mirror of
https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
8672ff2272
--HG-- branch : minor
557 lines
12 KiB
C++
557 lines
12 KiB
C++
/**
|
|
* Copyright (c) 2006-2017 LOVE Development Team
|
|
*
|
|
* This software is provided 'as-is', without any express or implied
|
|
* warranty. In no event will the authors be held liable for any damages
|
|
* arising from the use of this software.
|
|
*
|
|
* Permission is granted to anyone to use this software for any purpose,
|
|
* including commercial applications, and to alter it and redistribute it
|
|
* freely, subject to the following restrictions:
|
|
*
|
|
* 1. The origin of this software must not be misrepresented; you must not
|
|
* claim that you wrote the original software. If you use this software
|
|
* in a product, an acknowledgment in the product documentation would be
|
|
* appreciated but is not required.
|
|
* 2. Altered source versions must be plainly marked as such, and must not be
|
|
* misrepresented as being the original software.
|
|
* 3. This notice may not be removed or altered from any source distribution.
|
|
**/
|
|
|
|
#include "common/config.h"
|
|
#include "StreamBuffer.h"
|
|
#include "OpenGL.h"
|
|
#include "FenceSync.h"
|
|
#include "graphics/Volatile.h"
|
|
#include "common/Exception.h"
|
|
#include "common/memory.h"
|
|
|
|
#include <vector>
|
|
#include <algorithm>
|
|
|
|
namespace love
|
|
{
|
|
namespace graphics
|
|
{
|
|
namespace opengl
|
|
{
|
|
|
|
static const int BUFFER_FRAMES = 3;
|
|
static const int MAX_SYNCS_PER_FRAME = 4;
|
|
|
|
class StreamBufferClientMemory final : public love::graphics::StreamBuffer
|
|
{
|
|
public:
|
|
|
|
StreamBufferClientMemory(BufferType mode, size_t size)
|
|
: love::graphics::StreamBuffer(mode, size)
|
|
, data(nullptr)
|
|
{
|
|
try
|
|
{
|
|
data = new uint8[size];
|
|
}
|
|
catch (std::exception &)
|
|
{
|
|
throw love::Exception("Out of memory.");
|
|
}
|
|
}
|
|
|
|
virtual ~StreamBufferClientMemory()
|
|
{
|
|
delete[] data;
|
|
}
|
|
|
|
size_t getUsableSize() const override
|
|
{
|
|
return bufferSize;
|
|
}
|
|
|
|
MapInfo map(size_t /*minsize*/) override
|
|
{
|
|
return MapInfo(data, bufferSize);
|
|
}
|
|
|
|
size_t unmap(size_t /*usedsize*/) override
|
|
{
|
|
return (size_t) data;
|
|
}
|
|
|
|
void markUsed(size_t /*usedsize*/) override { }
|
|
ptrdiff_t getHandle() const override { return 0; }
|
|
|
|
private:
|
|
|
|
uint8 *data;
|
|
|
|
}; // StreamBufferClientMemory
|
|
|
|
class StreamBufferSubDataOrphan final : public love::graphics::StreamBuffer, public Volatile
|
|
{
|
|
public:
|
|
|
|
StreamBufferSubDataOrphan(BufferType mode, size_t size)
|
|
: love::graphics::StreamBuffer(mode, size)
|
|
, vbo(0)
|
|
, glMode(OpenGL::getGLBufferType(mode))
|
|
, data(nullptr)
|
|
, offset(0)
|
|
, frameOffset(0)
|
|
{
|
|
try
|
|
{
|
|
data = new uint8[size];
|
|
}
|
|
catch (std::exception &)
|
|
{
|
|
throw love::Exception("Out of memory.");
|
|
}
|
|
|
|
loadVolatile();
|
|
}
|
|
|
|
virtual ~StreamBufferSubDataOrphan()
|
|
{
|
|
unloadVolatile();
|
|
delete[] data;
|
|
}
|
|
|
|
size_t getUsableSize() const override
|
|
{
|
|
return bufferSize - frameOffset;
|
|
}
|
|
|
|
MapInfo map(size_t minsize) override
|
|
{
|
|
if (offset + minsize > bufferSize)
|
|
{
|
|
offset = 0;
|
|
frameOffset = 0;
|
|
gl.bindBuffer(mode, vbo);
|
|
glBufferData(glMode, bufferSize, nullptr, GL_STREAM_DRAW);
