1 /* Copyright (C) 2016 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * encapsulation of VBOs with sharing
22 #include "precompiled.h"
23 #include "ps/Errors.h"
25 #include "lib/sysdep/cpu.h"
27 #include "VertexBuffer.h"
28 #include "VertexBufferManager.h"
29 #include "ps/CLogger.h"
31 // Absolute maximum (bytewise) size of each GL vertex buffer object.
32 // Make it large enough for the maximum feasible mesh size (64K vertexes,
33 // 64 bytes per vertex in InstancingModelRenderer).
34 // TODO: measure what influence this has on performance
35 #define MAX_VB_SIZE_BYTES (4*1024*1024)
37 CVertexBuffer::CVertexBuffer(size_t vertexSize
, GLenum usage
, GLenum target
)
38 : m_VertexSize(vertexSize
), m_Handle(0), m_SysMem(0), m_Usage(usage
), m_Target(target
)
40 size_t size
= MAX_VB_SIZE_BYTES
;
42 if (target
== GL_ARRAY_BUFFER
) // vertex data buffer
44 // We want to store 16-bit indices to any vertex in a buffer, so the
45 // buffer must never be bigger than vertexSize*64K bytes since we can
46 // address at most 64K of them with 16-bit indices
47 size
= std::min(size
, vertexSize
*65536);
50 // store max/free vertex counts
51 m_MaxVertices
= m_FreeVertices
= size
/ vertexSize
;
53 // allocate raw buffer
54 if (g_Renderer
.m_Caps
.m_VBO
)
56 pglGenBuffersARB(1, &m_Handle
);
57 pglBindBufferARB(m_Target
, m_Handle
);
58 pglBufferDataARB(m_Target
, m_MaxVertices
* m_VertexSize
, 0, m_Usage
);
59 pglBindBufferARB(m_Target
, 0);
63 m_SysMem
= new u8
[m_MaxVertices
* m_VertexSize
];
66 // create sole free chunk
67 VBChunk
* chunk
= new VBChunk
;
68 chunk
->m_Owner
= this;
69 chunk
->m_Count
= m_FreeVertices
;
71 m_FreeList
.push_front(chunk
);
74 CVertexBuffer::~CVertexBuffer()
76 // Must have released all chunks before destroying the buffer
77 ENSURE(m_AllocList
.empty());
80 pglDeleteBuffersARB(1, &m_Handle
);
84 typedef std::list
<VBChunk
*>::iterator Iter
;
85 for (Iter iter
= m_FreeList
.begin(); iter
!= m_FreeList
.end(); ++iter
)
90 bool CVertexBuffer::CompatibleVertexType(size_t vertexSize
, GLenum usage
, GLenum target
)
92 if (usage
!= m_Usage
|| target
!= m_Target
|| vertexSize
!= m_VertexSize
)
98 ///////////////////////////////////////////////////////////////////////////////
99 // Allocate: try to allocate a buffer of given number of vertices (each of
100 // given size), with the given type, and using the given texture - return null
101 // if no free chunks available
102 CVertexBuffer::VBChunk
* CVertexBuffer::Allocate(size_t vertexSize
, size_t numVertices
, GLenum usage
, GLenum target
, void* backingStore
)
104 // check this is the right kind of buffer
105 if (!CompatibleVertexType(vertexSize
, usage
, target
))
108 if (UseStreaming(usage
))
109 ENSURE(backingStore
!= NULL
);
111 // quick check there's enough vertices spare to allocate
112 if (numVertices
> m_FreeVertices
)
115 // trawl free list looking for first free chunk with enough space
117 typedef std::list
<VBChunk
*>::iterator Iter
;
118 for (Iter iter
= m_FreeList
.begin(); iter
!= m_FreeList
.end(); ++iter
) {
119 if (numVertices
<= (*iter
)->m_Count
) {
121 // remove this chunk from the free list
122 m_FreeList
.erase(iter
);
123 m_FreeVertices
-= chunk
->m_Count
;
124 // no need to search further ..
