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maszyna/rendering/opengl46/opengl46geometrybank.cpp

552 lines
24 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "rendering/opengl46/opengl46geometrybank.h"
#include "utilities/Logs.h"
#include "utilities/Globals.h"
#include <map>
namespace gfx {
// a vertex and an index buffer shared by banks, with the vao they're drawn with. the banks take parts of them, given back when the
// bank lets its buffers go (a chunk added or resized, the bank released); the free parts are kept by their place, joined with the
// neighbouring ones when given back
struct opengl46_geometry_page {
// the size of a page: 4M vertices (192 MiB) and 12M indices (48 MiB). a bank larger than that gets a page of its own size
static constexpr std::size_t VERTICES { 4u << 20 };
static constexpr std::size_t INDICES { 12u << 20 };
gl::buffer vertices;
gl::buffer indices;
gl::vao vao;
std::size_t vertexcapacity { 0 };
std::size_t indexcapacity { 0 };
std::map<std::size_t, std::size_t> freevertices; // place -> count
std::map<std::size_t, std::size_t> freeindices;
std::size_t users { 0 }; // banks with a part of the page
std::uint32_t id { 0 };
};
namespace {
std::vector<std::unique_ptr<opengl46_geometry_page>> &geometry_pages() {
static std::vector<std::unique_ptr<opengl46_geometry_page>> pages;
return pages;
}
// takes Count elements from the free parts, the first one large enough. returns: false if there's none
bool take_part( std::map<std::size_t, std::size_t> &Free, std::size_t const Count, std::size_t &Offset ) {
if( Count == 0 ) {
Offset = 0;
return true;
}
for( auto part { Free.begin() }; part != Free.end(); ++part ) {
if( part->second < Count ) { continue; }
Offset = part->first;
auto const rest { part->second - Count };
Free.erase( part );
if( rest > 0 ) {
Free.emplace( Offset + Count, rest );
}
return true;
}
return false;
}
// gives back Count elements from Offset, joined with the free parts next to them
void give_part( std::map<std::size_t, std::size_t> &Free, std::size_t const Offset, std::size_t const Count ) {
if( Count == 0 ) { return; }
auto part { Free.emplace( Offset, Count ).first };
auto const next { std::next( part ) };
if( ( next != Free.end() ) && ( part->first + part->second == next->first ) ) {
part->second += next->second;
Free.erase( next );
}
if( part != Free.begin() ) {
auto const previous { std::prev( part ) };
if( previous->first + previous->second == part->first ) {
previous->second += part->second;
Free.erase( part );
}
}
}
std::uint32_t next_page_id() {
static std::uint32_t id { 0 };
return ++id;
}
} // namespace
// opengl vao/vbo-based variant of the geometry bank
// create() subclass details
void
opengl46_vaogeometrybank::create_( gfx::geometry_handle const &Geometry ) {
// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things.
// thus we don't need to initialize the values here
m_chunkrecords.emplace_back( chunk_record() );
// kiss the existing buffer goodbye, new overall data size means we'll be making a new one
delete_buffer();
}
// replace() subclass details
void
opengl46_vaogeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
chunkrecord.is_good = false;
// if the overall length of the chunk didn't change we can get away with reusing the old buffer...
if( geometry_bank::chunk( Geometry ).vertices.size() != chunkrecord.vertex_count ) {
// ...but otherwise we'll need to allocate a new one
// TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one,
// but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it?
