raze/source/common/rendering/hwrenderer/data/hw_bonebuffer.cpp
2023-03-26 11:45:25 +02:00

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);
}