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#include "Headers/glGenericVertexData.h"
#include "Platform/Video/Headers/GFXDevice.h"
#include "Platform/Video/OpenGL/Buffers/Headers/glMemoryManager.h"

#include "Utility/Headers/Localization.h"

namespace Divide {

glGenericVertexData::glGenericVertexData(bool persistentMapped)
    : GenericVertexData(persistentMapped),
      _bufferSet(nullptr),
      _bufferPersistent(nullptr),
      _elementCount(nullptr),
      _sizeFactor(nullptr),
      _readOffset(nullptr),
      _elementSize(nullptr),
      _bufferPersistentData(nullptr),
      _prevResult(nullptr),
      _startDestOffset(nullptr)
{
    _numQueries = 0;
    _indexBuffer = 0;
    _indexBufferSize = 0;
    _indexBufferUsage = GL_NONE;
    _currentReadQuery = 0;
    _transformFeedback = 0;
    _currentWriteQuery = 0;
    _vertexArray[to_uint(GVDUsage::DRAW)] = 0;
    _vertexArray[to_uint(GVDUsage::FDBCK)] = 0;
    _feedbackQueries.fill(nullptr);
    _resultAvailable.fill(nullptr);
}

glGenericVertexData::~glGenericVertexData() {
    if (!_bufferObjects.empty()) {
        for (U8 i = 0; i < _bufferObjects.size(); ++i) {
            if (_persistentMapped) {
                _lockManagers[i]->WaitForLockedRange(0, _elementCount[i] * _elementSize[i] * _sizeFactor[i], true);
            }
            GLUtil::freeBuffer(_bufferObjects[i]._id, _bufferPersistentData[i]);
        }
    }
    // Make sure we don't have any of our VAOs bound
    GL_API::setActiveVAO(0);
    // Delete the rendering VAO
    if (_vertexArray[to_uint(GVDUsage::DRAW)] > 0) {
        glDeleteVertexArrays(1, &_vertexArray[to_uint(GVDUsage::DRAW)]);
        _vertexArray[to_uint(GVDUsage::DRAW)] = 0;
    }
    // Delete the transform feedback VAO
    if (_vertexArray[to_uint(GVDUsage::FDBCK)] > 0) {
        glDeleteVertexArrays(1, &_vertexArray[to_uint(GVDUsage::FDBCK)]);
        _vertexArray[to_uint(GVDUsage::FDBCK)] = 0;
    }
    // Make sure we don't have the indirect draw buffer bound
    // Make sure we don't have our transform feedback object bound
    GL_API::setActiveTransformFeedback(0);
    // If we have a transform feedback object, delete it
    if (_transformFeedback > 0) {
        glDeleteTransformFeedbacks(1, &_transformFeedback);
        _transformFeedback = 0;
    }
    // Delete all of our query objects
    if (_numQueries > 0) {
        for (U8 i = 0; i < 2; ++i) {
            glDeleteQueries(_numQueries, _feedbackQueries[i]);
            MemoryManager::DELETE_ARRAY(_feedbackQueries[i]);
            MemoryManager::DELETE_ARRAY(_resultAvailable[i]);
        }
    }
    GLUtil::freeBuffer(_indexBuffer);
    _indexBufferSize = 0;
    // Delete the rest of the data
    MemoryManager::DELETE_ARRAY(_prevResult);
    MemoryManager::DELETE_ARRAY(_bufferSet);
    MemoryManager::DELETE_ARRAY(_bufferPersistent);
    MemoryManager::DELETE_ARRAY(_elementCount);
    MemoryManager::DELETE_ARRAY(_elementSize);
    MemoryManager::DELETE_ARRAY(_sizeFactor);
    MemoryManager::DELETE_ARRAY(_startDestOffset);
    MemoryManager::DELETE_ARRAY(_readOffset);
    if (_bufferPersistentData != nullptr) {
        free(_bufferPersistentData);
    }

    _bufferObjects.clear();
    _feedbackBuffers.clear();
    _lockManagers.clear();
}

