/* ** 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 = -1; 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); glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId); if (gl.flags & RFL_SHADER_STORAGE_BUFFER) { 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) { 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 (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_SHADER_STORAGE_BUFFER) { 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; copyptr = mBufferPointer + mIndex * 4; float parmcnt[] = { 0, size0, size0 + size1, size0 + size1 + size2 }; memcpy(©ptr[0], parmcnt, 4 * sizeof(float)); memcpy(©ptr[4], &data.arrays[0][0], 4 * size0*sizeof(float)); memcpy(©ptr[4 + 4*size0], &data.arrays[1][0], 4 * size1*sizeof(float)); memcpy(©ptr[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_SHADER_STORAGE_BUFFER)) { glBindBuffer(mBufferType, mBufferId); mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT); } } void FLightBuffer::Finish() { if (!(gl.flags & RFL_SHADER_STORAGE_BUFFER)) { 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); }