert(mBufferPointer != NULL);
if (mBufferPointer == NULL) return -1;
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copyptr = mBufferPointer + mIndex * 4;
float parmcnt[] = { 0, float(size0), float(size0 + size1), float(size0 + size1 + size2) };
memcpy(&copyptr[0], parmcnt, 4 * sizeof(float));
memcpy(&copyptr[4], &data.arrays[0][0], 4 * size0*sizeof(float));
memcpy(&copyptr[4 + 4*size0], &data.arrays[1][0], 4 * size1*sizeof(float));
memcpy(&copyptr[4 + 4*(size0 + size1)], &data.arrays[2][0], 4 * size2*sizeof(float));
unsigned int bufferindex = mIndex;
mIndex += totalsize;
draw_dlight += (totalsize-1) / 2;
return bufferindex;
}
void FLightBuffer::Begin()
{
if (!(gl.flags & RFL_BUFFER_STORAGE))
{
glBindBuffer(mBufferType, mBufferId);
mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT);
}
}
void FLightBuffer::Finish()
{
if (!(gl.flags & RFL_BUFFER_STORAGE))
{
glBindBuffer(mBufferType, mBufferId);
glUnmapBuffer(mBufferType);
mBufferPointer = NULL;
}
}
int FLightBuffer::BindUBO(unsigned int index)
{
unsigned int offset = (index / mBlockAlign) * mBlockAlign;
if (offset != mLastMappedIndex)
{
// this will only get called if a uniform buffer is used. For a shader storage buffer we only need to bind the buffer once at the start to all shader programs
mLastMappedIndex = offset;
glBindBufferRange(GL_UNIFORM_BUFFER, LIGHTBUF_BINDINGPOINT, mBufferId, offset*16, mBlockSize*16); // we go from counting vec4's to counting bytes here.
}
return (index - offset);
}