mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-22 17:08:43 +00:00
413 lines
12 KiB
C++
413 lines
12 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, 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 Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
|
|
#include "nel/3d/vegetablevb_allocator.h"
|
|
#include "nel/3d/vegetable_def.h"
|
|
|
|
|
|
using namespace std;
|
|
using namespace NLMISC;
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
/*
|
|
Once a reallocation of a VB occurs, how many vertices we add to the re-allocation, to avoid
|
|
as possible reallocations.
|
|
*/
|
|
#define NL3D_VEGETABLE_VERTEX_ALLOCATE_SECURITY 1024
|
|
/*
|
|
The start size of the array.
|
|
*/
|
|
#define NL3D_VEGETABLE_VERTEX_ALLOCATE_START 4048
|
|
|
|
|
|
#define NL3D_VEGETABLE_VERTEX_FREE_MEMORY_RESERVE 1024
|
|
|
|
|
|
// ***************************************************************************
|
|
CVegetableVBAllocator::CVegetableVBAllocator()
|
|
{
|
|
_Type= VBTypeUnlit;
|
|
_MaxVertexInBufferHard= 0;
|
|
|
|
// Init free list
|
|
_VertexFreeMemory.reserve(NL3D_VEGETABLE_VERTEX_FREE_MEMORY_RESERVE);
|
|
_NumVerticesAllocated= 0;
|
|
|
|
// Init vbhard
|
|
_VBHardOk= false;
|
|
_AGPBufferPtr= NULL;
|
|
_RAMBufferPtr= NULL;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::init(TVBType type, uint maxVertexInBufferHard)
|
|
{
|
|
_Type= type;
|
|
_MaxVertexInBufferHard= maxVertexInBufferHard;
|
|
|
|
// According to _Type, build VB format, and create VertexProgram
|
|
setupVBFormat();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CVegetableVBAllocator::~CVegetableVBAllocator()
|
|
{
|
|
clear();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::updateDriver(IDriver *driver)
|
|
{
|
|
// test change of driver.
|
|
nlassert(driver && !_VBHard.isLocked());
|
|
// If change of driver
|
|
if( _Driver==NULL || driver!=_Driver || (!_VBHard.isResident() && (_VBHard.capacity()!=0)))
|
|
{
|
|
// delete old VBHard.
|
|
deleteVertexBufferHard();
|
|
_Driver= driver;
|
|
_VBHardOk= (_MaxVertexInBufferHard>0) && (_Driver->supportVertexBufferHard());
|
|
/* Because so much lock/unlock are performed during a frame (refine/clip etc...).
|
|
we must disable VBHard for ATI Gl extension.
|
|
NB: CLandscape don't do this and fast copy the entire VB each frame.
|
|
This is not possible for vegetables because the VB describe all Vegetable around the camera, not only
|
|
what is in frustrum. Hence a fast copy each frame would copy far too much unseen vertices (4x).
|
|
*/
|
|
if(_Driver->slowUnlockVertexBufferHard())
|
|
_VBHardOk= false;
|
|
|
|
// Driver must support VP.
|
|
nlassert(_Driver->isVertexProgramSupported());
|
|
|
|
// must reallocate the VertexBuffer.
|
|
if( _NumVerticesAllocated>0 )
|
|
allocateVertexBufferAndFillVBHard(_NumVerticesAllocated);
|
|
}
|
|
else
|
|
{
|
|
// if VBHard possible, and if vbHardDeleted but space needed, reallocate.
|
|
if( _VBHardOk && _VBHard.getNumVertices()==0 && _NumVerticesAllocated>0 )
|
|
allocateVertexBufferAndFillVBHard(_NumVerticesAllocated);
|
|
}
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::clear()
|
|
{
|
|
// clear list.
|
|
_VertexFreeMemory.clear();
|
|
_NumVerticesAllocated= 0;
|
|
|
|
// must unlock for vbhard and vbsoft
|
|
unlockBuffer();
|
|
|
|
// delete the VB.
|
|
deleteVertexBufferHard();
|
|
// really delete the VB soft too
|
|
_VBSoft.deleteAllVertices();
|
|
|
|
// clear other states.
|
|
_Driver= NULL;
|
|
_VBHardOk= false;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::lockBuffer()
|
|
{
|
|
// force unlock
|
|
unlockBuffer();
|
|
|
|
// need to lock only if the VBHard is created
|
|
if(_VBHardOk)
|
|
{
|
|
// lock the VBHard for writing
|
|
_VBHard.lock(_VBAHard);
|
|
_AGPBufferPtr=(uint8*)_VBAHard.getVertexCoordPointer();
|
|
|
|
// lock the Input VertexBuffer for reading
|
|
_VBSoft.lock(_VBASoft);
|
|
_RAMBufferPtr=(const uint8*)_VBASoft.getVertexCoordPointer();
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::unlockBuffer()
|
|
{
|
|
// unlock the VBHard
|
|
_VBAHard.unlock();
|
|
_AGPBufferPtr= NULL;
|
|
|
|
// unlock the VBSoft
|
|
_VBASoft.unlock();
|
|
_RAMBufferPtr= NULL;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CVegetableVBAllocator::getNumUserVerticesAllocated() const
|
|
{
|
|
// get the number of vertices which are allocated by allocateVertex().
