mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
We use a shader with 64 bones by default to consume less uniform memory. But if we meet bigger skeletons we batch and handle them afterwards. In the future we need to sort the input models to have less changes for bound buffers. Also we might want to skin up to 4 models per a single dispatch.
327 lines
8.5 KiB
C++
327 lines
8.5 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "lib/alignment.h"
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#include "lib/bits.h"
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#include "lib/sysdep/rtl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "graphics/Color.h"
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#include "graphics/SColor.h"
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#include "renderer/Renderer.h"
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#include "renderer/VertexArray.h"
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#include "renderer/VertexBuffer.h"
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#include "renderer/VertexBufferManager.h"
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namespace
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{
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uint32_t GetAttributeSize(const Renderer::Backend::Format format)
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{
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switch (format)
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{
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case Renderer::Backend::Format::R8G8B8A8_UNORM: FALLTHROUGH;
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case Renderer::Backend::Format::R8G8B8A8_UINT:
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return sizeof(u8) * 4;
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case Renderer::Backend::Format::A8_UNORM:
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return sizeof(u8);
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case Renderer::Backend::Format::R16_UNORM: FALLTHROUGH;
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case Renderer::Backend::Format::R16_UINT: FALLTHROUGH;
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case Renderer::Backend::Format::R16_SINT: FALLTHROUGH;
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case Renderer::Backend::Format::R16_SFLOAT:
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return sizeof(u16);
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case Renderer::Backend::Format::R16G16_UNORM: FALLTHROUGH;
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case Renderer::Backend::Format::R16G16_UINT: FALLTHROUGH;
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case Renderer::Backend::Format::R16G16_SINT: FALLTHROUGH;
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case Renderer::Backend::Format::R16G16_SFLOAT:
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return sizeof(u16) * 2;
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case Renderer::Backend::Format::R16G16B16_SFLOAT:
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return sizeof(u16) * 3;
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case Renderer::Backend::Format::R16G16B16A16_SFLOAT:
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return sizeof(u16) * 4;
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case Renderer::Backend::Format::R32_SFLOAT:
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return sizeof(float);
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case Renderer::Backend::Format::R32G32_SFLOAT:
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return sizeof(float) * 2;
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case Renderer::Backend::Format::R32G32B32_SFLOAT:
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return sizeof(float) * 3;
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case Renderer::Backend::Format::R32G32B32A32_SFLOAT:
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return sizeof(float) * 4;
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default:
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break;
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};
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return 0;
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}
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} // anonymous namespace
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VertexArray::VertexArray(
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const Renderer::Backend::IBuffer::Type type, const uint32_t usage)
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: m_Type(type), m_Usage(usage)
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{
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}
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VertexArray::~VertexArray()
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{
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Free();
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}
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// Free all resources on destruction or when a layout parameter changes
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void VertexArray::Free()
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{
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rtl_FreeAligned(m_BackingStore);
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m_BackingStore = 0;
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m_VB.Reset();
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}
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// Set the number of vertices stored in the array
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void VertexArray::SetNumberOfVertices(const size_t numberOfVertices)
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{
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if (numberOfVertices == m_NumberOfVertices)
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return;
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Free();
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m_NumberOfVertices = numberOfVertices;
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}
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void VertexArray::SetMinimumAttributeAlignment(const uint32_t minimumAttributeAlignment)
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{
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ENSURE(minimumAttributeAlignment >= 4 || is_pow2(minimumAttributeAlignment));
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if (minimumAttributeAlignment == m_MinimumAttributeAlignment)
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return;
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Free();
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m_MinimumAttributeAlignment = minimumAttributeAlignment;
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}
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// Add vertex attributes like Position, Normal, UV
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void VertexArray::AddAttribute(Attribute* attr)
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{
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// Attribute is supported is its size is greater than zero.
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ENSURE(GetAttributeSize(attr->format) > 0 && "Unsupported attribute.");
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attr->vertexArray = this;
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m_Attributes.push_back(attr);
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Free();
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}
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// Template specialization for GetIterator().
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// We can put this into the source file because only a fixed set of types
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// is supported for type safety.
