qzdoom/src/gl/dynlights/gl_lightbuffer.cpp
Christoph Oelckers a8e9c1832f - decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.

So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.

This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 22:42:39 +02:00

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4.8 KiB
C++

/*
** 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 BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB.
FLightBuffer::FLightBuffer()
{
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
{
mBufferType = GL_SHADER_STORAGE_BUFFER;
mBlockAlign = 0;
}
else
{
mBufferType = GL_UNIFORM_BUFFER;
mBlockSize = 2048;// gl.maxuniformblock / 4 - 100;
mBlockAlign = 1024;// ((mBlockSize * 2) & ~(gl.uniformblockalignment - 1)) / 4; // count in vec4's
}
glGenBuffers(1, &mBufferId);
glBindBuffer(mBufferType, mBufferId);
unsigned int bytesize = BUFFER_SIZE * 4 * sizeof(float);
glBufferStorage(mBufferType, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
void *map = glMapBufferRange(mBufferType, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
mBufferPointer = (float*)map;
glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId);
Clear();
mLastMappedIndex = UINT_MAX;
}
FLightBuffer::~FLightBuffer()
{
glBindBuffer(mBufferType, 0);
glDeleteBuffers(1, &mBufferId);
}
void FLightBuffer::Clear()
{
mIndex = 0;
mBufferArray.Clear();
}
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 (totalsize <= 1) return -1;
if (mIndex + totalsize > BUFFER_SIZE)
{
return -1; // we ran out of space. All following lights will be ignored
}
float *copyptr;
copyptr = mBufferPointer + mIndex * 4;
float parmcnt[] = { 0, size0, size0 + size1, 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::Finish()
{
Clear();
}
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);
}