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413 lines
12 KiB
C++
413 lines
12 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/vegetablevb_allocator.h"
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#include "nel/3d/vegetable_def.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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/*
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Once a reallocation of a VB occurs, how many vertices we add to the re-allocation, to avoid
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as possible reallocations.
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*/
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#define NL3D_VEGETABLE_VERTEX_ALLOCATE_SECURITY 1024
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/*
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The start size of the array.
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*/
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#define NL3D_VEGETABLE_VERTEX_ALLOCATE_START 4048
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#define NL3D_VEGETABLE_VERTEX_FREE_MEMORY_RESERVE 1024
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// ***************************************************************************
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CVegetableVBAllocator::CVegetableVBAllocator()
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{
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_Type= VBTypeUnlit;
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_MaxVertexInBufferHard= 0;
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// Init free list
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_VertexFreeMemory.reserve(NL3D_VEGETABLE_VERTEX_FREE_MEMORY_RESERVE);
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_NumVerticesAllocated= 0;
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// Init vbhard
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_VBHardOk= false;
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_AGPBufferPtr= NULL;
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_RAMBufferPtr= NULL;
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}
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// ***************************************************************************
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void CVegetableVBAllocator::init(TVBType type, uint maxVertexInBufferHard)
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{
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_Type= type;
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_MaxVertexInBufferHard= maxVertexInBufferHard;
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// According to _Type, build VB format, and create VertexProgram
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setupVBFormat();
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}
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// ***************************************************************************
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CVegetableVBAllocator::~CVegetableVBAllocator()
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{
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clear();
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}
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// ***************************************************************************
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void CVegetableVBAllocator::updateDriver(IDriver *driver)
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{
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// test change of driver.
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nlassert(driver && !_VBHard.isLocked());
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// If change of driver
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if( _Driver==NULL || driver!=_Driver || (!_VBHard.isResident() && (_VBHard.capacity()!=0)))
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{
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// delete old VBHard.
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deleteVertexBufferHard();
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_Driver= driver;
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_VBHardOk= (_MaxVertexInBufferHard>0) && (_Driver->supportVertexBufferHard());
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/* Because so much lock/unlock are performed during a frame (refine/clip etc...).
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we must disable VBHard for ATI Gl extension.
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NB: CLandscape don't do this and fast copy the entire VB each frame.
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This is not possible for vegetables because the VB describe all Vegetable around the camera, not only
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what is in frustrum. Hence a fast copy each frame would copy far too much unseen vertices (4x).
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*/
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if(_Driver->slowUnlockVertexBufferHard())
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_VBHardOk= false;
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// Driver must support VP.
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nlassert(_Driver->supportVertexProgram());
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// must reallocate the VertexBuffer.
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if( _NumVerticesAllocated>0 )
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allocateVertexBufferAndFillVBHard(_NumVerticesAllocated);
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}
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else
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{
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// if VBHard possible, and if vbHardDeleted but space needed, reallocate.
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if( _VBHardOk && _VBHard.getNumVertices()==0 && _NumVerticesAllocated>0 )
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allocateVertexBufferAndFillVBHard(_NumVerticesAllocated);
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}
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}
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// ***************************************************************************
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void CVegetableVBAllocator::clear()
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{
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// clear list.
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_VertexFreeMemory.clear();
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_NumVerticesAllocated= 0;
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// must unlock for vbhard and vbsoft
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unlockBuffer();
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// delete the VB.
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deleteVertexBufferHard();
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// really delete the VB soft too
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_VBSoft.deleteAllVertices();
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// clear other states.
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_Driver= NULL;
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_VBHardOk= false;
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}
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// ***************************************************************************
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void CVegetableVBAllocator::lockBuffer()
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{
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// force unlock
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unlockBuffer();
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// need to lock only if the VBHard is created
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if(_VBHardOk)
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{
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// lock the VBHard for writing
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_VBHard.lock(_VBAHard);
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_AGPBufferPtr=(uint8*)_VBAHard.getVertexCoordPointer();
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// lock the Input VertexBuffer for reading
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_VBSoft.lock(_VBASoft);
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_RAMBufferPtr=(const uint8*)_VBASoft.getVertexCoordPointer();
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}
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}
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// ***************************************************************************
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void CVegetableVBAllocator::unlockBuffer()
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{
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// unlock the VBHard
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_VBAHard.unlock();
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_AGPBufferPtr= NULL;
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// unlock the VBSoft
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_VBASoft.unlock();
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_RAMBufferPtr= NULL;
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}
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// ***************************************************************************
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uint CVegetableVBAllocator::getNumUserVerticesAllocated() const
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{
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// get the number of vertices which are allocated by allocateVertex().