|
|
}
|
|
|
|
return MapInfo(data, bufferSize - offset);
|
|
}
|
|
|
|
size_t unmap(size_t usedsize) override
|
|
{
|
|
gl.bindBuffer(mode, vbo);
|
|
glBufferSubData(glMode, offset, usedsize, data);
|
|
return offset;
|
|
}
|
|
|
|
void markUsed(size_t usedsize) override
|
|
{
|
|
offset += usedsize;
|
|
frameOffset += usedsize;
|
|
}
|
|
|
|
void nextFrame() override
|
|
{
|
|
frameOffset = 0;
|
|
}
|
|
|
|
ptrdiff_t getHandle() const override { return vbo; }
|
|
|
|
bool loadVolatile() override
|
|
{
|
|
if (vbo != 0)
|
|
return true;
|
|
|
|
glGenBuffers(1, &vbo);
|
|
gl.bindBuffer(mode, vbo);
|
|
glBufferData(glMode, bufferSize, nullptr, GL_STREAM_DRAW);
|
|
|
|
offset = 0;
|
|
frameOffset = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void unloadVolatile() override
|
|
{
|
|
if (vbo == 0)
|
|
return;
|
|
|
|
gl.deleteBuffer(vbo);
|
|
vbo = 0;
|
|
}
|
|
|
|
protected:
|
|
|
|
GLuint vbo;
|
|
GLenum glMode;
|
|
|
|
uint8 *data;
|
|
|
|
size_t offset;
|
|
size_t frameOffset;
|
|
|
|
}; // StreamBufferSubDataOrphan
|
|
|
|
class StreamBufferSync : public love::graphics::StreamBuffer
|
|
{
|
|
public:
|
|
|
|
StreamBufferSync(BufferType type, size_t size)
|
|
: love::graphics::StreamBuffer(type, size)
|
|
, syncSize((size + MAX_SYNCS_PER_FRAME - 1) / MAX_SYNCS_PER_FRAME)
|
|
, frameIndex(0)
|
|
, frameGPUReadOffset(0)
|
|
, syncs()
|
|
{}
|
|
|
|
virtual ~StreamBufferSync() {}
|
|
|
|
void nextFrame() override
|
|
{
|
|
getCurrentSync()->fence();
|
|
|
|
frameIndex = (frameIndex + 1) % BUFFER_FRAMES;
|
|
frameGPUReadOffset = 0;
|
|
}
|
|
|
|
void markUsed(size_t usedsize) override
|
|
{
|
|
int firstSyncIndex = frameGPUReadOffset / syncSize;
|
|
int lastSyncIndex = std::min((frameGPUReadOffset + usedsize), bufferSize - 1) / syncSize;
|
|
|
|
// Insert fences for all sync buckets completely filled by this section
|
|
// of the data. The last bucket before the end of the frame will also be
|
|
// handled by nextFrame().
|
|
for (int i = firstSyncIndex; i < lastSyncIndex; i++)
|
|
syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].fence();
|
|
|
|
frameGPUReadOffset += usedsize;
|
|
}
|
|
|
|
protected:
|
|
|
|
const size_t syncSize;
|
|
|
|
int frameIndex;
|
|
size_t frameGPUReadOffset;
|
|
|
|
FenceSync syncs[MAX_SYNCS_PER_FRAME * BUFFER_FRAMES];
|
|
|
|
FenceSync *getCurrentSync()
|
|
{
|
|
return &syncs[frameIndex * MAX_SYNCS_PER_FRAME + frameGPUReadOffset / syncSize];
|
|
}
|
|
|
|
}; // StreamBufferSync
|
|
|
|
class StreamBufferMapSync final : public StreamBufferSync, public Volatile
|
|
{
|
|
public:
|
|
|
|
StreamBufferMapSync(BufferType type, size_t size)
|
|
: StreamBufferSync(type, size)
|
|
, vbo(0)
|
|
, glMode(OpenGL::getGLBufferType(mode))
|
|
{
|
|
loadVolatile();
|
|
}
|
|
|
|
~StreamBufferMapSync()
|
|
{
|
|
unloadVolatile();
|
|
}
|
|
|
|
size_t getUsableSize() const override
|
|
{
|
|
return bufferSize - frameGPUReadOffset;
|
|
}
|
|
|
|
MapInfo map(size_t /*minsize*/) override
|
|
{
|
|
gl.bindBuffer(mode, vbo);
|
|
|
|
MapInfo info;
|
|
info.size = bufferSize - frameGPUReadOffset;
|
|
|
|
int firstSyncIndex = frameGPUReadOffset / syncSize;
|
|
int lastSyncIndex = (bufferSize - 1) / syncSize;
|
|
|
|
// We're mapping the full range of space left in the buffer, so we
|
|
// need to wait on all of it...
|
|
// FIXME: is it even worth it to have multiple sync objects per frame?
