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#include "Headers/glVertexArray.h"

#include "Platform/Video/Headers/GFXDevice.h"
#include "Platform/Video/OpenGL/Headers/GLWrapper.h"

#include "Core/Headers/Console.h"
#include "Core/Headers/StringHelper.h"
#include "Utility/Headers/Localization.h"

namespace Divide {

glVertexArray::VAOMap glVertexArray::_VAOMap;

IMPLEMENT_CUSTOM_ALLOCATOR(glVertexArray, 0, 0)

void glVertexArray::cleanup() {
    clearVaos();
}


GLuint glVertexArray::getVao(size_t hash) {
    VAOMap::const_iterator result = _VAOMap.find(hash);
    return result != std::end(_VAOMap) ? result->second  : 0;
}

void glVertexArray::setVao(size_t hash, GLuint id) {
    std::pair<VAOMap::const_iterator, bool> result =
        hashAlg::emplace(_VAOMap, hash, id);
    assert(result.second);
    ACKNOWLEDGE_UNUSED(result);
}

void glVertexArray::clearVaos() {
    for (VAOMap::value_type& value : _VAOMap) {
        if (value.second != 0) {
            GLUtil::_vaoPool.deallocate(value.second);
        }
    }
    _VAOMap.clear();
}

/// Default destructor
glVertexArray::glVertexArray(GFXDevice& context)
    : VertexBuffer(context),
      _refreshQueued(false),
      _formatInternal(GL_NONE)
{
    // We assume everything is static draw
    _usage = GL_STATIC_DRAW;
    _prevSize = -1;
    _prevSizeIndices = -1;
    _effectiveEntrySize = -1;
    _IBid = 0;
    _vaoCaches.fill(0);
    _vaoHashes.fill(0);

    _useAttribute.fill(false);
    _attributeOffset.fill(0);
}

glVertexArray::~glVertexArray()
{
    GLUtil::releaseVBO(_VBHandle._id, _VBHandle._offset);
}

void glVertexArray::reset() {
    _usage = GL_STATIC_DRAW;
    _prevSize = -1;
    _prevSizeIndices = -1;
    _vaoHashes.fill(0);

    _useAttribute.fill(false);
    _attributeOffset.fill(0);
    VertexBuffer::reset();
}

/// Trim down the Vertex vector to only upload the minimal ammount of data to the GPU
std::pair<bufferPtr, size_t> glVertexArray::getMinimalData() {
    bool useColour    = _useAttribute[to_const_uint(VertexAttribute::ATTRIB_COLOR)];
    bool useNormals   = _useAttribute[to_const_uint(VertexAttribute::ATTRIB_NORMAL)];
    bool useTangents  = _useAttribute[to_const_uint(VertexAttribute::ATTRIB_TANGENT)];
    bool useTexcoords = _useAttribute[to_const_uint(VertexAttribute::ATTRIB_TEXCOORD)];
    bool useBoneData  = _useAttribute[to_const_uint(VertexAttribute::ATTRIB_BONE_INDICE)];

    size_t prevOffset = sizeof(vec3<F32>);
    if (useNormals) {
        _attributeOffset[to_const_uint(VertexAttribute::ATTRIB_NORMAL)] = to_uint(prevOffset);
        prevOffset += sizeof(F32);
    }

    if (useTangents) {
        _attributeOffset[to_const_uint(VertexAttribute::ATTRIB_TANGENT)] = to_uint(prevOffset);
        prevOffset += sizeof(F32);
    }

    if (useColour) {
        _attributeOffset[to_const_uint(VertexAttribute::ATTRIB_COLOR)] = to_uint(prevOffset);
        prevOffset += sizeof(vec4<U8>);
    }

    if (useTexcoords) {
        _attributeOffset[to_const_uint(VertexAttribute::ATTRIB_TEXCOORD)] = to_uint(prevOffset);
        prevOffset += sizeof(vec2<F32>);
    }

    if (useBoneData) {
        _attributeOffset[to_const_uint(VertexAttribute::ATTRIB_BONE_WEIGHT)] = to_uint(prevOffset);
        prevOffset += sizeof(U32);
        _attributeOffset[to_const_uint(VertexAttribute::ATTRIB_BONE_INDICE)] = to_uint(prevOffset);
        prevOffset += sizeof(U32);
    }

