/* ** 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 #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, BufferUsageType usage) { Bind(); if (usage == BufferUsageType::Static) { glBufferData(mUseType, size, data, GL_STATIC_DRAW); } else if (usage == BufferUsageType::Stream) { glBufferData(mUseType, size, data, GL_STREAM_DRAW); } else if (usage == BufferUsageType::Persistent) { mPersistent = screen->BuffersArePersistent(); 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, GL_STREAM_DRAW); map = nullptr; } nomap = false; } else if (usage == BufferUsageType::Mappable) { glBufferData(mUseType, size, nullptr, GL_STATIC_DRAW); map = nullptr; } 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, BufferUsageType::Mappable); 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, BufferUsageType::Persistent); 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, GL_UNSIGNED_BYTE }; static uint8_t VFmtToSize[] = { 4, 3, 2, 1, 4, 4, 4 }; static bool VFmtToNormalize[] = { false, false, false, false, true, true, false }; static bool VFmtToIntegerType[] = { false, false, false, false, false, false, true }; 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; attrinf.normalize = VFmtToNormalize[attrs[i].format]; attrinf.integerType = VFmtToIntegerType[attrs[i].format]; } } } 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]; if (!attrinf.integerType) glVertexAttribPointer(i, attrinf.size, attrinf.format, attrinf.normalize, (GLsizei)mStride, (void*)(intptr_t)ofs); else glVertexAttribIPointer(i, attrinf.size, attrinf.format, (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) {} }