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template<>
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VertexArrayIterator<CVector3D> VertexArray::Attribute::GetIterator<CVector3D>() const
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{
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ENSURE(vertexArray);
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ENSURE(
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format == Renderer::Backend::Format::R32G32B32_SFLOAT ||
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format == Renderer::Backend::Format::R32G32B32A32_SFLOAT);
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return vertexArray->MakeIterator<CVector3D>(this);
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}
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template<>
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VertexArrayIterator<CVector4D> VertexArray::Attribute::GetIterator<CVector4D>() const
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{
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ENSURE(vertexArray);
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ENSURE(format == Renderer::Backend::Format::R32G32B32A32_SFLOAT);
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return vertexArray->MakeIterator<CVector4D>(this);
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}
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template<>
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VertexArrayIterator<float[2]> VertexArray::Attribute::GetIterator<float[2]>() const
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{
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ENSURE(vertexArray);
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ENSURE(format == Renderer::Backend::Format::R32G32_SFLOAT);
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return vertexArray->MakeIterator<float[2]>(this);
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}
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template<>
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VertexArrayIterator<SColor4ub> VertexArray::Attribute::GetIterator<SColor4ub>() const
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{
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ENSURE(vertexArray);
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ENSURE(
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format == Renderer::Backend::Format::R8G8B8A8_UNORM ||
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format == Renderer::Backend::Format::R8G8B8A8_UINT);
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return vertexArray->MakeIterator<SColor4ub>(this);
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}
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template<>
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VertexArrayIterator<u16> VertexArray::Attribute::GetIterator<u16>() const
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{
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ENSURE(vertexArray);
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ENSURE(format == Renderer::Backend::Format::R16_UINT);
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return vertexArray->MakeIterator<u16>(this);
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}
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template<>
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VertexArrayIterator<u16[2]> VertexArray::Attribute::GetIterator<u16[2]>() const
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{
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ENSURE(vertexArray);
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ENSURE(format == Renderer::Backend::Format::R16G16_UINT);
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return vertexArray->MakeIterator<u16[2]>(this);
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}
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template<>
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VertexArrayIterator<u8> VertexArray::Attribute::GetIterator<u8>() const
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{
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ENSURE(vertexArray);
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ENSURE(format == Renderer::Backend::Format::A8_UNORM);
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return vertexArray->MakeIterator<u8>(this);
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}
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template<>
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VertexArrayIterator<u8[4]> VertexArray::Attribute::GetIterator<u8[4]>() const
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{
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ENSURE(vertexArray);
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ENSURE(
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format == Renderer::Backend::Format::R8G8B8A8_UNORM ||
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format == Renderer::Backend::Format::R8G8B8A8_UINT);
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return vertexArray->MakeIterator<u8[4]>(this);
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}
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template<>
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VertexArrayIterator<short> VertexArray::Attribute::GetIterator<short>() const
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{
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ENSURE(vertexArray);
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ENSURE(format == Renderer::Backend::Format::R16_SINT);
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return vertexArray->MakeIterator<short>(this);
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}
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template<>
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VertexArrayIterator<short[2]> VertexArray::Attribute::GetIterator<short[2]>() const
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{
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ENSURE(vertexArray);
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ENSURE(format == Renderer::Backend::Format::R16G16_SINT);
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return vertexArray->MakeIterator<short[2]>(this);
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}
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static uint32_t RoundStride(uint32_t stride)
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{
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if (stride <= 0)
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return 0;
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if (stride <= 4)
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return 4;
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if (stride <= 8)
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return 8;
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if (stride <= 16)
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return 16;
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return Align<32>(stride);
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}
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// Re-layout by assigning offsets on a first-come first-serve basis,
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// then round up to a reasonable stride.
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// Backing store is also created here, backend buffers are created on upload.
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void VertexArray::Layout()
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{
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Free();
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m_Stride = 0;
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for (ssize_t idx = m_Attributes.size()-1; idx >= 0; --idx)
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{
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Attribute* attr = m_Attributes[idx];
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if (attr->format == Renderer::Backend::Format::UNDEFINED)
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continue;
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const uint32_t attrSize = GetAttributeSize(attr->format);
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ENSURE(attrSize > 0);
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attr->offset = m_Stride;
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m_Stride += attrSize;
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if (m_Type == Renderer::Backend::IBuffer::Type::VERTEX)
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m_Stride = Align<4>(m_Stride);
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if (m_MinimumAttributeAlignment > 0)
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m_Stride = (m_Stride + m_MinimumAttributeAlignment - 1) & ~(m_MinimumAttributeAlignment - 1);
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}
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if (m_Type == Renderer::Backend::IBuffer::Type::VERTEX)
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m_Stride = RoundStride(m_Stride);
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if (m_Stride)
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m_BackingStore = (char*)rtl_AllocateAligned(m_Stride * m_NumberOfVertices, 16);
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}
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void VertexArray::PrepareForRendering()
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{
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m_VB->m_Owner->PrepareForRendering(m_VB.Get());
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}
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// (Re-)Upload the attributes.
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// Create the backend buffer if necessary.
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void VertexArray::Upload()
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{
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ENSURE(m_BackingStore);
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if (!m_VB)
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{
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m_VB = g_Renderer.GetVertexBufferManager().AllocateChunk(
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m_Stride, m_NumberOfVertices, m_Type, m_Usage, m_BackingStore);
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}
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if (!m_VB)
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{
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LOGERROR("Failed to allocate backend buffer for vertex array");
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return;
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}
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m_VB->m_Owner->UpdateChunkVertices(m_VB.Get(), m_BackingStore);
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}
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void VertexArray::UploadIfNeeded(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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m_VB->m_Owner->UploadIfNeeded(deviceCommandContext);
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}
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// Free the backing store to save some memory
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void VertexArray::FreeBackingStore()
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{
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// In streaming modes, the backing store must be retained
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ENSURE(!CVertexBuffer::UseStreaming(m_Usage));
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rtl_FreeAligned(m_BackingStore);
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m_BackingStore = 0;
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}
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VertexIndexArray::VertexIndexArray(const uint32_t usage) :
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VertexArray(Renderer::Backend::IBuffer::Type::INDEX, usage)
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{
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m_Attr.format = Renderer::Backend::Format::R16_UINT;
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AddAttribute(&m_Attr);
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}
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VertexArrayIterator<u16> VertexIndexArray::GetIterator() const
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{
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return m_Attr.GetIterator<u16>();
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}
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