    _effectiveEntrySize = static_cast<GLsizei>(prevOffset);

    _smallData.reserve(_data.size() * _effectiveEntrySize);

    for (const Vertex& data : _data) {
        _smallData << data._position;

        if (useNormals) {
            _smallData << data._normal;
        }

        if (useTangents) {
            _smallData << data._tangent;
        }

        if (useColour) {
            _smallData << data._colour.r;
            _smallData << data._colour.g;
            _smallData << data._colour.b;
            _smallData << data._colour.a;
        }

        if (useTexcoords) {
            _smallData << data._texcoord.s;
            _smallData << data._texcoord.t;
        }

        if (useBoneData) {
            _smallData << data._weights.i;
            _smallData << data._indices.i;
        }
    }

    if (_staticBuffer && !keepData()) {
        _data.clear();
    } else {
        vectorAlg::shrinkToFit(_data);
    }

    return std::make_pair((bufferPtr)_smallData.contents(), _smallData.size());
}

/// Create a dynamic or static VB
bool glVertexArray::create(bool staticDraw) {
    // If we want a dynamic buffer, then we are doing something outdated, such
    // as software skinning, or software water rendering
    if (!staticDraw) {
        // OpenGLES support isn't added, but this check doesn't break anything,
        // so I'll just leave it here -Ionut
        GLenum usage = (_context.getAPI() == RenderAPI::OpenGLES)
                           ? GL_STREAM_DRAW
                           : GL_DYNAMIC_DRAW;
        if (usage != _usage) {
            _usage = usage;
            _refreshQueued = true;
        }
    }

    return VertexBuffer::create(staticDraw);
}

/// Update internal data based on construction method (dynamic/static)
bool glVertexArray::refresh() {
    // Dynamic LOD elements (such as terrain) need dynamic indices
    // We can manually override index usage (again, used by the Terrain
    // rendering system)
    assert(!_hardwareIndicesL.empty() || !_hardwareIndicesS.empty() &&
           "glVertexArray::refresh error: Invalid index data on Refresh()!");

    GLsizei nSizeIndices =
        (GLsizei)(usesLargeIndices() ? _hardwareIndicesL.size() * sizeof(U32)
                                     : _hardwareIndicesS.size() * sizeof(U16));

    bool indicesChanged = (nSizeIndices != _prevSizeIndices);
    _prevSizeIndices = nSizeIndices;
    _refreshQueued = indicesChanged;

    /// Can only add attributes for now. No removal support. -Ionut
    for (U8 i = 0; i < to_const_uint(VertexAttribute::COUNT); ++i) {
        _useAttribute[i] = _useAttribute[i] || _attribDirty[i];
        if (!_refreshQueued) {
           if (_attribDirty[i]) {
               _refreshQueued = true;
           }
        }
    }
    _attribDirty.fill(false);


    Console::printfn("VAO HASHES: ");
    std::array<bool, to_const_uint(RenderStage::COUNT)> vaoCachesDirty;
    vaoCachesDirty.fill(false);
    std::array<AttribFlags, to_const_uint(RenderStage::COUNT)> attributesPerStage;
    for (U8 i = 0; i < to_const_uint(RenderStage::COUNT); ++i) {
        const AttribFlags& stageMask = _attribMaskPerStage[i];