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return _NumVerticesAllocated - (uint)_VertexFreeMemory.size();
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}
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// ***************************************************************************
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bool CVegetableVBAllocator::exceedMaxVertexInBufferHard(uint numAddVerts) const
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{
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return (getNumUserVerticesAllocated() + numAddVerts) > _MaxVertexInBufferHard;
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}
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// ***************************************************************************
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uint CVegetableVBAllocator::allocateVertex()
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{
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// if no more free, allocate.
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if( _VertexFreeMemory.size()==0 )
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{
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// enlarge capacity.
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uint newResize;
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if(_NumVerticesAllocated==0)
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newResize= NL3D_VEGETABLE_VERTEX_ALLOCATE_START;
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else
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newResize= NL3D_VEGETABLE_VERTEX_ALLOCATE_SECURITY;
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// try to not overlap _MaxVertexInBufferHard limit, to avoid VBufferHard to be disabled.
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if(_NumVerticesAllocated<_MaxVertexInBufferHard && _NumVerticesAllocated+newResize > _MaxVertexInBufferHard)
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{
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newResize= _MaxVertexInBufferHard - _NumVerticesAllocated;
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}
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_NumVerticesAllocated+= newResize;
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// re-allocate VB.
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allocateVertexBufferAndFillVBHard(_NumVerticesAllocated);
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// resize infos on vertices.
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_VertexInfos.resize(_NumVerticesAllocated);
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// Fill list of free elements.
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for(uint i=0;i<newResize;i++)
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{
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// create a new entry which points to this vertex.
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// the list is made so allocation is in growing order.
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_VertexFreeMemory.push_back( _NumVerticesAllocated - (i+1) );
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// Mark as free the new vertices. (Debug).
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_VertexInfos[_NumVerticesAllocated - (i+1)].Free= true;
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}
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}
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// get a vertex (pop_back).
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uint id= _VertexFreeMemory.back();
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// delete this vertex free entry.
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_VertexFreeMemory.pop_back();
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// check and Mark as not free the vertex. (Debug).
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nlassert(id<_NumVerticesAllocated);
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nlassert(_VertexInfos[id].Free);
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_VertexInfos[id].Free= false;
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return id;
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}
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// ***************************************************************************
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void CVegetableVBAllocator::deleteVertex(uint vid)
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{
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// check and Mark as free the vertex. (Debug).
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nlassert(vid<_NumVerticesAllocated);
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nlassert(!_VertexInfos[vid].Free);
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_VertexInfos[vid].Free= true;
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// Add this vertex to the free list.
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// create a new entry which points to this vertex.
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_VertexFreeMemory.push_back( vid );
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}
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// ***************************************************************************
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void CVegetableVBAllocator::flushVertex(uint i)
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{
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if(_VBHardOk)
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{
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nlassert(_VBHard.getNumVertices() && _VBHard.isLocked() && _VBSoft.isLocked());
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// copy the VB soft to the VBHard.
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uint size= _VBSoft.getVertexSize();
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const void *src= _RAMBufferPtr + i*size;
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void *dst= _AGPBufferPtr + i*size;
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CHECK_VBA_RANGE(_VBAHard, (uint8 *) dst, size);
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CHECK_VBA_RANGE(_VBASoft, (uint8 *) src, size);
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memcpy(dst, src, size);
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}
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}
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// ***************************************************************************
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void CVegetableVBAllocator::activate()
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{
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nlassert(_Driver);
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nlassert(!_VBHard.isLocked());
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nlassert(!_VBSoft.isLocked());
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// Activate VB.
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if(_VBHard.getNumVertices())
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_Driver->activeVertexBuffer(_VBHard);
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else
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_Driver->activeVertexBuffer(_VBSoft);
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}
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// ***************************************************************************
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// ***************************************************************************
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// Vertex Buffer hard.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CVegetableVBAllocator::deleteVertexBufferHard()
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{
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// must unlock VBhard before.
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unlockBuffer();
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// test (refptr) if the object still exist in memory.
