0ad/source/renderer/VertexArray.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

311 lines
7.7 KiB
C++
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/* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "lib/alignment.h"
#include "lib/sysdep/rtl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "graphics/Color.h"
#include "graphics/SColor.h"
#include "renderer/VertexArray.h"
#include "renderer/VertexBuffer.h"
#include "renderer/VertexBufferManager.h"
namespace
{
uint32_t GetAttributeSize(const Renderer::Backend::Format format)
{
switch (format)
{
case Renderer::Backend::Format::R8G8B8A8_UNORM: FALLTHROUGH;
case Renderer::Backend::Format::R8G8B8A8_UINT:
return sizeof(u8) * 4;
case Renderer::Backend::Format::A8_UNORM:
return sizeof(u8);
case Renderer::Backend::Format::R16_UNORM: FALLTHROUGH;
case Renderer::Backend::Format::R16_UINT: FALLTHROUGH;
case Renderer::Backend::Format::R16_SINT:
return sizeof(u16);
case Renderer::Backend::Format::R16G16_UNORM: FALLTHROUGH;
case Renderer::Backend::Format::R16G16_UINT: FALLTHROUGH;
case Renderer::Backend::Format::R16G16_SINT:
return sizeof(u16) * 2;
case Renderer::Backend::Format::R32_SFLOAT:
return sizeof(float);
case Renderer::Backend::Format::R32G32_SFLOAT:
return sizeof(float) * 2;
case Renderer::Backend::Format::R32G32B32_SFLOAT:
return sizeof(float) * 3;
case Renderer::Backend::Format::R32G32B32A32_SFLOAT:
return sizeof(float) * 4;
default:
break;
};
return 0;
}
} // anonymous namespace
VertexArray::VertexArray(
const Renderer::Backend::IBuffer::Type type, const bool dynamic)
: m_Type(type), m_Dynamic(dynamic)
{
m_NumberOfVertices = 0;
m_BackingStore = 0;
m_Stride = 0;
}
VertexArray::~VertexArray()
{
Free();
}
// Free all resources on destruction or when a layout parameter changes
void VertexArray::Free()
{
rtl_FreeAligned(m_BackingStore);
m_BackingStore = 0;
m_VB.Reset();
}
// Set the number of vertices stored in the array
void VertexArray::SetNumberOfVertices(const size_t numberOfVertices)
{
if (numberOfVertices == m_NumberOfVertices)
return;
Free();
m_NumberOfVertices = numberOfVertices;
}
// Add vertex attributes like Position, Normal, UV
void VertexArray::AddAttribute(Attribute* attr)
{
// Attribute is supported is its size is greater than zero.
ENSURE(GetAttributeSize(attr->format) > 0 && "Unsupported attribute.");
attr->vertexArray = this;
m_Attributes.push_back(attr);
Free();
}
// Template specialization for GetIterator().
// We can put this into the source file because only a fixed set of types
// is supported for type safety.