        AttribFlags& stageUsage = attributesPerStage[i];
        for (U8 j = 0; j < to_const_uint(VertexAttribute::COUNT); ++j) {
            stageUsage[j] = _useAttribute[j] && stageMask[j];
        }
        size_t crtHash = std::hash<AttribFlags>()(stageUsage);
        _vaoHashes[i] = crtHash;
        _vaoCaches[i] = getVao(crtHash);
        if (_vaoCaches[i] == 0) {
            // Generate a "Vertex Array Object"
            _vaoCaches[i] = GLUtil::_vaoPool.allocate();
            assert(_vaoCaches[i] != 0 && Locale::get(_ID("ERROR_VAO_INIT")));
            setVao(crtHash, _vaoCaches[i]);
            vaoCachesDirty[i] = true;
        }

        Console::printfn("      %d : %d", i, to_uint(crtHash));
    }


    std::pair<bufferPtr, size_t> bufferData = getMinimalData();
    // If any of the VBO's components changed size, we need to recreate the
    // entire buffer.

    GLsizei size = static_cast<GLsizei>(bufferData.second);
    bool sizeChanged = size != _prevSize;
    bool needsReallocation = false;
    U32 countRequirement = GLUtil::VBO::getChunkCountForSize(size);
    if (sizeChanged) {
        needsReallocation = countRequirement > GLUtil::VBO::getChunkCountForSize(_prevSize);
        _prevSize = size;
    }

    if (!_refreshQueued && !sizeChanged) {
        return false;
    }

    if (_VBHandle._id == 0 || needsReallocation) {
        if (_VBHandle._id != 0) {
            GLUtil::releaseVBO(_VBHandle._id, _VBHandle._offset);
        }
        // Generate a new Vertex Buffer Object
        GLUtil::commitVBO(countRequirement,_usage, _VBHandle._id, _VBHandle._offset);
        assert(_VBHandle._id != 0 && Locale::get(_ID("ERROR_VB_INIT")));
    }
    // Refresh buffer data (if this is the first call to refresh, this will be true)
    if (sizeChanged) {
        Console::d_printfn(Locale::get(_ID("DISPLAY_VB_METRICS")),
                           _VBHandle._id,
                           size,
                           countRequirement * GLUtil::VBO::MAX_VBO_CHUNK_SIZE_BYTES,
                           GLUtil::getVBOMemUsage(_VBHandle._id),
                           GLUtil::getVBOCount());
    }

    // Allocate sufficient space in our buffer
    glNamedBufferSubData(_VBHandle._id, _VBHandle._offset * GLUtil::VBO::MAX_VBO_CHUNK_SIZE_BYTES, size, bufferData.first);

    _smallData.clear();

    // Check if we need to update the IBO (will be true for the first Refresh() call)
    if (indicesChanged) {
        bufferPtr data = usesLargeIndices()
                             ? static_cast<bufferPtr>(_hardwareIndicesL.data())
                             : static_cast<bufferPtr>(_hardwareIndicesS.data());
        // Update our IB
        glNamedBufferData(_IBid, nSizeIndices, data, GL_STATIC_DRAW);
    }

    vectorImpl<GLuint> vaos;
    for (U8 i = 0; i < to_const_uint(RenderStage::COUNT); ++i) {
        if (vaoCachesDirty[i]) {
            GLuint crtVao = _vaoCaches[i];
            if (std::find_if(std::cbegin(vaos), 
                             std::cend(vaos),
                             [crtVao](GLuint vao) {
                                return crtVao == vao;
                             }) == std::cend(vaos))
            {
                vaos.push_back(crtVao);
            }
        }
    }

    for (U8 i = 0; i < to_ubyte(vaos.size()); ++i) {
        // Set vertex attribute pointers
        uploadVBAttributes(vaos[i]);
    }

    vaoCachesDirty.fill(false);
    // Validate the buffer
    checkStatus();
    // Possibly clear client-side buffer for all non-required attributes?
    // foreach attribute if !required then delete else skip ?
    _refreshQueued = false;
    return true;
}

/// This method creates the initial VAO and VB OpenGL objects and queues a
/// Refresh call
bool glVertexArray::createInternal() {
    // Avoid double create calls
    assert(_VBHandle._id == 0 && "glVertexArray error: Attempted to double create a VB");
    // Position data is a minim requirement
    if (_data.empty()) {
        Console::errorfn(Locale::get(_ID("ERROR_VB_POSITION")));
        return false;
    }
    VertexBuffer::createInternal();

