// //--------------------------------------------------------------------------- // // Copyright(C) 2014-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_lightbuffer.cpp ** Buffer data maintenance for dynamic lights ** **/ #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); glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId); glBindBuffer(mBufferType, mBufferId); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should. if (gl.lightmethod == LM_DIRECT) { 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; // pointless type casting because some compilers can't print enough warnings. if (mBlockAlign > 0 && (unsigned int)totalsize + (mIndex % mBlockAlign) > mBlockSize) { mIndex = ((mIndex + mBlockAlign) / mBlockAlign) * mBlockAlign; // can't be rendered all at once. if ((unsigned int)totalsize > mBlockSize) { int diff = totalsize - (int)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/4) { // 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(mBufferType, newbuffer); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should. 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.lightmethod == LM_DIRECT) { 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, float(size0), float(size0 + size1), float(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.lightmethod == LM_DEFERRED) { glBindBuffer(mBufferType, mBufferId); mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT); } } void FLightBuffer::Finish() { if (gl.lightmethod == LM_DEFERRED) { 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); }