raze-gles/source/common/rendering/gl/gl_buffers.cpp
2021-09-18 12:20:28 +02:00

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7.2 KiB
C++

/*
** gl_buffers.cpp
** Low level vertex buffer class
**
**---------------------------------------------------------------------------
** Copyright 2018-2020 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.
**
** 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 <algorithm>
#include "gl_load.h"
#include "gl_buffers.h"
#include "gl_renderstate.h"
#include "v_video.h"
#include "flatvertices.h"
namespace OpenGLRenderer
{
//==========================================================================
//
// basic buffer implementation
//
//==========================================================================
static inline void InvalidateBufferState()
{
gl_RenderState.ResetVertexBuffer(); // force rebinding of buffers on next Apply call.
}
GLBuffer::GLBuffer(int usetype)
: mUseType(usetype)
{
glGenBuffers(1, &mBufferId);
}
GLBuffer::~GLBuffer()
{
if (mBufferId != 0)
{
glBindBuffer(mUseType, mBufferId);
glUnmapBuffer(mUseType);
glBindBuffer(mUseType, 0);
glDeleteBuffers(1, &mBufferId);
}
}
void GLBuffer::Bind()
{
glBindBuffer(mUseType, mBufferId);
}
void GLBuffer::SetData(size_t size, const void *data, bool staticdata)
{
Bind();
if (data != nullptr)
{
glBufferData(mUseType, size, data, staticdata? GL_STATIC_DRAW : GL_STREAM_DRAW);
}
else
{
mPersistent = screen->BuffersArePersistent() && !staticdata;
if (mPersistent)
{
glBufferStorage(mUseType, size, nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
map = glMapBufferRange(mUseType, 0, size, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
}
else
{
glBufferData(mUseType, size, nullptr, staticdata ? GL_STATIC_DRAW : GL_STREAM_DRAW);
map = nullptr;
}
if (!staticdata) nomap = false;
}
buffersize = size;
InvalidateBufferState();
}
void GLBuffer::SetSubData(size_t offset, size_t size, const void *data)
{
Bind();
glBufferSubData(mUseType, offset, size, data);
}
void GLBuffer::Map()
{
assert(nomap == false); // do not allow mapping of static buffers. Vulkan cannot do that so it should be blocked in OpenGL, too.
if (!mPersistent && !nomap)
{
Bind();
map = (FFlatVertex*)glMapBufferRange(mUseType, 0, buffersize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
InvalidateBufferState();
}
}
void GLBuffer::Unmap()
{
assert(nomap == false);
if (!mPersistent && map != nullptr)
{
Bind();
glUnmapBuffer(mUseType);
InvalidateBufferState();
map = nullptr;
}
}
void *GLBuffer::Lock(unsigned int size)
{
// This initializes this buffer as a static object with no data.
SetData(size, nullptr, true);
return glMapBufferRange(mUseType, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
}
void GLBuffer::Unlock()
{
Bind();
glUnmapBuffer(mUseType);
InvalidateBufferState();
}
void GLBuffer::Resize(size_t newsize)
{
assert(!nomap); // only mappable buffers can be resized.
if (newsize > buffersize && !nomap)
{
// reallocate the buffer with twice the size
unsigned int oldbuffer = mBufferId;
// first unmap the old buffer
Bind();
glUnmapBuffer(mUseType);
glGenBuffers(1, &mBufferId);
SetData(newsize, nullptr, false);
glBindBuffer(GL_COPY_READ_BUFFER, oldbuffer);
// copy contents and delete the old buffer.
glCopyBufferSubData(GL_COPY_READ_BUFFER, mUseType, 0, 0, buffersize);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glDeleteBuffers(1, &oldbuffer);
buffersize = newsize;
InvalidateBufferState();
}
}
void GLBuffer::GPUDropSync()
{
if (mGLSync != NULL)
{
glDeleteSync(mGLSync);
}
mGLSync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void GLBuffer::GPUWaitSync()
{
GLenum status = glClientWaitSync(mGLSync, GL_SYNC_FLUSH_COMMANDS_BIT, 1000 * 1000 * 50); // Wait for a max of 50ms...
if (status != GL_ALREADY_SIGNALED && status != GL_CONDITION_SATISFIED)
{
//Printf("Error on glClientWaitSync: %d\n", status);
}
glDeleteSync(mGLSync);
mGLSync = NULL;
}
//===========================================================================
//
// Vertex buffer implementation
//
//===========================================================================
void GLVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
{
static int VFmtToGLFmt[] = { GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE, GL_INT_2_10_10_10_REV };
static uint8_t VFmtToSize[] = {4, 3, 2, 1, 4, 4};
mStride = stride;
mNumBindingPoints = numBindingPoints;
for(int i = 0; i < numAttributes; i++)
{
if (attrs[i].location >= 0 && attrs[i].location < VATTR_MAX)
{
auto & attrinf = mAttributeInfo[attrs[i].location];
attrinf.format = VFmtToGLFmt[attrs[i].format];
attrinf.size = VFmtToSize[attrs[i].format];
attrinf.offset = attrs[i].offset;
attrinf.bindingpoint = attrs[i].binding;
}
}
}
void GLVertexBuffer::Bind(int *offsets)
{
int i = 0;
// This is what gets called from RenderState.Apply. It shouldn't be called anywhere else if the render state is in use
GLBuffer::Bind();
for(auto &attrinf : mAttributeInfo)
{
if (attrinf.size == 0)
{
glDisableVertexAttribArray(i);
}
else
{
glEnableVertexAttribArray(i);
size_t ofs = offsets == nullptr ? attrinf.offset : attrinf.offset + mStride * offsets[attrinf.bindingpoint];
glVertexAttribPointer(i, attrinf.size, attrinf.format, attrinf.format != GL_FLOAT, (GLsizei)mStride, (void*)(intptr_t)ofs);
}
i++;
}
}
void GLDataBuffer::BindRange(FRenderState *state, size_t start, size_t length)
{
glBindBufferRange(mUseType, mBindingPoint, mBufferId, start, length);
}
void GLDataBuffer::BindBase()
{
glBindBufferBase(mUseType, mBindingPoint, mBufferId);
}
GLVertexBuffer::GLVertexBuffer() : GLBuffer(GL_ARRAY_BUFFER) {}
GLIndexBuffer::GLIndexBuffer() : GLBuffer(GL_ELEMENT_ARRAY_BUFFER) {}
GLDataBuffer::GLDataBuffer(int bindingpoint, bool is_ssbo) : GLBuffer(is_ssbo ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER), mBindingPoint(bindingpoint) {}
}