    _formatInternal = GLUtil::glDataFormat[to_uint(_format)];
    // Generate an "Index Buffer Object"
    glCreateBuffers(1, &_IBid);
    if (Config::ENABLE_GPU_VALIDATION) {
        glObjectLabel(GL_BUFFER,
                      _IBid,
                      -1,
                      Util::StringFormat("DVD_VAO_INDEX_BUFFER_%d", _IBid).c_str());
    }
    // Validate buffer creation
    // Assert if the IB creation failed
    assert(_IBid != 0 && Locale::get(_ID("ERROR_IB_INIT")));
    // Calling refresh updates all stored information and sends it to the GPU
    return queueRefresh();
}

/// Render the current buffer data using the specified command
void glVertexArray::draw(const GenericDrawCommand& command) {
    bool useCmdBuffer = command.isEnabledOption(GenericDrawCommand::RenderOptions::RENDER_INDIRECT);

    // Make sure the buffer is current
    // Make sure we have valid data (buffer creation is deferred to the first activate call)
    if (_IBid == 0) {
        if (!createInternal()) {
            return;
        }
    }

    // Check if we have a refresh request queued up
    if (_refreshQueued) {
        if (!refresh()) {
            return;
        }
    }

    // Bind the vertex array object that in turn activates all of the bindings
    // and pointers set on creation
    GLuint vao = _vaoCaches[to_uint(_context.getRenderStage())];
    if (GL_API::setActiveVAO(vao)) {
        // If this is the first time the VAO is bound in the current loop, check
        // for primitive restart requests
        GL_API::togglePrimitiveRestart(_primitiveRestartEnabled);
    }
    // Bind the the vertex buffer and index buffer
    GL_API::bindActiveBuffer(vao,
                             0,
                             _VBHandle._id,
                             _VBHandle._offset * GLUtil::VBO::MAX_VBO_CHUNK_SIZE_BYTES,
                             _effectiveEntrySize);

    GLUtil::submitRenderCommand(command, useCmdBuffer, _formatInternal, _IBid);
}

/// Activate and set all of the required vertex attributes.
void glVertexArray::uploadVBAttributes(GLuint VAO) {
    // Bind the current VAO to save our attributes
    GL_API::setActiveVAO(VAO);
    static const U32 positionLoc = to_const_uint(AttribLocation::VERTEX_POSITION);
    static const U32 colourLoc = to_const_uint(AttribLocation::VERTEX_COLOR);
    static const U32 normalLoc = to_const_uint(AttribLocation::VERTEX_NORMAL);
    static const U32 texCoordLoc = to_const_uint(AttribLocation::VERTEX_TEXCOORD);
    static const U32 tangentLoc = to_const_uint(AttribLocation::VERTEX_TANGENT);
    static const U32 boneWeightLoc = to_const_uint(AttribLocation::VERTEX_BONE_WEIGHT);
    static const U32 boneIndiceLoc = to_const_uint(AttribLocation::VERTEX_BONE_INDICE);
    
    glEnableVertexAttribArray(positionLoc);
    glVertexAttribFormat(positionLoc, 3, GL_FLOAT, GL_FALSE, _attributeOffset[positionLoc]);
    glVertexAttribBinding(positionLoc, 0);

    if (_useAttribute[colourLoc]) {
        glEnableVertexAttribArray(colourLoc);
        glVertexAttribFormat(colourLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, _attributeOffset[colourLoc]);
        glVertexAttribBinding(colourLoc, 0);
    } else {
        glDisableVertexAttribArray(colourLoc);
    }

    if (_useAttribute[normalLoc]) {
        glEnableVertexAttribArray(normalLoc);
        glVertexAttribFormat(normalLoc, 1, GL_FLOAT, GL_FALSE, _attributeOffset[normalLoc]);
        glVertexAttribBinding(normalLoc, 0);
    } else {
        glDisableVertexAttribArray(normalLoc);
    }