/// Create the specified number of buffers and queries and attach them to this
/// vertex data container
void glGenericVertexData::create(U8 numBuffers, U8 numQueries) {
    // Prevent double create
    DIVIDE_ASSERT(
        _bufferObjects.empty(),
        "glGenericVertexData error: create called with no buffers specified!");
    // Create two vertex array objects. One for rendering and one for transform
    // feedback
    glGenVertexArrays(to_uint(GVDUsage::COUNT), &_vertexArray[0]);
    // Transform feedback may not be used, but it simplifies the class interface
    // a lot
    // Create a transform feedback object
    glGenTransformFeedbacks(1, &_transformFeedback);
    // Create our buffer objects
    _bufferObjects.resize(numBuffers);
    // Prepare our generic queries
    _numQueries = numQueries;
    for (U8 i = 0; i < 2; ++i) {
        _feedbackQueries[i] = MemoryManager_NEW GLuint[_numQueries];
        _resultAvailable[i] = MemoryManager_NEW bool[_numQueries];
    }
    // Create our generic query objects
    for (U8 i = 0; i < 2; ++i) {
        memset(_feedbackQueries[i], 0, sizeof(GLuint) * _numQueries);
        memset(_resultAvailable[i], false, sizeof(bool) * _numQueries);
        glGenQueries(_numQueries, _feedbackQueries[i]);
    }
    // How many times larger should the buffer be than the actual data to offset
    // reading and writing
    _sizeFactor = MemoryManager_NEW GLuint[numBuffers];
    memset(_sizeFactor, 0, numBuffers * sizeof(GLuint));
    // Allocate buffers for all possible data that we may use with this object
    // Query results from the previous frame
    _prevResult = MemoryManager_NEW GLuint[_numQueries];
    memset(_prevResult, 0, sizeof(GLuint) * _numQueries);
    // Flags to verify if each buffer was created
    _bufferSet = MemoryManager_NEW bool[numBuffers];
    memset(_bufferSet, false, numBuffers * sizeof(bool));
    // The element count for each buffer
    _elementCount = MemoryManager_NEW GLuint[numBuffers];
    memset(_elementCount, 0, numBuffers * sizeof(GLuint));
    // The element size for each buffer (in bytes)
    _elementSize = MemoryManager_NEW size_t[numBuffers];
    memset(_elementSize, 0, numBuffers * sizeof(size_t));
    // Current buffer write head position for 3x buffer updates
    _startDestOffset = MemoryManager_NEW size_t[numBuffers];
    memset(_startDestOffset, 0, numBuffers * sizeof(size_t));
    // Current buffer read head position for 3x buffer updates
    _readOffset = MemoryManager_NEW size_t[numBuffers];
    memset(_readOffset, 0, numBuffers * sizeof(size_t));
    // A flag to check if the buffer is or isn't persistently mapped
    _bufferPersistent = MemoryManager_NEW bool[numBuffers];
    memset(_bufferPersistent, false, numBuffers * sizeof(bool));
    // Persistently mapped data (array of void* pointers)
    _bufferPersistentData =
        (bufferPtr*)malloc(sizeof(bufferPtr) * numBuffers);

    for (U8 i = 0; i < numBuffers; ++i) {
        _bufferPersistentData[i] = nullptr;
    }

    if (_persistentMapped) {
        _lockManagers.reserve(numBuffers);
        for (U8 i = 0; i < numBuffers; ++i) {
            _lockManagers.push_back(std::make_unique<glBufferLockManager>());
        }
    }
}

/// Called at the beginning of each frame to update the currently used queries
/// for reading and writing
bool glGenericVertexData::frameStarted(const FrameEvent& evt) {
    // Queries are double buffered to avoid stalling (should probably be triple
    // buffered)
    if (!_bufferObjects.empty() && _doubleBufferedQuery) {
        _currentWriteQuery = (_currentWriteQuery + 1) % 2;
        _currentReadQuery = (_currentWriteQuery + 1) % 2;
    }

    return GenericVertexData::frameStarted(evt);
}

/// Bind a specific range of the transform feedback buffer for writing
/// (specified in the number of elements to offset by and the number of elements
/// to be written)
void glGenericVertexData::bindFeedbackBufferRange(U32 buffer,
                                                  U32 elementCountOffset,
                                                  size_t elementCount) {
    // Only feedback buffers can be used with this method
    DIVIDE_ASSERT(isFeedbackBuffer(buffer),
                  "glGenericVertexData error: called bind buffer range for "
                  "non-feedback buffer!");

