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/*
* * 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 "gles_system.h"
# include "gles_buffers.h"
# include "gles_renderstate.h"
# include "v_video.h"
# include "flatvertices.h"
namespace OpenGLESRenderer
{
//==========================================================================
//
// basic buffer implementation
//
//==========================================================================
static inline void InvalidateBufferState ( )
{
gl_RenderState . ResetVertexBuffer ( ) ; // force rebinding of buffers on next Apply call.
}
GLBuffer : : GLBuffer ( int usetype )
: mUseType ( usetype )
{
if ( ( usetype = = GL_ARRAY_BUFFER ) | | ( usetype = = GL_ELEMENT_ARRAY_BUFFER ) )
{
glGenBuffers ( 1 , & mBufferId ) ;
isData = false ;
}
else
{
isData = true ;
}
}
GLBuffer : : ~ GLBuffer ( )
{
if ( mBufferId ! = 0 )
{
if ( gles . useMappedBuffers )
{
glBindBuffer ( mUseType , mBufferId ) ;
glUnmapBuffer ( mUseType ) ;
}
glBindBuffer ( mUseType , 0 ) ;
glDeleteBuffers ( 1 , & mBufferId ) ;
}
if ( memory )
delete [ ] memory ;
}
void GLBuffer : : Bind ( )
{
if ( ! isData )
{
glBindBuffer ( mUseType , mBufferId ) ;
}
}
void GLBuffer : : SetData ( size_t size , const void * data , bool staticdata )
{
if ( isData | | ! gles . useMappedBuffers )
{
if ( memory )
delete [ ] memory ;
memory = ( char * ) ( new uint64_t [ size / 8 + 16 ] ) ;
if ( data )
memcpy ( memory , data , size ) ;
}
if ( ! isData )
{
Bind ( ) ;
glBufferData ( mUseType , size , data , staticdata ? GL_STATIC_DRAW : GL_STREAM_DRAW ) ;
}
if ( ! isData & & gles . useMappedBuffers )
{
map = 0 ;
}
else
{
map = memory ;
}
buffersize = size ;
InvalidateBufferState ( ) ;
}
void GLBuffer : : SetSubData ( size_t offset , size_t size , const void * data )
{
Bind ( ) ;
memcpy ( memory + offset , data , size ) ;
if ( ! isData )
{
glBufferSubData ( mUseType , offset , size , data ) ;
}
}
void GLBuffer : : Upload ( size_t start , size_t size )
{
if ( ! gles . useMappedBuffers )
{
Bind ( ) ;
if ( size )
glBufferSubData ( mUseType , start , size , memory + start ) ;
}
}
void GLBuffer : : Map ( )
{
if ( ! isData & & gles . useMappedBuffers )
{
Bind ( ) ;
map = ( FFlatVertex * ) glMapBufferRange ( mUseType , 0 , buffersize , GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT ) ;
}
else
{
map = memory ;
}
InvalidateBufferState ( ) ;
}
void GLBuffer : : Unmap ( )
{
if ( ! isData & & gles . useMappedBuffers )
{
Bind ( ) ;
glUnmapBuffer ( mUseType ) ;
InvalidateBufferState ( ) ;
}
}
void * GLBuffer : : Lock ( unsigned int size )
{
// This initializes this buffer as a static object with no data.
SetData ( size , nullptr , true ) ;
if ( ! isData & & gles . useMappedBuffers )
{
return glMapBufferRange ( mUseType , 0 , size , GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT ) ;
}
else
{
return map ;
}
}
void GLBuffer : : Unlock ( )
{
if ( ! isData )
{
if ( gles . useMappedBuffers )
{
Bind ( ) ;
glUnmapBuffer ( mUseType ) ;
InvalidateBufferState ( ) ;
}
else
{
Bind ( ) ;
glBufferData ( mUseType , buffersize , map , GL_STATIC_DRAW ) ;
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 ( ) ;
*/
}
}
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void GLBuffer : : GPUDropSync ( )
{
# if !(USE_GLES2) // Only applicable when running on desktop for now
if ( gles . useMappedBuffers & & glFenceSync & & glClientWaitSync )
{
if ( mGLSync ! = NULL )
{
glDeleteSync ( mGLSync ) ;
}
mGLSync = glFenceSync ( GL_SYNC_GPU_COMMANDS_COMPLETE , 0 ) ;
}
# endif
}
void GLBuffer : : GPUWaitSync ( )
{
# if !(USE_GLES2) // Only applicable when running on desktop for now
if ( gles . useMappedBuffers & & glFenceSync & & glClientWaitSync )
{
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 ;
}
# endif
}
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//===========================================================================
//
// 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_FLOAT } ; // TODO Fix last entry GL_INT_2_10_10_10_REV, normals for models will be broken
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 )
{
if ( mBindingPoint = = 3 ) // VIEWPOINT_BINDINGPOINT
{
static_cast < FGLRenderState * > ( state ) - > ApplyViewport ( memory + start ) ;
}
}
void GLDataBuffer : : BindBase ( )
{
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}
GLVertexBuffer : : GLVertexBuffer ( ) : GLBuffer ( GL_ARRAY_BUFFER ) { }
GLIndexBuffer : : GLIndexBuffer ( ) : GLBuffer ( GL_ELEMENT_ARRAY_BUFFER ) { }
GLDataBuffer : : GLDataBuffer ( int bindingpoint , bool is_ssbo ) : GLBuffer ( 0 ) , mBindingPoint ( bindingpoint ) { }
}