// //--------------------------------------------------------------------------- // // 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 "hw_lightbuffer.h" #include "hw_dynlightdata.h" #include "shaderuniforms.h" static const int ELEMENTS_PER_LIGHT = 4; // each light needs 4 vec4's. static const int ELEMENT_SIZE = (4*sizeof(float)); FLightBuffer::FLightBuffer(int pipelineNbr): mPipelineNbr(pipelineNbr) { int maxNumberOfLights = 80000; mBufferSize = maxNumberOfLights * ELEMENTS_PER_LIGHT; mByteSize = mBufferSize * ELEMENT_SIZE; // Hack alert: On Intel's GL driver SSBO's perform quite worse than UBOs. // We only want to disable using SSBOs for lights but not disable the feature entirely. // Note that using an uniform buffer here will limit the number of lights per surface so it isn't done for NVidia and AMD. if (screen->IsVulkan() || screen->IsPoly() || ((screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && screen->allowSSBO() && !strstr(screen->vendorstring, "Intel"))) { mBufferType = true; mBlockAlign = 0; mBlockSize = mBufferSize; mMaxUploadSize = mBlockSize; } else { mBufferType = false; mBlockSize = screen->maxuniformblock / ELEMENT_SIZE; mBlockAlign = screen->uniformblockalignment / ELEMENT_SIZE; mMaxUploadSize = (mBlockSize - mBlockAlign); //mByteSize += screen->maxuniformblock; // to avoid mapping beyond the end of the buffer. REMOVED this...This can try to allocate 100's of MB.. } for (int n = 0; n < mPipelineNbr; n++) { mBufferPipeline[n] = screen->CreateDataBuffer(LIGHTBUF_BINDINGPOINT, mBufferType, false); mBufferPipeline[n]->SetData(mByteSize, nullptr, BufferUsageType::Persistent); } Clear(); } FLightBuffer::~FLightBuffer() { delete mBuffer; } void FLightBuffer::Clear() { mIndex = 0; mPipelinePos++; mPipelinePos %= mPipelineNbr; mBuffer = mBufferPipeline[mPipelinePos]; } int FLightBuffer::UploadLights(FDynLightData &data) { // All meaasurements here are in vec4's. 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 > (int)mMaxUploadSize) { int diff = totalsize - (int)mMaxUploadSize; size2 -= diff; if (size2 < 0) { size1 += size2; size2 = 0; } if (size1 < 0) { size0 += size1; size1 = 0; } totalsize = size0 + size1 + size2 + 1; } float *mBufferPointer = (float*)mBuffer->Memory(); assert(mBufferPointer != nullptr); if (mBufferPointer == nullptr) return -1; if (totalsize <= 1) return -1; // there are no lights unsigned thisindex = mIndex.fetch_add(totalsize); float parmcnt[] = { 0, float(size0), float(size0 + size1), float(size0 + size1 + size2) }; if (thisindex + totalsize <= mBufferSize) { float *copyptr = mBufferPointer + thisindex*4; memcpy(©ptr[0], parmcnt, ELEMENT_SIZE); memcpy(©ptr[4], &data.arrays[0][0], size0 * ELEMENT_SIZE); memcpy(©ptr[4 + 4*size0], &data.arrays[1][0], size1 * ELEMENT_SIZE); memcpy(©ptr[4 + 4*(size0 + size1)], &data.arrays[2][0], size2 * ELEMENT_SIZE); return thisindex; } else { return -1; // Buffer is full. Since it is being used live at the point of the upload we cannot do much here but to abort. } } int FLightBuffer::GetBinding(unsigned int index, size_t* pOffset, size_t* pSize) { // this function 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. unsigned int offset = (index / mBlockAlign) * mBlockAlign; *pOffset = offset * ELEMENT_SIZE; *pSize = mBlockSize * ELEMENT_SIZE; return (index - offset); }