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.
199 lines
5.3 KiB
C++
199 lines
5.3 KiB
C++
/* Copyright (C) 2024 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 "VertexBufferManager.h"
|
|
|
|
#include "ps/CLogger.h"
|
|
#include "renderer/Renderer.h"
|
|
|
|
#define DUMP_VB_STATS 0 // for debugging
|
|
|
|
namespace
|
|
{
|
|
|
|
const char* GetBufferTypeName(
|
|
const Renderer::Backend::IBuffer::Type type)
|
|
{
|
|
const char* name = "UnknownBuffer";
|
|
switch (type)
|
|
{
|
|
case Renderer::Backend::IBuffer::Type::VERTEX:
|
|
name = "VertexBuffer";
|
|
break;
|
|
case Renderer::Backend::IBuffer::Type::INDEX:
|
|
name = "IndexBuffer";
|
|
break;
|
|
default:
|
|
debug_warn("Unknown buffer type");
|
|
break;
|
|
}
|
|
return name;
|
|
}
|
|
|
|
const char* GetGroupName(
|
|
const CVertexBufferManager::Group group)
|
|
{
|
|
const char* name = "Unknown";
|
|
switch (group)
|
|
{
|
|
case CVertexBufferManager::Group::DEFAULT:
|
|
name = "Default";
|
|
break;
|
|
case CVertexBufferManager::Group::TERRAIN:
|
|
name = "Terrain";
|
|
break;
|
|
case CVertexBufferManager::Group::WATER:
|
|
name = "Water";
|
|
break;
|
|
default:
|
|
debug_warn("Unknown buffer group");
|
|
break;
|
|
}
|
|
return name;
|
|
}
|
|
|
|
} // anonymous namespace
|
|
|
|
CVertexBufferManager::Handle::Handle(Handle&& other)
|
|
: m_Chunk(other.m_Chunk)
|
|
{
|
|
other.m_Chunk = nullptr;
|
|
}
|
|
|
|
CVertexBufferManager::Handle& CVertexBufferManager::Handle::operator=(Handle&& other)
|
|
{
|
|
if (&other == this)
|
|
return *this;
|
|
|
|
if (IsValid())
|
|
Reset();
|
|
|
|
Handle tmp(std::move(other));
|
|
swap(*this, tmp);
|
|
|
|
return *this;
|
|
}
|
|
|
|
CVertexBufferManager::Handle::Handle(CVertexBuffer::VBChunk* chunk)
|
|
: m_Chunk(chunk)
|
|
{
|
|
}
|
|
|
|
void CVertexBufferManager::Handle::Reset()
|
|
{
|
|
if (!IsValid())
|
|
return;
|
|
|
|
g_Renderer.GetVertexBufferManager().Release(m_Chunk);
|
|
m_Chunk = nullptr;
|
|
}
|
|
|
|
/**
|
|
* AllocateChunk: 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
|
|
*/
|
|
CVertexBufferManager::Handle CVertexBufferManager::AllocateChunk(
|
|
const size_t vertexSize, const size_t numberOfVertices,
|
|
const Renderer::Backend::IBuffer::Type type,
|
|
const uint32_t usage, void* backingStore, Group group)
|
|
{
|
|
ENSURE(vertexSize > 0);
|
|
ENSURE(numberOfVertices > 0);
|
|
|
|
CVertexBuffer::VBChunk* result = nullptr;
|
|
|
|
if (CVertexBuffer::UseStreaming(usage))
|
|
ENSURE(backingStore != NULL);
|
|
|
|
// TODO, RC - run some sanity checks on allocation request
|
|
|
|
std::vector<std::unique_ptr<CVertexBuffer>>& buffers = m_Buffers[static_cast<int>(group)];
|
|
|
|
#if DUMP_VB_STATS
|
|
debug_printf("\n============================\n# allocate vsize=%zu nverts=%zu\n\n", vertexSize, numVertices);
|
|
for (const std::unique_ptr<CVertexBuffer>& buffer : buffers)
|
|
{
|
|
if (buffer->CompatibleVertexType(vertexSize, type, usage))
|
|
{
|
|
debug_printf("%p\n", buffer.get());
|
|
buffer->DumpStatus();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// iterate through all existing buffers testing for one that'll
|
|
// satisfy the allocation
|
|
for (const std::unique_ptr<CVertexBuffer>& buffer : buffers)
|
|
{
|
|
result = buffer->Allocate(vertexSize, numberOfVertices, type, usage, backingStore);
|
|
if (result)
|
|
return Handle(result);
|
|
}
|
|
|
|
char bufferName[64] = {0};
|
|
snprintf(
|
|
bufferName, std::size(bufferName), "%s (%s, %zu%s%s)",
|
|
GetBufferTypeName(type), GetGroupName(group), vertexSize,
|
|
((usage & Renderer::Backend::IBuffer::Usage::DYNAMIC) ? ", dynamic" : ""),
|
|
((usage & Renderer::Backend::IBuffer::Usage::STORAGE) ? ", storage" : ""));
|
|
|
|
// got this far; need to allocate a new buffer
|
|
buffers.emplace_back(
|
|
group == Group::DEFAULT
|
|
? std::make_unique<CVertexBuffer>(m_Device, bufferName, vertexSize, type, usage)
|
|
// Reduces the buffer size for not so frequent buffers.
|
|
: std::make_unique<CVertexBuffer>(m_Device, bufferName, vertexSize, type, usage, 1024 * 1024));
|
|
result = buffers.back()->Allocate(vertexSize, numberOfVertices, type, usage, backingStore);
|
|
|
|
if (!result)
|
|
{
|
|
LOGERROR("Failed to create backend buffer (%zu*%zu)", vertexSize, numberOfVertices);
|
|
return Handle();
|
|
}
|
|
|
|
return Handle(result);
|
|
}
|
|
|
|
void CVertexBufferManager::Release(CVertexBuffer::VBChunk* chunk)
|
|
{
|
|
ENSURE(chunk);
|
|
#if DUMP_VB_STATS
|
|
debug_printf("\n============================\n# release %p nverts=%zu\n\n", chunk, chunk->m_Count);
|
|
#endif
|
|
chunk->m_Owner->Release(chunk);
|
|
}
|
|
|
|
size_t CVertexBufferManager::GetBytesReserved() const
|
|
{
|
|
size_t total = 0;
|
|
for (int group = static_cast<int>(Group::DEFAULT); group < static_cast<int>(Group::COUNT); ++group)
|
|
for (const std::unique_ptr<CVertexBuffer>& buffer : m_Buffers[static_cast<int>(group)])
|
|
total += buffer->GetBytesReserved();
|
|
return total;
|
|
}
|
|
|
|
size_t CVertexBufferManager::GetBytesAllocated() const
|
|
{
|
|
size_t total = 0;
|
|
for (int group = static_cast<int>(Group::DEFAULT); group < static_cast<int>(Group::COUNT); ++group)
|
|
for (const std::unique_ptr<CVertexBuffer>& buffer : m_Buffers[static_cast<int>(group)])
|
|
total += buffer->GetBytesAllocated();
|
|
return total;
|
|
}
|