0ad/source/renderer/VertexBuffer.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

324 lines
9.5 KiB
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/* Copyright (C) 2022 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 "VertexBuffer.h"
#include "lib/sysdep/cpu.h"
#include "ps/CLogger.h"
#include "ps/Errors.h"
#include "ps/VideoMode.h"
#include "renderer/backend/IDevice.h"
#include "renderer/Renderer.h"
#include <algorithm>
#include <cstring>
#include <iterator>
// 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
constexpr std::size_t MAX_VB_SIZE_BYTES = 4 * 1024 * 1024;
CVertexBuffer::CVertexBuffer(
const char* name, const size_t vertexSize,
const Renderer::Backend::IBuffer::Type type, const bool dynamic)
: CVertexBuffer(name, vertexSize, type, dynamic, MAX_VB_SIZE_BYTES)
{
}
CVertexBuffer::CVertexBuffer(
const char* name, const size_t vertexSize,
const Renderer::Backend::IBuffer::Type type, const bool dynamic,
const size_t maximumBufferSize)
: m_VertexSize(vertexSize), m_HasNeededChunks(false)
{
size_t size = maximumBufferSize;
if (type == Renderer::Backend::IBuffer::Type::VERTEX)
{
// 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);
}
else if (type == Renderer::Backend::IBuffer::Type::INDEX)
{
ENSURE(vertexSize == sizeof(u16));
}
// store max/free vertex counts
m_MaxVertices = m_FreeVertices = size / vertexSize;
m_Buffer = g_VideoMode.GetBackendDevice()->CreateBuffer(
name, type, m_MaxVertices * m_VertexSize, dynamic);
// create sole free chunk
VBChunk* chunk = new VBChunk;
chunk->m_Owner = this;
chunk->m_Count = m_FreeVertices;
chunk->m_Index = 0;
m_FreeList.emplace_back(chunk);
}
CVertexBuffer::~CVertexBuffer()
{
// Must have released all chunks before destroying the buffer
ENSURE(m_AllocList.empty());
m_Buffer.reset();
for (VBChunk* const& chunk : m_FreeList)
delete chunk;
}
bool CVertexBuffer::CompatibleVertexType(
const size_t vertexSize, const Renderer::Backend::IBuffer::Type type,
const bool dynamic) const
{
ENSURE(m_Buffer);
return type == m_Buffer->GetType() && dynamic == m_Buffer->IsDynamic() && vertexSize == m_VertexSize;
}
///////////////////////////////////////////////////////////////////////////////
// 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(
const size_t vertexSize, const size_t numberOfVertices,
const Renderer::Backend::IBuffer::Type type, const bool dynamic,
void* backingStore)
{
// check this is the right kind of buffer
if (!CompatibleVertexType(vertexSize, type, dynamic))
return nullptr;
if (UseStreaming(dynamic))
ENSURE(backingStore != nullptr);
// quick check there's enough vertices spare to allocate
if (numberOfVertices > m_FreeVertices)
return nullptr;
// trawl free list looking for first free chunk with enough space
std::vector<VBChunk*>::iterator best_iter = m_FreeList.end();
for (std::vector<VBChunk*>::iterator iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
{
if (numberOfVertices == (*iter)->m_Count)
{
best_iter = iter;
break;
}
else if (numberOfVertices < (*iter)->m_Count && (best_iter == m_FreeList.end() || (*best_iter)->m_Count < (*iter)->m_Count))
best_iter = iter;
}
// We could not find a large enough chunk.
if (best_iter == m_FreeList.end())
return nullptr;
VBChunk* chunk = *best_iter;
m_FreeList.erase(best_iter);
m_FreeVertices -= chunk->m_Count;
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 > numberOfVertices)
{
VBChunk* newchunk = new VBChunk;
newchunk->m_Owner = this;
newchunk->m_Count = chunk->m_Count - numberOfVertices;
newchunk->m_Index = chunk->m_Index + numberOfVertices;
m_FreeList.emplace_back(newchunk);
m_FreeVertices += newchunk->m_Count;
// resize given chunk
chunk->m_Count = numberOfVertices;
}
// 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.erase(std::find(m_AllocList.begin(), m_AllocList.end(), chunk));
// Sorting O(nlogn) shouldn't be too far from O(n) by performance, because
// the container is partly sorted already.
std::sort(
m_FreeList.begin(), m_FreeList.end(),
[](const VBChunk* chunk1, const VBChunk* chunk2) -> bool
{
return chunk1->m_Index < chunk2->m_Index;
});
// 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.
for (std::vector<VBChunk*>::iterator iter = m_FreeList.begin(); iter != m_FreeList.end();)
{
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;
iter = m_FreeList.erase(iter);
if (!m_FreeList.empty() && iter != m_FreeList.begin())
iter = std::prev(iter);
}
else
{
++iter;
}
}
m_FreeList.emplace_back(chunk);
}
///////////////////////////////////////////////////////////////////////////////
// UpdateChunkVertices: update vertex data for given chunk
void CVertexBuffer::UpdateChunkVertices(VBChunk* chunk, void* data)
{
ENSURE(m_Buffer);
if (UseStreaming(m_Buffer->IsDynamic()))
{
// The backend buffer 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
{
ENSURE(data);
g_Renderer.GetDeviceCommandContext()->UploadBufferRegion(
m_Buffer.get(), data, chunk->m_Index * m_VertexSize, chunk->m_Count * m_VertexSize);
}
}
void CVertexBuffer::UploadIfNeeded(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
if (UseStreaming(m_Buffer->IsDynamic()))
{
if (!m_HasNeededChunks)
return;
// If any chunks are out of sync with the current backend buffer, and are
// needed for rendering this frame, we'll need to re-upload the backend buffer.
bool needUpload = false;
for (VBChunk* const& chunk : m_AllocList)
{
if (chunk->m_Dirty && chunk->m_Needed)
{
needUpload = true;
break;
}
}
if (needUpload)
{
deviceCommandContext->UploadBuffer(m_Buffer.get(), [&](u8* mappedData)
{
#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(mappedData, 0, m_MaxVertices * m_VertexSize);
#endif
// Copy only the chunks we need. (This condition is helpful when
// the backend buffer 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 (VBChunk* const& chunk : m_AllocList)
if (chunk->m_Needed)
std::memcpy(mappedData + chunk->m_Index * m_VertexSize, chunk->m_BackingStore, chunk->m_Count * m_VertexSize);
});
// Anything we just uploaded is clean; anything else is dirty
// since the rest of the backend buffer content is now undefined
for (VBChunk* const& chunk : m_AllocList)
{
if (chunk->m_Needed)
{
chunk->m_Dirty = false;
chunk->m_Needed = false;
}
else
chunk->m_Dirty = true;
}
}
else
{
// Reset the flags for the next phase.
for (VBChunk* const& chunk : m_AllocList)
chunk->m_Needed = false;
}
m_HasNeededChunks = false;
}
}
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() const
{
debug_printf("freeverts = %d\n", static_cast<int>(m_FreeVertices));
size_t maxSize = 0;
for (VBChunk* const& chunk : m_FreeList)
{
debug_printf("free chunk %p: size=%d\n", static_cast<void *>(chunk), static_cast<int>(chunk->m_Count));
maxSize = std::max(chunk->m_Count, maxSize);
}
debug_printf("max size = %d\n", static_cast<int>(maxSize));
}
bool CVertexBuffer::UseStreaming(const bool dynamic)
{
return dynamic;
}
void CVertexBuffer::PrepareForRendering(VBChunk* chunk)
{
chunk->m_Needed = true;
m_HasNeededChunks = true;
}