|
|
return _NumVerticesAllocated - (uint)_VertexFreeMemory.size();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CVegetableVBAllocator::exceedMaxVertexInBufferHard(uint numAddVerts) const
|
|
{
|
|
return (getNumUserVerticesAllocated() + numAddVerts) > _MaxVertexInBufferHard;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CVegetableVBAllocator::allocateVertex()
|
|
{
|
|
// if no more free, allocate.
|
|
if( _VertexFreeMemory.size()==0 )
|
|
{
|
|
// enlarge capacity.
|
|
uint newResize;
|
|
if(_NumVerticesAllocated==0)
|
|
newResize= NL3D_VEGETABLE_VERTEX_ALLOCATE_START;
|
|
else
|
|
newResize= NL3D_VEGETABLE_VERTEX_ALLOCATE_SECURITY;
|
|
// try to not overlap _MaxVertexInBufferHard limit, to avoid VBufferHard to be disabled.
|
|
if(_NumVerticesAllocated<_MaxVertexInBufferHard && _NumVerticesAllocated+newResize > _MaxVertexInBufferHard)
|
|
{
|
|
newResize= _MaxVertexInBufferHard - _NumVerticesAllocated;
|
|
}
|
|
_NumVerticesAllocated+= newResize;
|
|
// re-allocate VB.
|
|
allocateVertexBufferAndFillVBHard(_NumVerticesAllocated);
|
|
// resize infos on vertices.
|
|
_VertexInfos.resize(_NumVerticesAllocated);
|
|
|
|
// Fill list of free elements.
|
|
for(uint i=0;i<newResize;i++)
|
|
{
|
|
// create a new entry which points to this vertex.
|
|
// the list is made so allocation is in growing order.
|
|
_VertexFreeMemory.push_back( _NumVerticesAllocated - (i+1) );
|
|
|
|
// Mark as free the new vertices. (Debug).
|
|
_VertexInfos[_NumVerticesAllocated - (i+1)].Free= true;
|
|
}
|
|
}
|
|
|
|
// get a vertex (pop_back).
|
|
uint id= _VertexFreeMemory.back();
|
|
// delete this vertex free entry.
|
|
_VertexFreeMemory.pop_back();
|
|
|
|
// check and Mark as not free the vertex. (Debug).
|
|
nlassert(id<_NumVerticesAllocated);
|
|
nlassert(_VertexInfos[id].Free);
|
|
_VertexInfos[id].Free= false;
|
|
|
|
|
|
return id;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::deleteVertex(uint vid)
|
|
{
|
|
// check and Mark as free the vertex. (Debug).
|
|
nlassert(vid<_NumVerticesAllocated);
|
|
nlassert(!_VertexInfos[vid].Free);
|
|
_VertexInfos[vid].Free= true;
|
|
|
|
// Add this vertex to the free list.
|
|
// create a new entry which points to this vertex.
|
|
_VertexFreeMemory.push_back( vid );
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::flushVertex(uint i)
|
|
{
|
|
if(_VBHardOk)
|
|
{
|
|
nlassert(_VBHard.getNumVertices() && _VBHard.isLocked() && _VBSoft.isLocked());
|
|
|
|
// copy the VB soft to the VBHard.
|
|
uint size= _VBSoft.getVertexSize();
|
|
const void *src= _RAMBufferPtr + i*size;
|
|
void *dst= _AGPBufferPtr + i*size;
|
|
CHECK_VBA_RANGE(_VBAHard, (uint8 *) dst, size);
|
|
CHECK_VBA_RANGE(_VBASoft, (uint8 *) src, size);
|
|
memcpy(dst, src, size);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::activate()
|
|
{
|
|
nlassert(_Driver);
|
|
nlassert(!_VBHard.isLocked());
|
|
nlassert(!_VBSoft.isLocked());
|
|
|
|
// Activate VB.
|
|
if(_VBHard.getNumVertices())
|
|
_Driver->activeVertexBuffer(_VBHard);
|
|
else
|
|
_Driver->activeVertexBuffer(_VBSoft);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Vertex Buffer hard.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::deleteVertexBufferHard()
|
|
{
|
|
// must unlock VBhard before.
|
|
unlockBuffer();
|
|
|
|
// test (refptr) if the object still exist in memory.
|
|
if(_VBHard.getNumVertices()!=0)
|
|
{
|
|
// A vbufferhard should still exist only if driver still exist.
|
|
nlassert(_Driver!=NULL);
|
|
|
|
// delete it from driver.