delete_buffer();
}
}
void opengl46_vaogeometrybank::setup_buffer()
{
if( has_buffer() ) { return; }
// if there's no buffer, we'll have to make one
// NOTE: this isn't exactly optimal in terms of ensuring the gfx card doesn't stall waiting for the data
// may be better to initiate upload earlier (during update phase) and trust this effort won't go to waste
if( true == m_chunks.empty() ) { return; }
std::size_t
vertexcount{ 0 },
indexcount{ 0 };
auto chunkiterator = m_chunks.cbegin();
bool has_userdata{ false };
for( auto &chunkrecord : m_chunkrecords ) {
// fill records for all chunks, based on the chunk data
chunkrecord.is_good = false; // if we're re-creating buffer, chunks might've been uploaded in the old one
chunkrecord.vertex_offset = vertexcount;
chunkrecord.vertex_count = chunkiterator->vertices.size();
vertexcount += chunkrecord.vertex_count;
chunkrecord.index_offset = indexcount;
chunkrecord.index_count = chunkiterator->indices.size();
chunkrecord.has_userdata = !chunkiterator->userdata.empty();
indexcount += chunkrecord.index_count;
has_userdata |= chunkrecord.has_userdata;
++chunkiterator;
}
// the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist
if( vertexcount == 0 ) { return; }
if( Global.gfx_geometry_shared && ( false == has_userdata ) ) {
// a part of the shared buffers: of a page with room for it, or of a new one
auto &pages { geometry_pages() };
opengl46_geometry_page *page { nullptr };
std::size_t vertexoffset { 0 };
std::size_t indexoffset { 0 };
for( auto &candidate : pages ) {
if( false == take_part( candidate->freevertices, vertexcount, vertexoffset ) ) { continue; }
if( false == take_part( candidate->freeindices, indexcount, indexoffset ) ) {
give_part( candidate->freevertices, vertexoffset, vertexcount );
continue;
}
page = candidate.get();
break;
}
if( page == nullptr ) {
auto newpage { std::make_unique<opengl46_geometry_page>() };
newpage->id = next_page_id();
newpage->vertexcapacity = std::max( opengl46_geometry_page::VERTICES, vertexcount );
newpage->indexcapacity = std::max( opengl46_geometry_page::INDICES, indexcount );
newpage->vao.bind();
newpage->indices.allocate( gl::buffer::ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>( newpage->indexcapacity * sizeof( gfx::basic_index ) ), GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
ErrorLog( "openGL error: out of memory; failed to create a shared geometry index buffer" );
throw std::bad_alloc();
}
newpage->vao.setup_ebo( newpage->indices );
newpage->vertices.allocate( gl::buffer::ARRAY_BUFFER, static_cast<GLsizeiptr>( newpage->vertexcapacity * sizeof( gfx::basic_vertex ) ), GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
ErrorLog( "openGL error: out of memory; failed to create a shared geometry buffer" );
throw std::bad_alloc();
}
auto &vao { newpage->vao };
auto &buffer { newpage->vertices };
vao.setup_attrib( buffer, 0, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof( basic_vertex, position ) );
// NOTE: normal and color streams share the data
vao.setup_attrib( buffer, 1, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof( basic_vertex, normal ) );
vao.setup_attrib( buffer, 2, 2, GL_FLOAT, sizeof( basic_vertex ), offsetof( basic_vertex, texture ) );
vao.setup_attrib( buffer, 3, 4, GL_FLOAT, sizeof( basic_vertex ), offsetof( basic_vertex, tangent ) );
newpage->freevertices.emplace( 0, newpage->vertexcapacity );
newpage->freeindices.emplace( 0, newpage->indexcapacity );
take_part( newpage->freevertices, vertexcount, vertexoffset );
take_part( newpage->freeindices, indexcount, indexoffset );
page = newpage.get();
pages.emplace_back( std::move( newpage ) );
}
++page->users;
m_page = page;
m_pagevertexoffset = vertexoffset;
m_pagevertexcount = vertexcount;
m_pageindexoffset = indexoffset;
m_pageindexcount = indexcount;
// the chunks lie in the shared buffers after one another, from the place of the bank
for( auto &chunkrecord : m_chunkrecords ) {
chunkrecord.vertex_offset += vertexoffset;
chunkrecord.index_offset += indexoffset;
}
m_vertex_count = static_cast<int>( vertexcount );
return;
}
if( !m_vao ) {
m_vao.emplace();
}
m_vao->bind();
// try to set up the buffers we need:
// optional index buffer...
