/* * Copyright (C) 2011-2011 Gregory hainaut * Copyright (C) 2007-2009 Gabest * * This Program 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, or (at your option) * any later version. * * This Program 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 GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once struct GSInputLayoutOGL { GLuint index; GLint size; GLenum type; GLboolean normalize; GLsizei stride; const GLvoid* offset; }; class GSBufferOGL { const size_t m_stride; size_t m_start; size_t m_count; size_t m_limit; const GLenum m_target; GLuint m_buffer_name; const bool m_sub_data_config; uint8* m_buffer_ptr; const bool m_buffer_storage; public: GSBufferOGL(GLenum target, size_t stride) : m_stride(stride) , m_start(0) , m_count(0) , m_limit(0) , m_target(target) , m_sub_data_config(theApp.GetConfig("ogl_vertex_subdata", 1) != 0) , m_buffer_storage((theApp.GetConfig("ogl_vertex_storage", 0) == 1) && GLLoader::found_GL_ARB_buffer_storage) { gl_GenBuffers(1, &m_buffer_name); // Opengl works best with 1-4MB buffer. // Warning m_limit is the number of object (not the size in Bytes) m_limit = 2 * 2 * 1024 * 1024 / m_stride; if (m_buffer_storage) { bind(); // FIXME do I need the dynamic const GLbitfield map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT; const GLbitfield create_flags = map_flags | GL_DYNAMIC_STORAGE_BIT; gl_BufferStorage(m_target, m_stride*m_limit, NULL, create_flags ); m_buffer_ptr = (uint8*) gl_MapBufferRange(m_target, 0, m_stride*m_limit, map_flags); } else { m_buffer_ptr = NULL; } } ~GSBufferOGL() { if (m_buffer_storage) { bind(); gl_UnmapBuffer(m_target); } gl_DeleteBuffers(1, &m_buffer_name); } void allocate() { allocate(m_limit); } void allocate(size_t new_limit) { if (!m_buffer_storage) { m_start = 0; m_limit = new_limit; gl_BufferData(m_target, m_limit * m_stride, NULL, GL_STREAM_DRAW); } } void bind() { gl_BindBuffer(m_target, m_buffer_name); } void subdata_upload(const void* src, uint32 count) { m_count = count; // Current GPU buffer is really too small need to allocate a new one if (m_count > m_limit) { //fprintf(stderr, "Allocate a new buffer\n %d", m_stride); allocate(std::max(m_count * 3 / 2, m_limit)); } else if (m_count > (m_limit - m_start) ) { //fprintf(stderr, "Orphan the buffer %d\n", m_stride); // Not enough left free room. Just go back at the beginning m_start = 0; // Orphan the buffer to avoid synchronization allocate(m_limit); } gl_BufferSubData(m_target, m_stride * m_start, m_stride * m_count, src); } void map_upload(const void* src, uint32 count) { void* dst; if (Map(&dst, count)) { #if 0 // FIXME which one to use. Note dst doesn't have any aligment guarantee // because it depends of the offset if (m_target == GL_ARRAY_BUFFER) { GSVector4i::storent(dst, src, m_count * m_stride); } else { memcpy(dst, src, m_stride*m_count); } #endif memcpy(dst, src, m_stride*m_count); Unmap(); } } #ifdef ENABLE_GLES void upload(const void* src, uint32 count, uint32 basevertex = 0) #else void upload(const void* src, uint32 count) #endif { #ifdef ENABLE_GLES // Emulate gl_DrawElementsBaseVertex... Maybe GLES 4 you know! if (basevertex) { uint32* data = (uint32*) src; for (uint32 i = 0; i < count; i++) { data[i] += basevertex; } } #endif if (m_sub_data_config && !m_buffer_storage) { subdata_upload(src, count); } else { map_upload(src, count); } } bool Map(void** pointer, uint32 count ) { m_count = count; if (m_buffer_storage) { // It would need some protection of the data. For the moment finger cross! if (m_count > m_limit) { fprintf(stderr, "Buffer (%x) too small! Please report it upstream\n", m_target); ASSERT(0); } else if (m_count > (m_limit - m_start) ) { //fprintf(stderr, "Wrap buffer (%x)\n", m_target); // Wrap at startup m_start = 0; } *pointer = m_buffer_ptr + m_start*m_stride; } else { // Note: For an explanation of the map flag // see http://www.opengl.org/wiki/Buffer_Object_Streaming uint32 map_flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT; // Current GPU buffer is really too small need to allocate a new one if (m_count > m_limit) { allocate(std::max(m_count * 3 / 2, m_limit)); } else if (m_count > (m_limit - m_start) ) { // Not enough left free room. Just go back at the beginning m_start = 0; // Tell the driver that it can orphan previous buffer and restart from a scratch buffer. // Technically the buffer will not be accessible by the application anymore but the // GL will effectively remove it when draws call are finised. map_flags |= GL_MAP_INVALIDATE_BUFFER_BIT; } else { // Tell the driver that it doesn't need to contain any valid buffer data, and that you promise to write the entire range you map map_flags |= GL_MAP_INVALIDATE_RANGE_BIT; } // Upload the data to the buffer *pointer = (uint8*) gl_MapBufferRange(m_target, m_stride*m_start, m_stride*m_count, map_flags); } return true; } void Unmap() { if (!m_buffer_storage) gl_UnmapBuffer(m_target); } void EndScene() { m_start += m_count; m_count = 0; } void Draw(GLenum mode) { glDrawArrays(mode, m_start, m_count); } void Draw(GLenum mode, GLint basevertex) { #ifdef ENABLE_GLES glDrawElements(mode, m_count, GL_UNSIGNED_INT, (void*)(m_start * m_stride)); #else gl_DrawElementsBaseVertex(mode, m_count, GL_UNSIGNED_INT, (void*)(m_start * m_stride), basevertex); #endif } void Draw(GLenum mode, GLint basevertex, int offset, int count) { #ifdef ENABLE_GLES glDrawElements(mode, count, GL_UNSIGNED_INT, (void*)((m_start + offset) * m_stride)); #else gl_DrawElementsBaseVertex(mode, count, GL_UNSIGNED_INT, (void*)((m_start + offset) * m_stride), basevertex); #endif } size_t GetStart() { return m_start; } void debug() { fprintf(stderr, "data buffer: start %d, count %d\n", m_start, m_count); } }; class GSVertexBufferStateOGL { GSBufferOGL *m_vb; GSBufferOGL *m_ib; GLuint m_va; GLenum m_topology; public: GSVertexBufferStateOGL(size_t stride, GSInputLayoutOGL* layout, uint32 layout_nbr) { gl_GenVertexArrays(1, &m_va); m_vb = new GSBufferOGL(GL_ARRAY_BUFFER, stride); m_ib = new GSBufferOGL(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32)); bind(); // Note: index array are part of the VA state so it need to be bound only once. m_ib->bind(); m_vb->allocate(); m_ib->allocate(); set_internal_format(layout, layout_nbr); } void bind() { gl_BindVertexArray(m_va); m_vb->bind(); } void set_internal_format(GSInputLayoutOGL* layout, uint32 layout_nbr) { for (uint32 i = 0; i < layout_nbr; i++) { // Note this function need both a vertex array object and a GL_ARRAY_BUFFER buffer gl_EnableVertexAttribArray(layout[i].index); switch (layout[i].type) { case GL_UNSIGNED_SHORT: case GL_UNSIGNED_INT: if (layout[i].normalize) { gl_VertexAttribPointer(layout[i].index, layout[i].size, layout[i].type, layout[i].normalize, layout[i].stride, layout[i].offset); } else { // Rule: when shader use integral (not normalized) you must use gl_VertexAttribIPointer (note the extra I) gl_VertexAttribIPointer(layout[i].index, layout[i].size, layout[i].type, layout[i].stride, layout[i].offset); } break; default: gl_VertexAttribPointer(layout[i].index, layout[i].size, layout[i].type, layout[i].normalize, layout[i].stride, layout[i].offset); break; } } } void EndScene() { m_vb->EndScene(); m_ib->EndScene(); } void DrawPrimitive() { m_vb->Draw(m_topology); } void DrawIndexedPrimitive() { m_ib->Draw(m_topology, m_vb->GetStart() ); } void DrawIndexedPrimitive(int offset, int count) { m_ib->Draw(m_topology, m_vb->GetStart(), offset, count ); } void SetTopology(GLenum topology) { m_topology = topology; } void UploadVB(const void* vertices, size_t count) { m_vb->upload(vertices, count); } void UploadIB(const void* index, size_t count) { #ifdef ENABLE_GLES m_ib->upload(index, count, m_vb->GetStart()); #else m_ib->upload(index, count); #endif } bool MapVB(void **pointer, size_t count) { return m_vb->Map(pointer, count); } void UnmapVB() { m_vb->Unmap(); } ~GSVertexBufferStateOGL() { gl_DeleteVertexArrays(1, &m_va); delete m_vb; delete m_ib; } void debug() { string topo; switch (m_topology) { case GL_POINTS: topo = "point"; break; case GL_LINES: topo = "line"; break; case GL_TRIANGLES: topo = "triangle"; break; case GL_TRIANGLE_STRIP: topo = "triangle strip"; break; } m_vb->debug(); m_ib->debug(); fprintf(stderr, "primitives of %s\n", topo.c_str()); } };