|
|
_VBHard.deleteAllVertices ();
|
|
}
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::allocateVertexBufferAndFillVBHard(uint32 numVertices)
|
|
{
|
|
// no allocation must be done if the Driver is not setuped, or if the driver has been deleted by refPtr.
|
|
nlassert(_Driver);
|
|
|
|
// must unlock VBhard and VBSoft before.
|
|
bool wasLocked= bufferLocked();
|
|
unlockBuffer();
|
|
|
|
// resize the Soft VB.
|
|
_VBSoft.setNumVertices(numVertices);
|
|
|
|
// try to allocate a vbufferhard if possible.
|
|
if( _VBHardOk )
|
|
{
|
|
/* Prefer allocate the VBHard with the Max Vertex count only ONCE,
|
|
to avoid problems with AGP allocation
|
|
The problem is with 50000 AGP vertices, it costs 3 Mo. If we do iterative allocation
|
|
(500 Ko, 600 Ko, 700 Ko,.....)
|
|
we may have problem with free holes (Vegetable could no more enter in the 16 or 8 Mo AGP limit!)
|
|
*/
|
|
if(_VBHard.getNumVertices() != _MaxVertexInBufferHard)
|
|
{
|
|
// delete possible old _VBHard.
|
|
if(_VBHard.getNumVertices()!=0)
|
|
{
|
|
// VertexBufferHard lifetime < Driver lifetime.
|
|
nlassert(_Driver!=NULL);
|
|
_VBHard.deleteAllVertices();
|
|
}
|
|
|
|
// try to create new one, in AGP Ram
|
|
// If too many vertices wanted, abort VBHard.
|
|
if(numVertices <= _MaxVertexInBufferHard)
|
|
{
|
|
_VBHard = _VBSoft;
|
|
_VBHard.setPreferredMemory(CVertexBuffer::AGPPreferred, false);
|
|
_VBHard.setNumVertices (_MaxVertexInBufferHard);
|
|
|
|
// Force this VB to be hard
|
|
nlverify (_Driver->activeVertexBuffer (_VBHard));
|
|
nlassert (_VBHard.isResident());
|
|
|
|
// if fails, abort VBHard.
|
|
if (_VBHard.getLocation() == CVertexBuffer::RAMResident)
|
|
_VBHard.deleteAllVertices();
|
|
|
|
// Set Name For lock Profiling.
|
|
if(_VBHard.getNumVertices()!=0)
|
|
_VBHard.setName("VegetableVB");
|
|
}
|
|
else
|
|
_VBHard.deleteAllVertices();
|
|
|
|
// If KO, never try again.
|
|
if(_VBHard.getNumVertices()==0)
|
|
_VBHardOk= false;
|
|
}
|
|
}
|
|
|
|
// if still OK, must refill the VBHard. Slow, but rare
|
|
if(_VBHardOk)
|
|
{
|
|
// else, fill this AGP VBuffer Hard.
|
|
// lock before the AGP buffer
|
|
lockBuffer();
|
|
|
|
// copy all the vertices to AGP.
|
|
memcpy(_AGPBufferPtr, _RAMBufferPtr, _VBSoft.getVertexSize() * numVertices);
|
|
|
|
// If was not locked before, unlock this VB
|
|
if(!wasLocked)
|
|
unlockBuffer();
|
|
}
|
|
|
|
//nlinfo("VEGET: Alloc %d verts. %s", numVertices, _VBHardOk?"VBHard":"VBSoft");
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVegetableVBAllocator::setupVBFormat()
|
|
{
|
|
// Build the Vertex Format.
|
|
_VBSoft.clearValueEx();
|
|
|
|
// if lighted, need world space normal and AmbientColor for each vertex.
|
|
if( _Type == VBTypeLighted )
|
|
{
|
|
_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_POS, CVertexBuffer::Float3); // v[0]
|
|
_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_NORMAL, CVertexBuffer::Float3); // v[2]
|
|
_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_BENDINFO, CVertexBuffer::Float3); // v[9]
|
|
}
|
|
// If unlit
|
|
else
|
|
{
|
|
// slightly different VertexProgram, v[0].w== BendWeight, and v[9].x== v[0].norm()
|
|
_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_POS, CVertexBuffer::Float4); // v[0]
|
|
// Unlit VP has BlendDistance in v[9].w
|
|
_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_BENDINFO, CVertexBuffer::Float4); // v[9]
|
|
}
|
|
_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_COLOR0, CVertexBuffer::UChar4); // v[3]
|
|
_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_COLOR1, CVertexBuffer::UChar4); // v[4]
|
|
_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_TEX0, CVertexBuffer::Float2); // v[8]
|
|
_VBSoft.addValueEx(NL3D_VEGETABLE_VPPOS_CENTER, CVertexBuffer::Float3); // v[10]
|
|
_VBSoft.initEx();
|
|
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|