if( indexcount > 0 ) {
m_indexbuffer.emplace();
m_indexbuffer->allocate( gl::buffer::ELEMENT_ARRAY_BUFFER, indexcount * sizeof( gfx::basic_index ), GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
ErrorLog( "openGL error: out of memory; failed to create a geometry index buffer" );
throw std::bad_alloc();
}
m_vao->setup_ebo( *m_indexbuffer );
}
else {
gl::buffer::unbind( gl::buffer::ELEMENT_ARRAY_BUFFER );
}
// ...and geometry buffer
m_vertexbuffer.emplace();
// NOTE: we're using static_draw since it's generally true for all we have implemented at the moment
// TODO: allow to specify usage hint at the object creation, and pass it here
const int vertex_size = has_userdata ? sizeof( gfx::basic_vertex ) + sizeof(gfx::vertex_userdata) : sizeof(gfx::basic_vertex);
m_vertexbuffer->allocate( gl::buffer::ARRAY_BUFFER, static_cast<int>(vertexcount * vertex_size), GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
throw std::bad_alloc();
}
m_vertex_count = static_cast<int>(vertexcount);
setup_attrib();
if(has_userdata)
setup_userdata();
}
void
opengl46_vaogeometrybank::setup_attrib(size_t offset)
{
m_vao->setup_attrib( *m_vertexbuffer, 0, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, position) + offset * sizeof( basic_vertex ) );
// NOTE: normal and color streams share the data
m_vao->setup_attrib( *m_vertexbuffer, 1, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, normal) + offset * sizeof( basic_vertex ) );
m_vao->setup_attrib( *m_vertexbuffer, 2, 2, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, texture) + offset * sizeof( basic_vertex ) );
m_vao->setup_attrib( *m_vertexbuffer, 3, 4, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, tangent) + offset * sizeof( basic_vertex ) );
}
// a line for the debug panel: the pages of the shared buffers and how much of them the banks take
std::string
opengl46_vaogeometrybank::shared_info() {
auto const &pages { geometry_pages() };
if( pages.empty() ) { return {}; }
std::size_t users { 0 }, vertices { 0 }, vertexcapacity { 0 }, indices { 0 }, indexcapacity { 0 }, parts { 0 };
for( auto const &page : pages ) {
users += page->users;
vertexcapacity += page->vertexcapacity;
indexcapacity += page->indexcapacity;
vertices += page->vertexcapacity;
indices += page->indexcapacity;
for( auto const &part : page->freevertices ) { vertices -= part.second; }
for( auto const &part : page->freeindices ) { indices -= part.second; }
parts += page->freevertices.size();
}
auto const mib = []( std::size_t const Bytes ) { return std::to_string( ( Bytes + ( 1u << 19 ) ) >> 20 ) + " MiB"; };
return
" shared geometry buffers: " + std::to_string( pages.size() ) + " pages, " + std::to_string( users ) + " banks, vertices "
+ mib( vertices * sizeof( basic_vertex ) ) + " of " + mib( vertexcapacity * sizeof( basic_vertex ) ) + ", indices "
+ mib( indices * sizeof( basic_index ) ) + " of " + mib( indexcapacity * sizeof( basic_index ) ) + ", " + std::to_string( parts ) + " free parts\n";
}
// binds the vao the bank is drawn with: the one of its page of the shared buffers, or its own
void
opengl46_vaogeometrybank::bind_vao() {
if( m_page != nullptr ) { m_page->vao.bind(); }
else { m_vao->bind(); }
}
// sends the data of a chunk to the buffers, unless they hold it already
void
opengl46_vaogeometrybank::upload_chunk( chunk_record &Record, geometry_chunk const &Chunk ) {
if( Record.is_good ) { return; }
if( m_page != nullptr ) {
// straight to the shared buffers, without binding them: the element buffer is a part of whichever vao is bound
if( Record.index_count > 0 ) {
::glNamedBufferSubData( m_page->indices, static_cast<GLintptr>( Record.index_offset * sizeof( gfx::basic_index ) ), static_cast<GLsizeiptr>( Record.index_count * sizeof( gfx::basic_index ) ), Chunk.indices.data() );
}
::glNamedBufferSubData( m_page->vertices, static_cast<GLintptr>( Record.vertex_offset * sizeof( gfx::basic_vertex ) ), static_cast<GLsizeiptr>( Record.vertex_count * sizeof( gfx::basic_vertex ) ), Chunk.vertices.data() );
Record.is_good = true;
return;
}
m_vao->bind();
// we may potentially need to upload new buffer data before we can draw it
if( Record.index_count > 0 ) {
m_indexbuffer->upload( gl::buffer::ELEMENT_ARRAY_BUFFER, Chunk.indices.data(), Record.index_offset * sizeof( gfx::basic_index ), Record.index_count * sizeof( gfx::basic_index ) );
}
m_vertexbuffer->upload( gl::buffer::ARRAY_BUFFER, Chunk.vertices.data(), Record.vertex_offset * sizeof( gfx::basic_vertex ), Record.vertex_count * sizeof( gfx::basic_vertex ) );
if( Record.has_userdata ) {
m_vertexbuffer->upload( gl::buffer::ARRAY_BUFFER, Chunk.userdata.data(),
static_cast<int>( m_vertex_count * sizeof( gfx::basic_vertex ) + Record.vertex_offset * sizeof( gfx::vertex_userdata ) ),
static_cast<int>( Record.vertex_count * sizeof( gfx::vertex_userdata ) ) );
}
Record.is_good = true;
}
// draw_group() subclass details
std::uint32_t
opengl46_vaogeometrybank::draw_group_() const {
return ( m_page != nullptr ? m_page->id : 0 );
}
void opengl46_vaogeometrybank::setup_userdata(size_t offset) {
const size_t offset_evaluated = m_vertex_count * sizeof(basic_vertex) + offset * sizeof( vertex_userdata );
m_vao->setup_attrib( *m_vertexbuffer, 4, 4, GL_FLOAT, sizeof( vertex_userdata ), offsetof(vertex_userdata, data) + offset_evaluated );}
// draw() subclass details
// NOTE: units and stream parameters are unused, but they're part of (legacy) interface
// TBD: specialized bank/manager pair without the cruft?
