/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * encapsulation of VBOs with sharing */ #include "precompiled.h" #include "ps/Errors.h" #include "lib/ogl.h" #include "lib/sysdep/cpu.h" #include "Renderer.h" #include "VertexBuffer.h" #include "VertexBufferManager.h" #include "ps/CLogger.h" // Absolute maximum (bytewise) size of each GL vertex buffer object. // Make it large enough for the maximum feasible mesh size (64K vertexes, // 64 bytes per vertex in InstancingModelRenderer). // TODO: measure what influence this has on performance #define MAX_VB_SIZE_BYTES (4*1024*1024) CVertexBuffer::CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target) : m_VertexSize(vertexSize), m_Handle(0), m_SysMem(0), m_Usage(usage), m_Target(target) { size_t size = MAX_VB_SIZE_BYTES; if (target == GL_ARRAY_BUFFER) // vertex data buffer { // We want to store 16-bit indices to any vertex in a buffer, so the // buffer must never be bigger than vertexSize*64K bytes since we can // address at most 64K of them with 16-bit indices size = std::min(size, vertexSize*65536); } // store max/free vertex counts m_MaxVertices = m_FreeVertices = size / vertexSize; // allocate raw buffer if (g_Renderer.m_Caps.m_VBO) { pglGenBuffersARB(1, &m_Handle); pglBindBufferARB(m_Target, m_Handle); pglBufferDataARB(m_Target, m_MaxVertices * m_VertexSize, 0, m_Usage); pglBindBufferARB(m_Target, 0); } else { m_SysMem = new u8[m_MaxVertices * m_VertexSize]; } // create sole free chunk VBChunk* chunk = new VBChunk; chunk->m_Owner = this; chunk->m_Count = m_FreeVertices; chunk->m_Index = 0; m_FreeList.push_front(chunk); } CVertexBuffer::~CVertexBuffer() { // Must have released all chunks before destroying the buffer ENSURE(m_AllocList.empty()); if (m_Handle) pglDeleteBuffersARB(1, &m_Handle); delete[] m_SysMem; typedef std::list::iterator Iter; for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter) delete *iter; } bool CVertexBuffer::CompatibleVertexType(size_t vertexSize, GLenum usage, GLenum target) { if (usage != m_Usage || target != m_Target || vertexSize != m_VertexSize) return false; return true; } /////////////////////////////////////////////////////////////////////////////// // Allocate: try to allocate a buffer of given number of vertices (each of // given size), with the given type, and using the given texture - return null // if no free chunks available CVertexBuffer::VBChunk* CVertexBuffer::Allocate(size_t vertexSize, size_t numVertices, GLenum usage, GLenum target, void* backingStore) { // check this is the right kind of buffer if (!CompatibleVertexType(vertexSize, usage, target)) return 0; if (UseStreaming(usage)) ENSURE(backingStore != NULL); // quick check there's enough vertices spare to allocate if (numVertices > m_FreeVertices) return 0; // trawl free list looking for first free chunk with enough space VBChunk* chunk = 0; typedef std::list::iterator Iter; for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter) { if (numVertices <= (*iter)->m_Count) { chunk = *iter; // remove this chunk from the free list m_FreeList.erase(iter); m_FreeVertices -= chunk->m_Count; // no need to search further .. break; } } if (!chunk) { // no big enough spare chunk available return 0; } chunk->m_BackingStore = backingStore; chunk->m_Dirty = false; chunk->m_Needed = false; // split chunk into two; - allocate a new chunk using all unused vertices in the // found chunk, and add it to the free list if (chunk->m_Count > numVertices) { VBChunk* newchunk = new VBChunk; newchunk->m_Owner = this; newchunk->m_Count = chunk->m_Count - numVertices; newchunk->m_Index = chunk->m_Index + numVertices; m_FreeList.push_front(newchunk); m_FreeVertices += newchunk->m_Count; // resize given chunk chunk->m_Count = numVertices; } // return found chunk m_AllocList.push_back(chunk); return chunk; } /////////////////////////////////////////////////////////////////////////////// // Release: return given chunk to this buffer void CVertexBuffer::Release(VBChunk* chunk) { // Update total free count before potentially modifying this chunk's count m_FreeVertices += chunk->m_Count; m_AllocList.remove(chunk); typedef std::list::iterator Iter; // Coalesce with any free-list items that are adjacent to this chunk; // merge the found chunk with the new one, and remove the old one // from the list, and repeat until no more are found bool coalesced; do { coalesced = false; for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter) { if ((*iter)->m_Index == chunk->m_Index + chunk->m_Count || (*iter)->m_Index + (*iter)->m_Count == chunk->m_Index) { chunk->m_Index = std::min(chunk->m_Index, (*iter)->m_Index); chunk->m_Count += (*iter)->m_Count; delete *iter; m_FreeList.erase(iter); coalesced = true; break; } } } while (coalesced); m_FreeList.push_front(chunk); } /////////////////////////////////////////////////////////////////////////////// // UpdateChunkVertices: update vertex data for given chunk void CVertexBuffer::UpdateChunkVertices(VBChunk* chunk, void* data) { if (g_Renderer.m_Caps.m_VBO) { ENSURE(m_Handle); if (UseStreaming(m_Usage)) { // The VBO is now out of sync with the backing store chunk->m_Dirty = true; // Sanity check: Make sure the caller hasn't tried to reallocate // their backing store ENSURE(data == chunk->m_BackingStore); } else { pglBindBufferARB(m_Target, m_Handle); pglBufferSubDataARB(m_Target, chunk->m_Index * m_VertexSize, chunk->m_Count * m_VertexSize, data); pglBindBufferARB(m_Target, 0); } } else { ENSURE(m_SysMem); memcpy(m_SysMem + chunk->m_Index * m_VertexSize, data, chunk->m_Count * m_VertexSize); } } /////////////////////////////////////////////////////////////////////////////// // Bind: bind to this buffer; return pointer to address required as parameter // to glVertexPointer ( + etc) calls u8* CVertexBuffer::Bind() { if (!g_Renderer.m_Caps.m_VBO) return m_SysMem; pglBindBufferARB(m_Target, m_Handle); if (UseStreaming(m_Usage)) { // If any chunks are out of sync with the current VBO, and are // needed for rendering this frame, we'll need to re-upload the VBO bool needUpload = false; for (auto& chunk : m_AllocList) { if (chunk->m_Dirty && chunk->m_Needed) { needUpload = true; break; } } if (needUpload) { // Tell the driver that it can reallocate the whole VBO pglBufferDataARB(m_Target, m_MaxVertices * m_VertexSize, NULL, m_Usage); // (In theory, glMapBufferRange with GL_MAP_INVALIDATE_BUFFER_BIT could be used // here instead of glBufferData(..., NULL, ...) plus glMapBuffer(), but with // current Intel Windows GPU drivers (as of 2015-01) it's much faster if you do // the explicit glBufferData.) while (true) { void* p = pglMapBufferARB(m_Target, GL_WRITE_ONLY); if (p == NULL) { // This shouldn't happen unless we run out of virtual address space LOGERROR("glMapBuffer failed"); break; } #ifndef NDEBUG // To help detect bugs where PrepareForRendering() was not called, // force all not-needed data to 0, so things won't get rendered // with undefined (but possibly still correct-looking) data. memset(p, 0, m_MaxVertices * m_VertexSize); #endif // Copy only the chunks we need. (This condition is helpful when // the VBO contains data for every unit in the world, but only a // handful are visible on screen and we don't need to bother copying // the rest.) for (auto& chunk : m_AllocList) if (chunk->m_Needed) memcpy((u8 *)p + chunk->m_Index * m_VertexSize, chunk->m_BackingStore, chunk->m_Count * m_VertexSize); if (pglUnmapBufferARB(m_Target) == GL_TRUE) break; // Unmap might fail on e.g. resolution switches, so just try again // and hope it will eventually succeed debug_printf("glUnmapBuffer failed, trying again...\n"); } // Anything we just uploaded is clean; anything else is dirty // since the rest of the VBO content is now undefined for (auto& chunk : m_AllocList) { if (chunk->m_Needed) chunk->m_Dirty = false; else chunk->m_Dirty = true; } } // Reset the flags for the next phase for (auto& chunk : m_AllocList) chunk->m_Needed = false; } return (u8*)0; } u8* CVertexBuffer::GetBindAddress() { if (g_Renderer.m_Caps.m_VBO) return (u8*)0; else return m_SysMem; } void CVertexBuffer::Unbind() { if (g_Renderer.m_Caps.m_VBO) { pglBindBufferARB(GL_ARRAY_BUFFER, 0); pglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); } } size_t CVertexBuffer::GetBytesReserved() const { return MAX_VB_SIZE_BYTES; } size_t CVertexBuffer::GetBytesAllocated() const { return (m_MaxVertices - m_FreeVertices) * m_VertexSize; } void CVertexBuffer::DumpStatus() { debug_printf("freeverts = %d\n", (int)m_FreeVertices); size_t maxSize = 0; typedef std::list::iterator Iter; for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter) { debug_printf("free chunk %p: size=%d\n", (void *)*iter, (int)((*iter)->m_Count)); maxSize = std::max((*iter)->m_Count, maxSize); } debug_printf("max size = %d\n", (int)maxSize); } bool CVertexBuffer::UseStreaming(GLenum usage) { return (usage == GL_DYNAMIC_DRAW || usage == GL_STREAM_DRAW); }