|
|
for (int i = firstSyncIndex; i <= lastSyncIndex; i++)
|
|
syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].cpuWait();
|
|
|
|
GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
|
|
|
|
size_t mapoffset = (frameIndex * bufferSize) + frameGPUReadOffset;
|
|
info.data = (uint8 *) glMapBufferRange(glMode, mapoffset, info.size, flags);
|
|
|
|
return info;
|
|
}
|
|
|
|
size_t unmap(size_t usedsize) override
|
|
{
|
|
gl.bindBuffer(mode, vbo);
|
|
glFlushMappedBufferRange(glMode, 0, usedsize);
|
|
glUnmapBuffer(glMode);
|
|
|
|
return (frameIndex * bufferSize) + frameGPUReadOffset;
|
|
}
|
|
|
|
ptrdiff_t getHandle() const override { return vbo; }
|
|
|
|
bool loadVolatile() override
|
|
{
|
|
if (vbo != 0)
|
|
return true;
|
|
|
|
glGenBuffers(1, &vbo);
|
|
gl.bindBuffer(mode, vbo);
|
|
glBufferData(glMode, bufferSize * BUFFER_FRAMES, nullptr, GL_STREAM_DRAW);
|
|
|
|
frameGPUReadOffset = 0;
|
|
frameIndex = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void unloadVolatile() override
|
|
{
|
|
if (vbo != 0)
|
|
{
|
|
gl.deleteBuffer(vbo);
|
|
vbo = 0;
|
|
}
|
|
|
|
for (FenceSync &sync : syncs)
|
|
sync.cleanup();
|
|
}
|
|
|
|
private:
|
|
|
|
GLuint vbo;
|
|
GLenum glMode;
|
|
|
|
}; // StreamBufferMapSync
|
|
|
|
class StreamBufferPersistentMapSync final : public StreamBufferSync, public Volatile
|
|
{
|
|
public:
|
|
|
|
StreamBufferPersistentMapSync(BufferType type, size_t size)
|
|
: StreamBufferSync(type, size)
|
|
, vbo(0)
|
|
, glMode(OpenGL::getGLBufferType(mode))
|
|
, data(nullptr)
|
|
{
|
|
loadVolatile();
|
|
}
|
|
|
|
~StreamBufferPersistentMapSync()
|
|
{
|
|
unloadVolatile();
|
|
}
|
|
|
|
size_t getUsableSize() const override
|
|
{
|
|
return bufferSize - frameGPUReadOffset;
|
|
}
|
|
|
|
MapInfo map(size_t /*minsize*/) override
|
|
{
|
|
MapInfo info;
|
|
info.size = bufferSize - frameGPUReadOffset;
|
|
info.data = data + (frameIndex * bufferSize) + frameGPUReadOffset;
|
|
|
|
int firstSyncIndex = frameGPUReadOffset / syncSize;
|
|
int lastSyncIndex = (bufferSize - 1) / syncSize;
|
|
|
|
// We're mapping the full range of space left in the buffer, so we
|
|
// need to wait on all of it...
|
|
// FIXME: is it even worth it to have multiple sync objects per frame?
|
|
for (int i = firstSyncIndex; i <= lastSyncIndex; i++)
|
|
syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].cpuWait();
|
|
|
|
return info;
|
|
}
|
|
|
|
size_t unmap(size_t usedsize) override
|
|
{
|
|
size_t offset = (frameIndex * bufferSize) + frameGPUReadOffset;
|
|
|
|
gl.bindBuffer(mode, vbo);
|
|
glFlushMappedBufferRange(glMode, offset, usedsize);
|
|
|
|
return offset;
|
|
}
|
|
|
|
ptrdiff_t getHandle() const override { return vbo; }
|
|
|
|
bool loadVolatile() override
|
|
{
|
|
if (vbo != 0)
|
|
return true;
|
|
|
|
glGenBuffers(1, &vbo);
|
|
gl.bindBuffer(mode, vbo);
|
|
|
|
GLbitfield storageflags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
|
|
GLbitfield mapflags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
|
|
|
|
glBufferStorage(glMode, bufferSize * BUFFER_FRAMES, nullptr, storageflags);
|
|
data = (uint8 *) glMapBufferRange(glMode, 0, bufferSize * BUFFER_FRAMES, mapflags);
|
|
|
|
frameGPUReadOffset = 0;
|
|
frameIndex = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void unloadVolatile() override
|
|
{
|
|
if (vbo != 0)
|
|
{
|
|
gl.bindBuffer(mode, vbo);
|
|
glUnmapBuffer(glMode);
|
|
gl.deleteBuffer(vbo);
|
|
vbo = 0;
