mirror of
https://github.com/ZDoom/Raze.git
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261 lines
No EOL
7.2 KiB
C++
261 lines
No EOL
7.2 KiB
C++
/*
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** gl_buffers.cpp
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** Low level vertex buffer class
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**
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**---------------------------------------------------------------------------
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** Copyright 2018-2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**/
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#include <algorithm>
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#include "gl_load.h"
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#include "gl_buffers.h"
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#include "gl_renderstate.h"
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#include "v_video.h"
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#include "flatvertices.h"
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namespace OpenGLRenderer
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{
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//==========================================================================
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//
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// basic buffer implementation
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//
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//==========================================================================
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static inline void InvalidateBufferState()
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{
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gl_RenderState.ResetVertexBuffer(); // force rebinding of buffers on next Apply call.
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}
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GLBuffer::GLBuffer(int usetype)
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: mUseType(usetype)
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{
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glGenBuffers(1, &mBufferId);
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}
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GLBuffer::~GLBuffer()
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{
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if (mBufferId != 0)
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{
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glBindBuffer(mUseType, mBufferId);
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glUnmapBuffer(mUseType);
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glBindBuffer(mUseType, 0);
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glDeleteBuffers(1, &mBufferId);
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}
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}
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void GLBuffer::Bind()
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{
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glBindBuffer(mUseType, mBufferId);
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}
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void GLBuffer::SetData(size_t size, const void *data, bool staticdata)
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{
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Bind();
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if (data != nullptr)
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{
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glBufferData(mUseType, size, data, staticdata? GL_STATIC_DRAW : GL_STREAM_DRAW);
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}
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else
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{
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mPersistent = screen->BuffersArePersistent() && !staticdata;
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if (mPersistent)
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{
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glBufferStorage(mUseType, size, nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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map = glMapBufferRange(mUseType, 0, size, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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}
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else
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{
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glBufferData(mUseType, size, nullptr, staticdata ? GL_STATIC_DRAW : GL_STREAM_DRAW);
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map = nullptr;
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}
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if (!staticdata) nomap = false;
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}
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buffersize = size;
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InvalidateBufferState();
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}
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void GLBuffer::SetSubData(size_t offset, size_t size, const void *data)
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{
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Bind();
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glBufferSubData(mUseType, offset, size, data);
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}
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void GLBuffer::Map()
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{
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assert(nomap == false); // do not allow mapping of static buffers. Vulkan cannot do that so it should be blocked in OpenGL, too.
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if (!mPersistent && !nomap)
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{
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Bind();
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map = (FFlatVertex*)glMapBufferRange(mUseType, 0, buffersize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
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InvalidateBufferState();
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}
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}
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void GLBuffer::Unmap()
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{
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assert(nomap == false);
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if (!mPersistent && map != nullptr)
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{
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Bind();
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glUnmapBuffer(mUseType);
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InvalidateBufferState();
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map = nullptr;
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}
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}
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void *GLBuffer::Lock(unsigned int size)
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{
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// This initializes this buffer as a static object with no data.
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SetData(size, nullptr, true);
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return glMapBufferRange(mUseType, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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}
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void GLBuffer::Unlock()
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{
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Bind();
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glUnmapBuffer(mUseType);
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InvalidateBufferState();
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}
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void GLBuffer::Resize(size_t newsize)
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{
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assert(!nomap); // only mappable buffers can be resized.
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if (newsize > buffersize && !nomap)
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{
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// reallocate the buffer with twice the size
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unsigned int oldbuffer = mBufferId;
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// first unmap the old buffer
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Bind();
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glUnmapBuffer(mUseType);
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glGenBuffers(1, &mBufferId);
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SetData(newsize, nullptr, false);
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glBindBuffer(GL_COPY_READ_BUFFER, oldbuffer);
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// copy contents and delete the old buffer.
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glCopyBufferSubData(GL_COPY_READ_BUFFER, mUseType, 0, 0, buffersize);
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glDeleteBuffers(1, &oldbuffer);
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buffersize = newsize;
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InvalidateBufferState();
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}
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}
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void GLBuffer::GPUDropSync()
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{
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if (mGLSync != NULL)
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{
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glDeleteSync(mGLSync);
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}
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mGLSync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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void GLBuffer::GPUWaitSync()
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{
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GLenum status = glClientWaitSync(mGLSync, GL_SYNC_FLUSH_COMMANDS_BIT, 1000 * 1000 * 50); // Wait for a max of 50ms...
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if (status != GL_ALREADY_SIGNALED && status != GL_CONDITION_SATISFIED)
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{
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//Printf("Error on glClientWaitSync: %d\n", status);
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}
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glDeleteSync(mGLSync);
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mGLSync = NULL;
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}
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//===========================================================================
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//
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// Vertex buffer implementation
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//
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//===========================================================================
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void GLVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
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{
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static int VFmtToGLFmt[] = { GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE, GL_INT_2_10_10_10_REV };
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static uint8_t VFmtToSize[] = {4, 3, 2, 1, 4, 4};
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mStride = stride;
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mNumBindingPoints = numBindingPoints;
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for(int i = 0; i < numAttributes; i++)
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{
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if (attrs[i].location >= 0 && attrs[i].location < VATTR_MAX)
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{
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auto & attrinf = mAttributeInfo[attrs[i].location];
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attrinf.format = VFmtToGLFmt[attrs[i].format];
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attrinf.size = VFmtToSize[attrs[i].format];
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attrinf.offset = attrs[i].offset;
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attrinf.bindingpoint = attrs[i].binding;
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}
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}
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}
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void GLVertexBuffer::Bind(int *offsets)
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{
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int i = 0;
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// This is what gets called from RenderState.Apply. It shouldn't be called anywhere else if the render state is in use
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GLBuffer::Bind();
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for(auto &attrinf : mAttributeInfo)
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{
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if (attrinf.size == 0)
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{
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glDisableVertexAttribArray(i);
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}
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else
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{
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glEnableVertexAttribArray(i);
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size_t ofs = offsets == nullptr ? attrinf.offset : attrinf.offset + mStride * offsets[attrinf.bindingpoint];
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glVertexAttribPointer(i, attrinf.size, attrinf.format, attrinf.format != GL_FLOAT, (GLsizei)mStride, (void*)(intptr_t)ofs);
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}
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i++;
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}
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}
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void GLDataBuffer::BindRange(FRenderState *state, size_t start, size_t length)
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{
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glBindBufferRange(mUseType, mBindingPoint, mBufferId, start, length);
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}
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void GLDataBuffer::BindBase()
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{
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glBindBufferBase(mUseType, mBindingPoint, mBufferId);
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}
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GLVertexBuffer::GLVertexBuffer() : GLBuffer(GL_ARRAY_BUFFER) {}
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GLIndexBuffer::GLIndexBuffer() : GLBuffer(GL_ELEMENT_ARRAY_BUFFER) {}
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GLDataBuffer::GLDataBuffer(int bindingpoint, bool is_ssbo) : GLBuffer(is_ssbo ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER), mBindingPoint(bindingpoint) {}
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} |