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if(_VBHard.getNumVertices()!=0)
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{
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// A vbufferhard should still exist only if driver still exist.
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nlassert(_Driver!=NULL);
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// delete it from driver.
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_VBHard.deleteAllVertices ();
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}
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}
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// ***************************************************************************
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void CVegetableVBAllocator::allocateVertexBufferAndFillVBHard(uint32 numVertices)
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{
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// no allocation must be done if the Driver is not setuped, or if the driver has been deleted by refPtr.
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nlassert(_Driver);
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// must unlock VBhard and VBSoft before.
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bool wasLocked= bufferLocked();
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unlockBuffer();
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// resize the Soft VB.
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_VBSoft.setNumVertices(numVertices);
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// try to allocate a vbufferhard if possible.
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if( _VBHardOk )
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{
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/* Prefer allocate the VBHard with the Max Vertex count only ONCE,
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to avoid problems with AGP allocation
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The problem is with 50000 AGP vertices, it costs 3 Mo. If we do iterative allocation
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(500 Ko, 600 Ko, 700 Ko,.....)
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we may have problem with free holes (Vegetable could no more enter in the 16 or 8 Mo AGP limit!)
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*/
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if(_VBHard.getNumVertices() != _MaxVertexInBufferHard)
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{
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// delete possible old _VBHard.
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if(_VBHard.getNumVertices()!=0)
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{
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// VertexBufferHard lifetime < Driver lifetime.
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nlassert(_Driver!=NULL);
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_VBHard.deleteAllVertices();
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}
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// try to create new one, in AGP Ram
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// If too many vertices wanted, abort VBHard.
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if(numVertices <= _MaxVertexInBufferHard)
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{
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_VBHard = _VBSoft;
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_VBHard.setPreferredMemory(CVertexBuffer::AGPPreferred, false);
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_VBHard.setNumVertices (_MaxVertexInBufferHard);
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// Force this VB to be hard
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nlverify (_Driver->activeVertexBuffer (_VBHard));
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nlassert (_VBHard.isResident());
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// if fails, abort VBHard.
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if (_VBHard.getLocation() == CVertexBuffer::RAMResident)
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_VBHard.deleteAllVertices();
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// Set Name For lock Profiling.
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if(_VBHard.getNumVertices()!=0)
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_VBHard.setName("VegetableVB");
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}
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else
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_VBHard.deleteAllVertices();
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// If KO, never try again.
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if(_VBHard.getNumVertices()==0)
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_VBHardOk= false;
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}
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}
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// if still OK, must refill the VBHard. Slow, but rare
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if(_VBHardOk)
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{
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// else, fill this AGP VBuffer Hard.
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// lock before the AGP buffer
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lockBuffer();
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// copy all the vertices to AGP.
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memcpy(_AGPBufferPtr, _RAMBufferPtr, _VBSoft.getVertexSize() * numVertices);
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// If was not locked before, unlock this VB
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if(!wasLocked)
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unlockBuffer();
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}
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//nlinfo("VEGET: Alloc %d verts. %s", numVertices, _VBHardOk?"VBHard":"VBSoft");
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}
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// ***************************************************************************
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void CVegetableVBAllocator::setupVBFormat()
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{
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// Build the Vertex Format.
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_VBSoft.clearValueEx();
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// if lighted, need world space normal and AmbientColor for each vertex.
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if( _Type == VBTypeLighted )
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{
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_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_POS, CVertexBuffer::Float3); // v[0]
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_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_NORMAL, CVertexBuffer::Float3); // v[2]
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_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_BENDINFO, CVertexBuffer::Float3); // v[9]
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}
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// If unlit
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else
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{
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// slightly different VertexProgram, v[0].w== BendWeight, and v[9].x== v[0].norm()
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_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_POS, CVertexBuffer::Float4); // v[0]
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// Unlit VP has BlendDistance in v[9].w
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_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_BENDINFO, CVertexBuffer::Float4); // v[9]
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}
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_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_COLOR0, CVertexBuffer::UChar4); // v[3]
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_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_COLOR1, CVertexBuffer::UChar4); // v[4]
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_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_TEX0, CVertexBuffer::Float2); // v[8]
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_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_CENTER, CVertexBuffer::Float3); // v[10]
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_VBSoft.initEx();
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}
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} // NL3D
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