    GL_API::setActiveTransformFeedback(_transformFeedback);
    glBindBufferRange(
        GL_TRANSFORM_FEEDBACK_BUFFER,
        getBindPoint(_bufferObjects[buffer]._id),
        _bufferObjects[buffer]._id,
        elementCountOffset * _elementSize[buffer],
        elementCount * _elementSize[buffer]);
}

/// Submit a draw command to the GPU using this object and the specified command
void glGenericVertexData::draw(const GenericDrawCommand& command,
                               bool useCmdBuffer) {
    // Get the OpenGL specific command from the generic one
    const IndirectDrawCommand& cmd = command.cmd();
    // Instance count can be generated programmatically, so make sure it's valid
    if (cmd.primCount == 0) {
        return;
    }

    // Check if we are rendering to the screen or to a buffer
    bool feedbackActive = (command.drawToBuffer() && !_feedbackBuffers.empty());
    // Activate the appropriate vertex array object for the type of rendering we
    // requested
    GL_API::setActiveVAO(_vertexArray[to_uint(feedbackActive ? GVDUsage::FDBCK : GVDUsage::DRAW)]);
    // Update vertex attributes if needed (e.g. if offsets changed)
    setAttributes(feedbackActive);

    // Activate transform feedback if needed
    if (feedbackActive) {
        GL_API::setActiveTransformFeedback(_transformFeedback);
        glBeginTransformFeedback(GLUtil::glPrimitiveTypeTable[to_uint(command.primitiveType())]);
        // Count the number of primitives written to the buffer
        glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, _feedbackQueries[_currentWriteQuery][command.queryID()]);
    }

    // Submit the draw command
    if (!Config::Profile::DISABLE_DRAWS) {
        GLUtil::submitRenderCommand(command, useCmdBuffer, GL_UNSIGNED_INT, _indexBuffer);
    }

    // Deactivate transform feedback if needed
    if (feedbackActive) {
        glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
        glEndTransformFeedback();
        // Mark the current query as completed and ready to be retrieved
        _resultAvailable[_currentWriteQuery][command.queryID()] = true;
    }

    if (_persistentMapped) {
        vectorAlg::vecSize bufferCount = _bufferObjects.size();
        for (vectorAlg::vecSize i = 0; i < bufferCount; ++i) {
            if (_bufferPersistent[i]) {
                _lockManagers[i]->LockRange(_readOffset[i], _elementCount[i] * _elementSize[i]);
            }
        }
    }
}

void glGenericVertexData::setIndexBuffer(U32 indicesCount, bool dynamic,  bool stream) {
    if (indicesCount > 0) {
        DIVIDE_ASSERT(_indexBuffer == 0,
            "glGenericVertexData::SetIndexBuffer error: Tried to double create index buffer!");

        _indexBufferUsage = dynamic ? (stream ? GL_STREAM_DRAW : GL_DYNAMIC_DRAW)
                                    : GL_STATIC_DRAW;
        // Generate an "Index Buffer Object"
        GLUtil::createAndAllocBuffer(
                static_cast<GLsizeiptr>(indicesCount * sizeof(GLuint)),
                _indexBufferUsage,
                _indexBuffer,
                NULL);
        _indexBufferSize = indicesCount;
        // Assert if the IB creation failed
        DIVIDE_ASSERT(_indexBuffer != 0, Locale::get("ERROR_IB_INIT"));
    } else {
        GLUtil::freeBuffer(_indexBuffer);
    }
}

void glGenericVertexData::updateIndexBuffer(const vectorImpl<U32>& indices) {
    DIVIDE_ASSERT(!indices.empty() && _indexBufferSize >= to_uint(indices.size()),
        "glGenericVertexData::UpdateIndexBuffer error: Invalid index buffer data!");

