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/*
   Copyright (c) 2016 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software
   and associated documentation files (the "Software"), to deal in the Software
   without restriction,
   including without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
   PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
   IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _GL_GENERIC_VERTEX_DATA_H
#define _GL_GENERIC_VERTEX_DATA_H

#include "Platform/Video/Buffers/VertexBuffer/Headers/GenericVertexData.h"

#include "Core/Math/Headers/MathHelper.h"
#include "Platform/Video/OpenGL/Headers/GLWrapper.h"
#include "Platform/Video/OpenGL/Buffers/Headers/glMemoryManager.h"
#include "Platform/Video/OpenGL/Buffers/Headers/glBufferLockManager.h"

namespace Divide {

class glBufferImpl;
class glGenericVertexData : public GenericVertexData {
    USE_CUSTOM_ALLOCATOR
    enum class GVDUsage : U32 {
        DRAW = 0,
        FDBCK = 1,
        COUNT
    };

    struct BufferBindConfig {
        BufferBindConfig() : BufferBindConfig(0, 0, 0)
        {
        }

        BufferBindConfig(GLuint buffer,
                         GLintptr offset,
                         GLsizei stride) : _buffer(buffer),
                                           _offset(offset),
                                           _stride(stride)
        {
        }

        inline void set(const BufferBindConfig& other) {
            _buffer = other._buffer;
            _offset = other._offset;
            _stride = other._stride;
        }

        bool operator==(const BufferBindConfig& other) const {
            return _buffer == other._buffer &&
                   _offset == other._offset &&
                   _stride == other._stride;
        }

        GLsizei _stride;
        GLuint _buffer;
        GLintptr _offset;
    };

   public:
    glGenericVertexData(GFXDevice& context, const U32 ringBufferLength);
    ~glGenericVertexData();

    void create(U8 numBuffers = 1, U8 numQueries = 1);
    U32 getFeedbackPrimitiveCount(U8 queryID);

    void setIndexBuffer(U32 indicesCount, bool dynamic,  bool stream);
    void updateIndexBuffer(const vectorImpl<U32>& indices);

    void setBuffer(U32 buffer, U32 elementCount, size_t elementSize,
                   bool useRingBuffer, void* data, bool dynamic, bool stream,
                   bool persistentMapped = false);

    void updateBuffer(U32 buffer, U32 elementCount, U32 elementCountOffset,  void* data);

    void bindFeedbackBufferRange(U32 buffer, U32 elementCountOffset, size_t elementCount);

    void setFeedbackBuffer(U32 buffer, U32 bindPoint);

   protected:
    friend class GFXDevice;
    void draw(const GenericDrawCommand& command,
              bool useCmdBuffer = false);

   protected:
    void setAttributes(bool feedbackPass);
    void setAttributeInternal(AttributeDescriptor& descriptor);

    bool isFeedbackBuffer(U32 index);
    U32 getBindPoint(U32 bufferHandle);

    void incQueryQueue() override;

    static bool setIfDifferentBindRange(GLuint bindIndex, const BufferBindConfig& bindConfig);

   private:
    GLuint _indexBuffer;
    GLuint _indexBufferSize;
    GLenum _indexBufferUsage;
    GLuint _transformFeedback;
    GLuint _numQueries;
    bool* _bufferSet;
    bool* _bufferIsRing;
    GLuint* _elementCount;
    size_t* _elementSize;
    GLuint* _prevResult;
    std::array<GLuint*, 2> _feedbackQueries;
    std::array<bool*, 2> _resultAvailable;
    GLuint _currentWriteQuery;
    GLuint _currentReadQuery;
    vectorImpl<U32> _fdbkBindPoints;
    vectorImpl<glBufferImpl*> _bufferObjects;
    std::array<GLuint, to_const_uint(GVDUsage::COUNT)> _vertexArray;

    static hashMapImpl<GLuint, BufferBindConfig> _bindConfigs;
};

};  // namespace Divide
#endif

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

Diff revisions: vs.
Revision Author Commited Message
727 Diff Diff IonutCava picture IonutCava Tue 14 Jun, 2016 16:01:38 +0000

[IonutCava]
- Remove node and cmd buffers from GFXDevice and add them as a new BufferData struct to RenderPass class.
— Each render pass holds its own buffers
- Improvements / fixes to the CSM code
- Added a global toggle to enable/disable custom memory allocators

720 Diff Diff IonutCava picture IonutCava Mon 06 Jun, 2016 15:51:06 +0000

[IonutCava]
- PVS-Studio guided static analysis fixes and optimizations
- Added a flag to SceneState to bypass the Save/Load system not needed for certain types of scenes (menus, cinematics, etc)

712 Diff Diff IonutCava picture IonutCava Tue 24 May, 2016 16:18:37 +0000

[IonutCava]
- Added the concept of “buffer” to be used by GenericVertexData and ShaderBuffer without caring if it’s persistent or not.
— Persistent buffers handle their own locking instead of relying on the parent class
- HiZ occlusion culling fixes and optimizations

671 Diff Diff IonutCava picture IonutCava Fri 08 Apr, 2016 16:26:49 +0000

[Ionut]
- Custom memory allocation system part 1:
— Add http://www.codeproject.com/Articles/1089905/A-Custom-STL-std-allocator-Replacement-Improves-Pe
— Add custom allocators to strings and vectors
— Add custom allocators to a few test classes
— No support for aligned memory yet, so vec4<F32> and mat4<F32> vectors use the old allocation system
- Replace more std::async call with our custom task system

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

631 Diff Diff IonutCava picture IonutCava Sun 24 Jan, 2016 20:28:21 +0000

[IonutCava]
- Fix and optimize particle rendering system
- Temporarily disable Z_PRE_PASS system for testing
- Improve thread pool destruction system a bit
- Fix texture loading when used as fb attachment
- Forward+ renderer now takes the entire light buffer (no need to split up by light type)
- Start work on occlusion culling fixes:
— ToDo: Take into account batching system
— Fix gl_DrawIDARB usage

629 Diff Diff IonutCava picture IonutCava Thu 21 Jan, 2016 17:08:04 +0000

[IonutCava]
- New environment mapping system:
— Use previous frame’s list of nodes sorted front to back
— Update reflection for each if they meet the necessary criteria
- Cleanup particle system classes
- Cleanup GenericVertexData class
- Improve argument forwarding to frustum culling tasks

628 Diff Diff IonutCava picture IonutCava Wed 20 Jan, 2016 17:17:53 +0000

[IonutCava]
- Reworked GenericVertexData ring-buffering system and changed vertex attributes to the vertex format system
— Might be buggy
- Disabled bump-mapping for low-LoD level entities
- Removed a forgotten test line in BRDF shader that prevented lighting calculations to occur properly (an early return)
- Updated auto-reflection system for high shininess materials
- Converted a lot of ‘to_xyz’ calls to ‘to_const_xyz’ calls where appropriate to reduce runtime cost (‘to_const_xyz’ is evaluated at compile time)

591 Diff Diff IonutCava picture IonutCava Wed 02 Dec, 2015 17:17:23 +0000

[IonutCava]
- More work on the ForwardPlus renderer
- Singleton cleanup
- First steps for reducing scope of GFXDevice class

553 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