std::size_t
opengl46_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams )
{
setup_buffer();
auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
// sanity check; shouldn't be needed but, eh
if( chunkrecord.vertex_count == 0 )
return 0;
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
upload_chunk( chunkrecord, chunk );
// render
if( chunkrecord.index_count > 0 ) {
bind_vao();
::glDrawRangeElementsBaseVertex(
chunk.type,
0, chunkrecord.vertex_count,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
chunkrecord.vertex_offset );
}
else {
bind_vao();
::glDrawArrays( chunk.type, chunkrecord.vertex_offset, chunkrecord.vertex_count );
}
/*
m_vao->unbind();
*/
auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
switch( chunk.type ) {
case GL_TRIANGLES: { return vertexcount / 3; }
case GL_TRIANGLE_STRIP: { return vertexcount - 2; }
default: { return 0; }
}
}
// draw_instanced() subclass details — single GL instanced draw for InstanceCount instances.
// The vertex shader reads per-instance modelview from instance_ssbo[gl_BaseInstance + gl_InstanceID].
std::size_t
opengl46_vaogeometrybank::draw_instanced_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, std::size_t const InstanceCount, std::uint32_t const BaseInstance, unsigned int const Streams )
{
setup_buffer();
auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
if( chunkrecord.vertex_count == 0 ) { return 0; }
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
upload_chunk( chunkrecord, chunk );
GLsizei const inst_count = static_cast<GLsizei>(InstanceCount);
if( chunkrecord.index_count > 0 ) {
bind_vao();
::glDrawElementsInstancedBaseVertexBaseInstance(
chunk.type,
chunkrecord.index_count, GL_UNSIGNED_INT,
reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
inst_count,
chunkrecord.vertex_offset,
BaseInstance );
}
else {
bind_vao();
::glDrawArraysInstancedBaseInstance( chunk.type, chunkrecord.vertex_offset, chunkrecord.vertex_count, inst_count, BaseInstance );
}
auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
std::size_t prims = 0;
switch( chunk.type ) {
case GL_TRIANGLES: prims = vertexcount / 3; break;
case GL_TRIANGLE_STRIP: prims = ( vertexcount > 2 ? vertexcount - 2 : 0 ); break;
default: prims = 0; break;
}
return prims * InstanceCount;
}
// indirect_source() subclass details — the chunk is uploaded first if needed, as by a draw, so that an indirect draw
// command made from what this tells finds it in place
bool
opengl46_vaogeometrybank::indirect_source_( gfx::geometry_handle const &Geometry, gfx::indirect_source &Source )
{
setup_buffer();
auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
if( chunkrecord.vertex_count == 0 ) { return false; }
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
upload_chunk( chunkrecord, chunk );
Source.indexed = ( chunkrecord.index_count > 0 );
Source.count = static_cast<std::uint32_t>( Source.indexed ? chunkrecord.index_count : chunkrecord.vertex_count );
Source.first = static_cast<std::uint32_t>( Source.indexed ? chunkrecord.index_offset : chunkrecord.vertex_offset );
Source.basevertex = static_cast<std::int32_t>( Source.indexed ? chunkrecord.vertex_offset : 0 );
Source.type = chunk.type;
return true;
}
// draw_indirect() subclass details — the command comes from the bound draw indirect buffer
void
opengl46_vaogeometrybank::draw_indirect_( gfx::geometry_handle const &Geometry, std::intptr_t const Offset, unsigned int const /*Streams*/ )
{
setup_buffer();
auto const &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
if( chunkrecord.vertex_count == 0 ) { return; }
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
bind_vao();
if( chunkrecord.index_count > 0 ) {
::glDrawElementsIndirect( chunk.type, GL_UNSIGNED_INT, reinterpret_cast<void const *>( Offset ) );
}
else {
::glDrawArraysIndirect( chunk.type, reinterpret_cast<void const *>( Offset ) );
}
}
// draw_indirect_multi() subclass details — the commands come from the bound draw indirect buffer, the chunk tells the type
// and whether they're indexed
bool
opengl46_vaogeometrybank::draw_indirect_multi_( gfx::geometry_handle const &Geometry, std::intptr_t const Offset, std::uint32_t const Count, std::uint32_t const Stride )
{
setup_buffer();
// the counts of the chunks are in the commands, which may be for chunks other than this one
if( ( false == has_buffer() ) || ( Count == 0 ) ) { return true; }
auto const &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
bind_vao();
if( chunkrecord.index_count > 0 ) {
::glMultiDrawElementsIndirect( chunk.type, GL_UNSIGNED_INT, reinterpret_cast<void const *>( Offset ), static_cast<GLsizei>( Count ), static_cast<GLsizei>( Stride ) );
}
else {
::glMultiDrawArraysIndirect( chunk.type, reinterpret_cast<void const *>( Offset ), static_cast<GLsizei>( Count ), static_cast<GLsizei>( Stride ) );
}
return true;
}
// draw_batch() subclass details — neighbouring non-indexed chunks of the same type are sent with a single GL call.