    DIVIDE_ASSERT(_indexBuffer != 0,
        "glGenericVertexData::UpdateIndexBuffer error: no valid index buffer found!");

    glNamedBufferData(_indexBuffer,
                      static_cast<GLsizeiptr>(_indexBufferSize * sizeof(GLuint)),
                      NULL,
                      _indexBufferUsage);

    glNamedBufferSubData(_indexBuffer, 
        0, 
        static_cast<GLsizeiptr>(indices.size() * sizeof(GLuint)),
        (bufferPtr)(indices.data()));
}

/// Specify the structure and data of the given buffer
void glGenericVertexData::setBuffer(U32 buffer,
                                    U32 elementCount,
                                    size_t elementSize,
                                    U8 sizeFactor,
                                    void* data,
                                    bool dynamic,
                                    bool stream,
                                    bool persistentMapped) {
    // Make sure the buffer exists
    DIVIDE_ASSERT(buffer >= 0 && buffer < _bufferObjects.size(),
                  "glGenericVertexData error: set buffer called for invalid "
                  "buffer index!");
    // glBufferData on persistentMapped buffers is not allowed
    DIVIDE_ASSERT(!_bufferSet[buffer],
                  "glGenericVertexData error: set buffer called for an already "
                  "created buffer!");
    // Make sure we allow persistent mapping
    if (persistentMapped) {
        persistentMapped = _persistentMapped;
    }
    DIVIDE_ASSERT((persistentMapped && _persistentMapped) || !persistentMapped,
                  "glGenericVertexData error: persistent map flag is not "
                  "compatible with object details!");
    // Remember the element count and size for the current buffer
    _elementCount[buffer] = elementCount;
    _elementSize[buffer] = elementSize;
    _sizeFactor[buffer] = sizeFactor;
    size_t bufferSize = elementCount * elementSize;

    GLuint currentBuffer = _bufferObjects[buffer]._id;
    if (persistentMapped) {
        // If we requested a persistently mapped buffer, we use glBufferStorage
        // to pin it in memory
        BufferStorageMask storageMask =
            GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
        BufferAccessMask accessMask =
            GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;

        if (currentBuffer == 0) {
            _bufferPersistentData[buffer] = 
                GLUtil::createAndAllocPersistentBuffer(bufferSize * sizeFactor, storageMask, accessMask, currentBuffer);
            _bufferObjects[buffer]._id = currentBuffer;
        } else {
            _bufferPersistentData[buffer] = 
                GLUtil::allocPersistentBuffer(currentBuffer,
                                              bufferSize * sizeFactor,
                                              storageMask,
                                              accessMask);
        }
        DIVIDE_ASSERT(_bufferPersistentData[buffer] != nullptr,
                      "glGenericVertexData error: persistent mapping failed "
                      "when setting the current buffer!");
        _lockManagers[buffer]->WaitForLockedRange(0, bufferSize * sizeFactor, true);
        // Create sizeFactor copies of the data and store them in the buffer
        for (U8 i = 0; i < sizeFactor; ++i) {
            bufferPtr dst = (U8*)_bufferPersistentData[buffer] + bufferSize * i;
            if (data != nullptr) {
                memcpy(dst, data, bufferSize);
            } else {
                memset(dst, NULL, bufferSize);
            }
       }
    } else {
        GLenum flag =
            isFeedbackBuffer(buffer)
                ? (dynamic ? (stream ? GL_STREAM_COPY : GL_DYNAMIC_COPY)
                           : GL_STATIC_COPY)
                : (dynamic ? (stream ? GL_STREAM_DRAW : GL_DYNAMIC_DRAW)
                           : GL_STATIC_DRAW);
        if (currentBuffer == 0) {
            GLUtil::createAndAllocBuffer(bufferSize * sizeFactor, flag, currentBuffer);
            _bufferObjects[buffer]._id = currentBuffer;
        } else {
            // If the buffer is not persistently mapped, allocate storage the classic way
            glNamedBufferData(currentBuffer, bufferSize * sizeFactor, NULL, flag);
        }
        // And upload sizeFactor copies of the data
        for (U8 i = 0; i < sizeFactor; ++i) {
            glNamedBufferSubData(currentBuffer, i * bufferSize, bufferSize, data);
        }
    }
    _bufferSet[buffer] = true;
    _bufferPersistent[buffer] = persistentMapped;
}