|
|
}
|
|
|
|
for (FenceSync &sync : syncs)
|
|
sync.cleanup();
|
|
}
|
|
|
|
private:
|
|
|
|
GLuint vbo;
|
|
GLenum glMode;
|
|
uint8 *data;
|
|
|
|
}; // StreamBufferPersistentMapSync
|
|
|
|
class StreamBufferPinnedMemory final : public StreamBufferSync, public Volatile
|
|
{
|
|
public:
|
|
|
|
StreamBufferPinnedMemory(BufferType type, size_t size)
|
|
: StreamBufferSync(type, size)
|
|
, vbo(0)
|
|
, glMode(OpenGL::getGLBufferType(mode))
|
|
, data(nullptr)
|
|
, alignedSize(0)
|
|
{
|
|
size_t alignment = getPageSize();
|
|
alignedSize = alignUp(size * BUFFER_FRAMES, alignment);
|
|
|
|
if (!alignedMalloc((void **) &data, alignedSize, alignment))
|
|
throw love::Exception("Out of memory.");
|
|
|
|
loadVolatile();
|
|
}
|
|
|
|
~StreamBufferPinnedMemory()
|
|
{
|
|
unloadVolatile();
|
|
alignedFree(data);
|
|
}
|
|
|
|
size_t getUsableSize() const override
|
|
{
|
|
return bufferSize - frameGPUReadOffset;
|
|
}
|
|
|
|
MapInfo map(size_t /*minsize*/) override
|
|
{
|
|
MapInfo info;
|
|
info.size = bufferSize - frameGPUReadOffset;
|
|
info.data = data + (frameIndex * bufferSize) + frameGPUReadOffset;
|
|
|
|
int firstSyncIndex = frameGPUReadOffset / syncSize;
|
|
int lastSyncIndex = (bufferSize - 1) / syncSize;
|
|
|
|
// We're mapping the full range of space left in the buffer, so we
|
|
// need to wait on all of it...
|
|
// FIXME: is it even worth it to have multiple sync objects per frame?
|
|
for (int i = firstSyncIndex; i <= lastSyncIndex; i++)
|
|
syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].cpuWait();
|
|
|
|
return info;
|
|
}
|
|
|
|
size_t unmap(size_t usedsize) override
|
|
{
|
|
size_t offset = (frameIndex * bufferSize) + frameGPUReadOffset;
|
|
|
|
gl.bindBuffer(mode, vbo);
|
|
glFlushMappedBufferRange(glMode, offset, usedsize);
|
|
|
|
return offset;
|
|
}
|
|
|
|
ptrdiff_t getHandle() const override { return vbo; }
|
|
|
|
bool loadVolatile() override
|
|
{
|
|
if (vbo != 0)
|
|
return true;
|
|
|
|
glGenBuffers(1, &vbo);
|
|
|
|
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, vbo);
|
|
glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, alignedSize, data, GL_STREAM_DRAW);
|
|
|
|
frameGPUReadOffset = 0;
|
|
frameIndex = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void unloadVolatile() override
|
|
{
|
|
if (vbo != 0)
|
|
{
|
|
// Make sure the GPU has completed work using the memory before
|
|
// freeing it. TODO: Do we need a full glFinish() or is this
|
|
// sufficient?
|
|
glFlush();
|
|
for (FenceSync &sync : syncs)
|
|
sync.cpuWait();
|
|
|
|
gl.bindBuffer(mode, vbo);
|
|
gl.deleteBuffer(vbo);
|
|
vbo = 0;
|
|
}
|
|
|
|
for (FenceSync &sync : syncs)
|
|
sync.cleanup();
|
|
}
|
|
|
|
private:
|
|
|
|
GLuint vbo;
|
|
GLenum glMode;
|
|
uint8 *data;
|
|
size_t alignedSize;
|
|
|
|
}; // StreamBufferPinnedMemory
|
|
|
|
love::graphics::StreamBuffer *CreateStreamBuffer(BufferType mode, size_t size)
|
|
{
|
|
if (gl.isCoreProfile())
|
|
{
|
|
// AMD's pinned memory seems to be faster than persistent mapping, on
|
|
// AMD GPUs.
|
|
if (GLAD_AMD_pinned_memory)
|
|
return new StreamBufferPinnedMemory(mode, size);
|
|
else if (GLAD_VERSION_4_4 || GLAD_ARB_buffer_storage)
|
|
return new StreamBufferPersistentMapSync(mode, size);
|
|
else
|
|
return new StreamBufferSubDataOrphan(mode, size);
|
|
}
|
|
else
|
|
return new StreamBufferClientMemory(mode, size);
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|