template<>
VertexArrayIterator<CVector3D> VertexArray::Attribute::GetIterator<CVector3D>() const
{
ENSURE(vertexArray);
ENSURE(
format == Renderer::Backend::Format::R32G32B32_SFLOAT ||
format == Renderer::Backend::Format::R32G32B32A32_SFLOAT);
return vertexArray->MakeIterator<CVector3D>(this);
}
template<>
VertexArrayIterator<CVector4D> VertexArray::Attribute::GetIterator<CVector4D>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R32G32B32A32_SFLOAT);
return vertexArray->MakeIterator<CVector4D>(this);
}
template<>
VertexArrayIterator<float[2]> VertexArray::Attribute::GetIterator<float[2]>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R32G32_SFLOAT);
return vertexArray->MakeIterator<float[2]>(this);
}
template<>
VertexArrayIterator<SColor4ub> VertexArray::Attribute::GetIterator<SColor4ub>() const
{
ENSURE(vertexArray);
ENSURE(
format == Renderer::Backend::Format::R8G8B8A8_UNORM ||
format == Renderer::Backend::Format::R8G8B8A8_UINT);
return vertexArray->MakeIterator<SColor4ub>(this);
}
template<>
VertexArrayIterator<u16> VertexArray::Attribute::GetIterator<u16>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R16_UINT);
return vertexArray->MakeIterator<u16>(this);
}
template<>
VertexArrayIterator<u16[2]> VertexArray::Attribute::GetIterator<u16[2]>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R16G16_UINT);
return vertexArray->MakeIterator<u16[2]>(this);
}
template<>
VertexArrayIterator<u8> VertexArray::Attribute::GetIterator<u8>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::A8_UNORM);
return vertexArray->MakeIterator<u8>(this);
}
template<>
VertexArrayIterator<u8[4]> VertexArray::Attribute::GetIterator<u8[4]>() const
{
ENSURE(vertexArray);
ENSURE(
format == Renderer::Backend::Format::R8G8B8A8_UNORM ||
format == Renderer::Backend::Format::R8G8B8A8_UINT);
return vertexArray->MakeIterator<u8[4]>(this);
}
template<>
VertexArrayIterator<short> VertexArray::Attribute::GetIterator<short>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R16_SINT);
return vertexArray->MakeIterator<short>(this);
}
template<>
VertexArrayIterator<short[2]> VertexArray::Attribute::GetIterator<short[2]>() const
{
ENSURE(vertexArray);
ENSURE(format == Renderer::Backend::Format::R16G16_SINT);
return vertexArray->MakeIterator<short[2]>(this);
}
static uint32_t RoundStride(uint32_t stride)
{
if (stride <= 0)
return 0;
if (stride <= 4)
return 4;
if (stride <= 8)
return 8;
if (stride <= 16)
return 16;
return Align<32>(stride);
}
// Re-layout by assigning offsets on a first-come first-serve basis,
// then round up to a reasonable stride.
// Backing store is also created here, backend buffers are created on upload.
void VertexArray::Layout()
{
Free();
m_Stride = 0;
for (ssize_t idx = m_Attributes.size()-1; idx >= 0; --idx)
{
Attribute* attr = m_Attributes[idx];
if (attr->format == Renderer::Backend::Format::UNDEFINED)
continue;
const uint32_t attrSize = GetAttributeSize(attr->format);
ENSURE(attrSize > 0);
attr->offset = m_Stride;
m_Stride += attrSize;
if (m_Type == Renderer::Backend::IBuffer::Type::VERTEX)
m_Stride = Align<4>(m_Stride);
}
if (m_Type == Renderer::Backend::IBuffer::Type::VERTEX)
m_Stride = RoundStride(m_Stride);
if (m_Stride)
m_BackingStore = (char*)rtl_AllocateAligned(m_Stride * m_NumberOfVertices, 16);
}
void VertexArray::PrepareForRendering()
{
m_VB->m_Owner->PrepareForRendering(m_VB.Get());
}
// (Re-)Upload the attributes.
// Create the backend buffer if necessary.
void VertexArray::Upload()
{
ENSURE(m_BackingStore);
if (!m_VB)
{
m_VB = g_VBMan.AllocateChunk(
m_Stride, m_NumberOfVertices, m_Type, m_Dynamic, m_BackingStore);
}
if (!m_VB)
{
LOGERROR("Failed to allocate backend buffer for vertex array");
return;
}
m_VB->m_Owner->UpdateChunkVertices(m_VB.Get(), m_BackingStore);
}
void VertexArray::UploadIfNeeded(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
m_VB->m_Owner->UploadIfNeeded(deviceCommandContext);
}
// Free the backing store to save some memory
void VertexArray::FreeBackingStore()
{
// In streaming modes, the backing store must be retained
ENSURE(!CVertexBuffer::UseStreaming(m_Dynamic));
rtl_FreeAligned(m_BackingStore);
m_BackingStore = 0;
}
VertexIndexArray::VertexIndexArray(const bool dynamic) :
VertexArray(Renderer::Backend::IBuffer::Type::INDEX, dynamic)
{
m_Attr.format = Renderer::Backend::Format::R16_UINT;
AddAttribute(&m_Attr);
}
VertexArrayIterator<u16> VertexIndexArray::GetIterator() const
{
return m_Attr.GetIterator<u16>();
}