mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
146 lines
4 KiB
C++
146 lines
4 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/
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
/*
|
|
** 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;
|
|
|
|
if (screen->useSSBO())
|
|
{
|
|
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);
|
|
}
|
|
|
|
|
|
|