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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/GenericBuffer/Headers/GenericVertexData.h"

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

namespace Divide {

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

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

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

    void updateBuffer(U32 buffer, U32 elementCount, U32 elementCountOffset, const bufferPtr data) override;

    void setBufferBindOffset(U32 buffer, U32 elementCountOffset) override;

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

    void setFeedbackBuffer(U32 buffer, U32 bindPoint) override;

   protected:
    friend class GFXDevice;
    void draw(const GenericDrawCommand& command) override;

   protected:
    void setBufferBindings(GLuint activeVAO);
    void setAttributes(GLuint activeVAO, bool feedbackPass);
    void setAttributeInternal(GLuint activeVAO, AttributeDescriptor& descriptor);

    bool isFeedbackBuffer(U32 index);
    U32 feedbackBindPoint(U32 buffer);

    void incQueryQueue() override;

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

   private:
    GLuint _indexBuffer;
    GLuint _indexBufferSize;
    GLenum _indexBufferUsage;
    GLuint _transformFeedback;
    GLuint _numQueries;
    GLuint* _prevResult;
    std::array<GLuint*, 2> _feedbackQueries;
    std::array<bool*, 2> _resultAvailable;
    GLuint _currentWriteQuery;
    GLuint _currentReadQuery;
    vectorImpl<glGenericBuffer*> _bufferObjects;
    std::array<GLuint, to_const_uint(GVDUsage::COUNT)> _vertexArray;
};

};  // 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
788 Diff Diff IonutCava picture IonutCava Fri 21 Oct, 2016 16:11:37 +0000

[IonutCava]
- Added support for the Arena Allocator by Mamasha Knows (http://www.codeproject.com/Articles/44850/Arena-Allocator-DTOR-and-Embedded-Preallocated-Buf)
— Used for GFX Related objects: Textures, shaders, etc

780 Diff Diff IonutCava picture IonutCava Tue 11 Oct, 2016 16:15:24 +0000

[IonutCava]
- AtomicCounter in glUniformBuffer is now based on a glGenericBuffer implementation
- GFXDevice <-> Camera relation cleaned up a bit
- Added a readback system for glGenericBuffer
- Fixed a bug with Z_PRE_PASS stage culling

771 Diff Diff IonutCava picture IonutCava Tue 27 Sep, 2016 15:39:49 +0000

[IonutCava]
- Modify GFXDevice::flushRenderQueues so that it creates command buffers instead of directly calling rendering calls:
— Command buffers contain buffer, shader, texture and geometry info
— Command buffer state is now parsed and set at the API level instead of GFXDevice level
— This will allow easier porting to low level APIs later on
- Indirect draw is now a GenericDrawCommand render option instead of an explicit buffer draw parameter

738 Diff Diff IonutCava picture IonutCava Fri 24 Jun, 2016 16:06:04 +0000

[IonutCava]
- Performance improvement: Create linear list of ordered SGNs for update and split update step in two to allow parallel tasks in the first step to finish before moving to second step
- Performance improvement: Remove glFlush calls for lock manager. Drivers should be up to the task now
- Performance improvement: Re-enabled round robin buffer system for ParticleEmitter

737 Diff Diff IonutCava picture IonutCava Thu 23 Jun, 2016 16:20:05 +0000

[IonutCava]
- Improved GenericVertexData structure (separate buffer data from attribute data entirely)
- Added a VAO pool for OpenGL so that all requested VAOs are allocated on the main thread
- Added a mainThreadTask system to queue a task to run on the main thread and optionally wait for it to complete
- Added the option to specify generic geometry for the particle system with an optional index buffer

736 Diff Diff IonutCava picture IonutCava Wed 22 Jun, 2016 20:55:11 +0000

[IonutCava]
- Trying to fix rendering issues with the Particle system in regards to the usage of the Generic Vertex Data object and its buffers

735 Diff Diff IonutCava picture IonutCava Wed 22 Jun, 2016 16:11:34 +0000

[IonutCava]
- Cleanup GenericVertexData class

728 Diff Diff IonutCava picture IonutCava Wed 15 Jun, 2016 16:04:33 +0000

[IonutCava]
- Updates and fixes to shadow mapping.
- Fixed a race condition in console::output regarding redirection of events to the GUI
- Attempting to fix particle emitter:
— Rewrite GenericVertexData for easier debugging/processing
— Split attributes and buffers into separate classes
— Not finished / buggy / crashes
- Fixed an issue with scene switching regarding PhysicsSceneInterface. Caused race conditions related crashes
- Fixed an issue with scene save data loading. Moved Load system to main thread after loading finishes

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 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)