130 // no big enough spare chunk available
134 chunk
->m_BackingStore
= backingStore
;
135 chunk
->m_Dirty
= false;
136 chunk
->m_Needed
= false;
138 // split chunk into two; - allocate a new chunk using all unused vertices in the
139 // found chunk, and add it to the free list
140 if (chunk
->m_Count
> numVertices
)
142 VBChunk
* newchunk
= new VBChunk
;
143 newchunk
->m_Owner
= this;
144 newchunk
->m_Count
= chunk
->m_Count
- numVertices
;
145 newchunk
->m_Index
= chunk
->m_Index
+ numVertices
;
146 m_FreeList
.push_front(newchunk
);
147 m_FreeVertices
+= newchunk
->m_Count
;
149 // resize given chunk
150 chunk
->m_Count
= numVertices
;
153 // return found chunk
154 m_AllocList
.push_back(chunk
);
158 ///////////////////////////////////////////////////////////////////////////////
159 // Release: return given chunk to this buffer
160 void CVertexBuffer::Release(VBChunk
* chunk
)
162 // Update total free count before potentially modifying this chunk's count
163 m_FreeVertices
+= chunk
->m_Count
;
165 m_AllocList
.remove(chunk
);
167 typedef std::list
<VBChunk
*>::iterator Iter
;
169 // Coalesce with any free-list items that are adjacent to this chunk;
170 // merge the found chunk with the new one, and remove the old one
171 // from the list, and repeat until no more are found
176 for (Iter iter
= m_FreeList
.begin(); iter
!= m_FreeList
.end(); ++iter
)
178 if ((*iter
)->m_Index
== chunk
->m_Index
+ chunk
->m_Count
179 || (*iter
)->m_Index
+ (*iter
)->m_Count
== chunk
->m_Index
)
181 chunk
->m_Index
= std::min(chunk
->m_Index
, (*iter
)->m_Index
);
182 chunk
->m_Count
+= (*iter
)->m_Count
;
184 m_FreeList
.erase(iter
);
192 m_FreeList
.push_front(chunk
);
195 ///////////////////////////////////////////////////////////////////////////////
196 // UpdateChunkVertices: update vertex data for given chunk
197 void CVertexBuffer::UpdateChunkVertices(VBChunk
* chunk
, void* data
)
199 if (g_Renderer
.m_Caps
.m_VBO
)
202 if (UseStreaming(m_Usage
))
204 // The VBO is now out of sync with the backing store
205 chunk
->m_Dirty
= true;
207 // Sanity check: Make sure the caller hasn't tried to reallocate
208 // their backing store
209 ENSURE(data
== chunk
->m_BackingStore
);
213 pglBindBufferARB(m_Target
, m_Handle
);
214 pglBufferSubDataARB(m_Target
, chunk
->m_Index
* m_VertexSize
, chunk
->m_Count
* m_VertexSize
, data
);
215 pglBindBufferARB(m_Target
, 0);
221 memcpy(m_SysMem
+ chunk
->m_Index
* m_VertexSize
, data
, chunk
->m_Count
* m_VertexSize
);
225 ///////////////////////////////////////////////////////////////////////////////
226 // Bind: bind to this buffer; return pointer to address required as parameter
227 // to glVertexPointer ( + etc) calls
228 u8
* CVertexBuffer::Bind()
230 if (!g_Renderer
.m_Caps
.m_VBO
)
233 pglBindBufferARB(m_Target
, m_Handle
);
235 if (UseStreaming(m_Usage
))
237 // If any chunks are out of sync with the current VBO, and are
238 // needed for rendering this frame, we'll need to re-upload the VBO
239 bool needUpload
= false;
240 for (VBChunk
* const& chunk
: m_AllocList
)
242 if (chunk
->m_Dirty
&& chunk
->m_Needed
)
251 // Tell the driver that it can reallocate the whole VBO
252 pglBufferDataARB(m_Target
, m_MaxVertices
* m_VertexSize
, NULL
, m_Usage
);
254 // (In theory, glMapBufferRange with GL_MAP_INVALIDATE_BUFFER_BIT could be used
255 // here instead of glBufferData(..., NULL, ...) plus glMapBuffer(), but with
256 // current Intel Windows GPU drivers (as of 2015-01) it's much faster if you do
257 // the explicit glBufferData.)
261 void* p
= pglMapBufferARB(m_Target
, GL_WRITE_ONLY
);
264 // This shouldn't happen unless we run out of virtual address space
265 LOGERROR("glMapBuffer failed");
270 // To help detect bugs where PrepareForRendering() was not called,
271 // force all not-needed data to 0, so things won't get rendered
272 // with undefined (but possibly still correct-looking) data.
273 memset(p
, 0, m_MaxVertices
* m_VertexSize
);
276 // Copy only the chunks we need. (This condition is helpful when
277 // the VBO contains data for every unit in the world, but only a
278 // handful are visible on screen and we don't need to bother copying
280 for (VBChunk
* const& chunk
: m_AllocList
)
282 memcpy((u8
*)p
+ chunk
->m_Index
* m_VertexSize
, chunk
->m_BackingStore
, chunk
->m_Count
* m_VertexSize
);
284 if (pglUnmapBufferARB(m_Target
) == GL_TRUE
)
287 // Unmap might fail on e.g. resolution switches, so just try again
288 // and hope it will eventually succeed
289 debug_printf("glUnmapBuffer failed, trying again...\n");
292 // Anything we just uploaded is clean; anything else is dirty
293 // since the rest of the VBO content is now undefined
294 for (VBChunk
* const& chunk
: m_AllocList
)
297 chunk
->m_Dirty
= false;
299 chunk
->m_Dirty
= true;
303 // Reset the flags for the next phase
304 for (VBChunk
* const& chunk
: m_AllocList
)
305 chunk
->m_Needed
= false;
311 u8
* CVertexBuffer::GetBindAddress()
313 if (g_Renderer
.m_Caps
.m_VBO
)
319 void CVertexBuffer::Unbind()
321 if (g_Renderer
.m_Caps
.m_VBO
)
323 pglBindBufferARB(GL_ARRAY_BUFFER
, 0);
324 pglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER
, 0);
328 size_t CVertexBuffer::GetBytesReserved() const
330 return MAX_VB_SIZE_BYTES
;
333 size_t CVertexBuffer::GetBytesAllocated() const
335 return (m_MaxVertices
- m_FreeVertices
) * m_VertexSize
;
338 void CVertexBuffer::DumpStatus()
340 debug_printf("freeverts = %d\n", (int)m_FreeVertices
);
343 typedef std::list
<VBChunk
*>::iterator Iter
;
344 for (Iter iter
= m_FreeList
.begin(); iter
!= m_FreeList
.end(); ++iter
)
346 debug_printf("free chunk %p: size=%d\n", (void *)*iter
, (int)((*iter
)->m_Count
));
347 maxSize
= std::max((*iter
)->m_Count
, maxSize
);
349 debug_printf("max size = %d\n", (int)maxSize
);
352 bool CVertexBuffer::UseStreaming(GLenum usage
)
354 return (usage
== GL_DYNAMIC_DRAW
|| usage
== GL_STREAM_DRAW
);