Files
love/src/modules/graphics/opengl/StreamBuffer.cpp
T

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