/// Update the elementCount worth of data contained in the buffer starting from
/// elementCountOffset size offset
void glGenericVertexData::updateBuffer(U32 buffer,
                                       U32 elementCount,
                                       U32 elementCountOffset,
                                       void* data) {
    // Calculate the size of the data that needs updating
    size_t dataCurrentSize = elementCount * _elementSize[buffer];
    // Calculate the offset in the buffer in bytes from which to start writing
    size_t offset = elementCountOffset * _elementSize[buffer];
    // Calculate the entire buffer size
    size_t bufferSize = _elementCount[buffer] * _elementSize[buffer];

    if (!_bufferPersistent[buffer]) {
        // Update part of the data in the buffer at the specified buffer in the
        // copy that's ready for writing
        glNamedBufferSubData(_bufferObjects[buffer]._id,
                             _startDestOffset[buffer] + offset,
                             dataCurrentSize,
                             data);
    } else {
        // Wait for the target part of the buffer to become available for
        // writing
        _lockManagers[buffer]->WaitForLockedRange(_startDestOffset[buffer], dataCurrentSize, true);
        // Offset the data pointer by the required offset taking in account the
        // current data copy we are writing into
        bufferPtr dst = (U8*)_bufferPersistentData[buffer] + _startDestOffset[buffer] + offset;
        // Update the data
        memcpy(dst, data, dataCurrentSize);
    }
    // Update offset pointers for reading and writing
    _startDestOffset[buffer] = (_startDestOffset[buffer] + bufferSize) %
                               (bufferSize * _sizeFactor[buffer]);
    _readOffset[buffer] = (_startDestOffset[buffer] + bufferSize) %
                          (bufferSize * _sizeFactor[buffer]);
}

/// Update the appropriate attributes (either for drawing or for transform
/// feedback)
void glGenericVertexData::setAttributes(bool feedbackPass) {
    // Get the appropriate list of attributes
    attributeMap& map = feedbackPass ? _attributeMapFdbk : _attributeMapDraw;
    // And update them in turn
    for (attributeMap::value_type& it : map) {
        setAttributeInternal(it.second);
    }
}

/// Update internal attribute data
void glGenericVertexData::setAttributeInternal(
    AttributeDescriptor& descriptor) {
    DIVIDE_ASSERT(_elementSize[descriptor.bufferIndex()] != 0,
                  "glGenericVertexData error: attribute's parent buffer has an "
                  "invalid element size!");
    // Early out if the attribute didn't change
    if (!descriptor.dirty()) {
        return;
    }
    // If the attribute wasn't activate until now, enable it
    if (!descriptor.wasSet()) {
        glEnableVertexAttribArray(descriptor.attribIndex());
        descriptor.wasSet(true);
    }
    // Persistently mapped buffers are already bound when this function is
    // called
    //if (!_persistentMapped) {
        GL_API::setActiveBuffer(GL_ARRAY_BUFFER,
                                _bufferObjects[descriptor.bufferIndex()]._id);
    //}
    // Update the attribute data

    GFXDataFormat format = descriptor.dataType();

    bool isIntegerType = format != GFXDataFormat::FLOAT_16 &&
                         format != GFXDataFormat::FLOAT_32;
    
    if (!isIntegerType || (isIntegerType && descriptor.normalized())) {
        glVertexAttribPointer(
            descriptor.attribIndex(),
            descriptor.componentsPerElement(),
            GLUtil::glDataFormat[to_uint(format)],
            descriptor.normalized() ? GL_TRUE : GL_FALSE,
            (GLsizei)descriptor.stride(),
            (void*)(descriptor.offset() * _elementSize[descriptor.bufferIndex()]));
    } else {
        glVertexAttribIPointer(
            descriptor.attribIndex(),
            descriptor.componentsPerElement(),
            GLUtil::glDataFormat[to_uint(format)],
            (GLsizei)descriptor.stride(),
            (void*)(descriptor.offset() * _elementSize[descriptor.bufferIndex()]));
    }

    if (descriptor.instanceDivisor() > 0) {
        glVertexAttribDivisor(descriptor.attribIndex(),
                              descriptor.instanceDivisor());
    }
    // Inform the descriptor that the data was updated
    descriptor.clean();
}

