mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-29 23:42:08 +00:00
109 lines
3 KiB
C++
109 lines
3 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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 2 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/
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
|
|
#include "hw_bonebuffer.h"
|
|
#include "hw_dynlightdata.h"
|
|
#include "shaderuniforms.h"
|
|
|
|
static const int BONE_SIZE = (16*sizeof(float));
|
|
|
|
BoneBuffer::BoneBuffer(int pipelineNbr) : mPipelineNbr(pipelineNbr)
|
|
{
|
|
int maxNumberOfBones = 80000;
|
|
|
|
mBufferSize = maxNumberOfBones;
|
|
mByteSize = mBufferSize * BONE_SIZE;
|
|
|
|
if (screen->useSSBO())
|
|
{
|
|
mBufferType = true;
|
|
mBlockAlign = 0;
|
|
mBlockSize = mBufferSize;
|
|
mMaxUploadSize = mBlockSize;
|
|
}
|
|
else
|
|
{
|
|
mBufferType = false;
|
|
mBlockSize = screen->maxuniformblock / BONE_SIZE;
|
|
mBlockAlign = screen->uniformblockalignment < 64 ? 1 : screen->uniformblockalignment / BONE_SIZE;
|
|
mMaxUploadSize = (mBlockSize - mBlockAlign);
|
|
}
|
|
|
|
for (int n = 0; n < mPipelineNbr; n++)
|
|
{
|
|
mBufferPipeline[n] = screen->CreateDataBuffer(BONEBUF_BINDINGPOINT, mBufferType, false);
|
|
mBufferPipeline[n]->SetData(mByteSize, nullptr, BufferUsageType::Persistent);
|
|
}
|
|
|
|
Clear();
|
|
}
|
|
|
|
BoneBuffer::~BoneBuffer()
|
|
{
|
|
delete mBuffer;
|
|
}
|
|
|
|
void BoneBuffer::Clear()
|
|
{
|
|
mIndex = 0;
|
|
|
|
mPipelinePos++;
|
|
mPipelinePos %= mPipelineNbr;
|
|
|
|
mBuffer = mBufferPipeline[mPipelinePos];
|
|
}
|
|
|
|
int BoneBuffer::UploadBones(const TArray<VSMatrix>& bones)
|
|
{
|
|
int totalsize = bones.Size();
|
|
if (totalsize > (int)mMaxUploadSize)
|
|
{
|
|
totalsize = mMaxUploadSize;
|
|
}
|
|
|
|
uint8_t *mBufferPointer = (uint8_t*)mBuffer->Memory();
|
|
assert(mBufferPointer != nullptr);
|
|
if (mBufferPointer == nullptr) return -1;
|
|
if (totalsize <= 0) return -1; // there are no bones
|
|
|
|
unsigned int thisindex = mIndex.fetch_add(totalsize);
|
|
|
|
if (thisindex + totalsize <= mBufferSize)
|
|
{
|
|
memcpy(mBufferPointer + thisindex * BONE_SIZE, bones.Data(), totalsize * BONE_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 BoneBuffer::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 * BONE_SIZE;
|
|
*pSize = mBlockSize * BONE_SIZE;
|
|
return (index - offset);
|
|
}
|