// The chunks are drawn in the supplied order, same as with a draw_() call for each of them.
std::size_t
opengl46_vaogeometrybank::draw_batch_( gfx::geometry_handle const *First, gfx::geometry_handle const *Last, gfx::stream_units const &Units, unsigned int const Streams )
{
std::size_t count { 0 };
setup_buffer();
std::array<GLint, 64> offsets;
std::array<GLsizei, 64> sizes;
GLsizei pending { 0 };
unsigned int pendingtype { 0 };
auto const flush = [ & ]() {
if( pending == 0 ) { return; }
bind_vao();
if( pending == 1 ) { ::glDrawArrays( pendingtype, offsets[ 0 ], sizes[ 0 ] ); }
else { ::glMultiDrawArrays( pendingtype, offsets.data(), sizes.data(), pending ); }
pending = 0;
};
for( ; First != Last; ++First ) {
auto const &chunkrecord = m_chunkrecords.at( First->chunk - 1 );
if( ( false == chunkrecord.is_good )
|| ( chunkrecord.index_count > 0 ) ) {
// chunks which wait for upload of their data and indexed chunks take the regular route
flush();
count += draw_( *First, Units, Streams );
continue;
}
auto const type { gfx::geometry_bank::chunk( *First ).type };
if( ( pending == static_cast<GLsizei>( offsets.size() ) )
|| ( ( pending > 0 ) && ( type != pendingtype ) ) ) {
flush();
}
pendingtype = type;
offsets[ pending ] = static_cast<GLint>( chunkrecord.vertex_offset );
sizes[ pending ] = static_cast<GLsizei>( chunkrecord.vertex_count );
++pending;
switch( type ) {
case GL_TRIANGLES: { count += chunkrecord.vertex_count / 3; break; }
case GL_TRIANGLE_STRIP: { count += ( chunkrecord.vertex_count > 2 ? chunkrecord.vertex_count - 2 : 0 ); break; }
default: { break; }
}
}
flush();
return count;
}
// release () subclass details
void
opengl46_vaogeometrybank::release_() {
delete_buffer();
}
void
opengl46_vaogeometrybank::delete_buffer() {
if( m_page != nullptr ) {
// the part of the shared buffers goes back; a page nobody has a part of goes, as the buffers of a bank did
give_part( m_page->freevertices, m_pagevertexoffset, m_pagevertexcount );
give_part( m_page->freeindices, m_pageindexoffset, m_pageindexcount );
if( --m_page->users == 0 ) {
auto &pages { geometry_pages() };
auto *const emptied { m_page };
pages.erase(
std::remove_if( std::begin( pages ), std::end( pages ), [ emptied ]( std::unique_ptr<opengl46_geometry_page> const &Page ) { return Page.get() == emptied; } ),
std::end( pages ) );
}
m_page = nullptr;
m_pagevertexoffset = m_pagevertexcount = m_pageindexoffset = m_pageindexcount = 0;
}
m_vao.reset();
m_vertexbuffer.reset();
m_indexbuffer.reset();
// NOTE: since we've deleted the buffer all chunks it held were rendered invalid as well
// instead of clearing their state here we're delaying it until new buffer is created to avoid looping through chunk records twice
}
} // namespace gfx