    if (_useAttribute[texCoordLoc]) {
        glEnableVertexAttribArray(texCoordLoc);
        glVertexAttribFormat(texCoordLoc, 2, GL_FLOAT, GL_FALSE, _attributeOffset[texCoordLoc]);
        glVertexAttribBinding(texCoordLoc, 0);
    } else {
        glDisableVertexAttribArray(texCoordLoc);
    }

    if (_useAttribute[tangentLoc]) {
        glEnableVertexAttribArray(tangentLoc);
        glVertexAttribFormat(tangentLoc, 1, GL_FLOAT, GL_FALSE, _attributeOffset[tangentLoc]);
        glVertexAttribBinding(tangentLoc, 0);
    } else {
        glDisableVertexAttribArray(tangentLoc);
    }

    if (_useAttribute[boneWeightLoc]) {
        assert(_useAttribute[boneIndiceLoc]);

        glEnableVertexAttribArray(boneWeightLoc);
        glEnableVertexAttribArray(boneIndiceLoc);
        glVertexAttribFormat(boneWeightLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, _attributeOffset[boneWeightLoc]);
        glVertexAttribIFormat(boneIndiceLoc, 4, GL_UNSIGNED_BYTE, _attributeOffset[boneIndiceLoc]);
        glVertexAttribBinding(boneWeightLoc, 0);
        glVertexAttribBinding(boneIndiceLoc, 0);
    } else {
        glDisableVertexAttribArray(boneWeightLoc);
        glDisableVertexAttribArray(boneIndiceLoc);
    }
}

/// Various post-create checks
void glVertexArray::checkStatus() {
}
};

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

Diff revisions: vs.
Revision Author Commited Message
847 Diff Diff IonutCava picture IonutCava Sun 05 Feb, 2017 21:16:24 +0000

[IonutCava]
- Code rot fixes:
— Terrain loading (8 bit heightmap only for now)
— Terrain rendering
— Water Plane loading and rendering
— Reflection and Refraction rendering passes (hack for now: need environment cubemaps as separate from reflect/refract maps for planar rendering)
-— ToDo: Separate Reflection / Refraction render targets to Planar R/R and Cube R/R. Environment probes should use Cube Reflections, Water should use planar reflection targets.
- Added a way to register debug views: texture, shader and params. Viewports get automatically scaled and positioned
— ToDo: Add a hover-preview feature
— ToDo: Add a click-lock preview feature

830 Diff Diff IonutCava picture IonutCava Wed 25 Jan, 2017 17:29:44 +0000

[IonutCava]
- Add a new Platform element: File
— Move all predefined paths to FileManagement System
- Split MathHelper into MathHelper and StringHelper

807 Diff Diff IonutCava picture IonutCava Mon 09 Jan, 2017 17:06:26 +0000

[IonutCava]
- Split PlatformDefines.h into 2. Move data type defines to PlatformDataTypes.h
- Continue to improve velocity map calculation
- Remove “destroy()” calls from most classes. Attempt to move as many classes to the RAII system.

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

757 Diff Diff IonutCava picture IonutCava Mon 01 Aug, 2016 16:13:27 +0000

[IonutCava]
- Add glObjectLabel calls for easier debugging
- Add config option to disable all multithreaded rendering API calls

750 Diff Diff IonutCava picture IonutCava Thu 07 Jul, 2016 16:02:03 +0000

[IonutCava]
- Static analysis based fixes and improvements

743 Diff Diff IonutCava picture IonutCava Tue 28 Jun, 2016 15:55:50 +0000

[IonutCava]
- More performance tuning:
— Move billboarding related camera variable calculation to shaders instead of CPU
— Replace some DIVIDE_ASSERT calls with regular assert calls in really low level code.
— Some cleanup of the GenericDrawCommand class
— glRegularBuffer does an invalidation call before updating
— Misc changes

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

727 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