/// Return the number of primitives written to a transform feedback buffer that
/// used the specified query ID
U32 glGenericVertexData::getFeedbackPrimitiveCount(U8 queryID) {
    DIVIDE_ASSERT(queryID < _numQueries && !_bufferObjects.empty(),
                  "glGenericVertexData error: Current object isn't ready for "
                  "query processing!");
    // Double buffered queries return the results from the previous draw call to
    // avoid stalling the GPU pipeline
    U32 queryEntry =
        _doubleBufferedQuery ? _currentReadQuery : _currentWriteQuery;
    // If the requested query has valid data available, retrieve that data from
    // the GPU
    if (_resultAvailable[queryEntry][queryID]) {
        // Get the result of the previous query about the generated primitive
        // count
        glGetQueryObjectuiv(_feedbackQueries[queryEntry][queryID],
                            GL_QUERY_RESULT, &_prevResult[queryID]);
        // Mark the query entry data as invalid now
        _resultAvailable[queryEntry][queryID] = false;
    }
    // Return either the previous value or the current one depending on the
    // previous check
    return _prevResult[queryID];
}
};

Commits for Divide-Framework/trunk/Source Code/Platform/Video/OpenGL/Buffers/VertexBuffer/glGenericVertexData.cpp

Diff revisions: vs.
Revision Author Commited Message
557 Diff Diff IonutCava picture IonutCava Tue 10 Nov, 2015 12:00:20 +0000

[IonutCava]
- Gather all rendering calls from glVertexArray and glGenericVertexData into a single function in glResources: submitRenderCommand.
— This allows both classes to interpret GenericDrawCommands in the same way
- Use unsigned ints for all hasehs instead of size_t to avoid negative number hashes (useful for debugging)

556 Diff Diff IonutCava picture IonutCava Mon 09 Nov, 2015 23:10:09 +0000

[IonutCava]
- Fixed faulty VB partitioning code
- Cleanup in state management system:
— Remove some useless clearing of buffers (e.g. in glimBatch code)
— Changing a VAO will invalidate the element buffer cache
-— ToDo: Investigate all states that need to invalidate cache on VAO change
- Don’t add RenderingComponent to the SceneRoot node

Known bug:
- If we are rendering only the skybox, it is not rendered properly until a different node comes into view. Needs investigation. Not state/shader or texture issue!

555 Diff Diff IonutCava picture IonutCava Sun 08 Nov, 2015 22:39:36 +0000

[IonutCava]
- Crash fix related to persistently mapped buffer’s lock managers
- Anaglyph shader fix

553 Diff Diff IonutCava picture IonutCava Sun 08 Nov, 2015 21:48:10 +0000

[IonutCava]
- Improve VBO allocation system
- Disable mipmap generation for blur FBO in CascadedShadowMaps
- Code cleanup

541 Diff Diff IonutCava picture IonutCava Thu 29 Oct, 2015 17:03:27 +0000

[IonutCava]
- Initial work on multi-threading the main loop (experimental. unstable):
— Multi-threaded frustum culling
— Multi-threaded particle update system

539 Diff Diff IonutCava picture IonutCava Wed 28 Oct, 2015 17:07:14 +0000

[IonutCava]
- Profile guided optimizations

536 Diff Diff IonutCava picture IonutCava Tue 27 Oct, 2015 17:16:07 +0000

[IonutCava]
- Fixed some warnings

535 Diff Diff IonutCava picture IonutCava Tue 27 Oct, 2015 17:03:35 +0000

[IonutCava]
- Improve occlusion culling
- Improve draw command management

534 Diff Diff IonutCava picture IonutCava Mon 26 Oct, 2015 21:34:56 +0000

[IonutCava]
- Texture sampler correction
- gl draw code cleanup
- basic framework to track static and dynamic nodes (disabled)

530 IonutCava picture IonutCava Tue 20 Oct, 2015 15:58:24 +0000

[IonutCava]
- Particle system improvements
- glLockManager improvements