Conflicts: indra/llrender/llvertexbuffer.h indra/newview/app_settings/settings.xml indra/newview/llface.cpp
358 lines
12 KiB
C++
358 lines
12 KiB
C++
/**
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* @file llvertexbuffer.h
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* @brief LLVertexBuffer wrapper for OpengGL vertex buffer objects
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*
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* $LicenseInfo:firstyear=2003&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLVERTEXBUFFER_H
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#define LL_LLVERTEXBUFFER_H
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#include "llgl.h"
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#include "v2math.h"
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#include "v3math.h"
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#include "v4math.h"
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#include "v4coloru.h"
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#include "llstrider.h"
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#include "llrender.h"
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#include <set>
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#include <vector>
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#include <list>
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#define LL_MAX_VERTEX_ATTRIB_LOCATION 64
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//============================================================================
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// NOTES
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// Threading:
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// All constructors should take an 'create' paramater which should only be
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// 'true' when called from the main thread. Otherwise createGLBuffer() will
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// be called as soon as getVertexPointer(), etc is called (which MUST ONLY be
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// called from the main (i.e OpenGL) thread)
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//============================================================================
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// gl name pools for dynamic and streaming buffers
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class LLVBOPool
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{
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public:
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static U32 sBytesPooled;
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static U32 sIndexBytesPooled;
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static U32 sCurGLName;
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LLVBOPool(U32 vboUsage, U32 vboType);
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const U32 mUsage;
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const U32 mType;
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//size MUST be a power of 2
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volatile U8* allocate(U32& name, U32 size, bool for_seed = false);
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//size MUST be the size provided to allocate that returned the given name
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void release(U32 name, volatile U8* buffer, U32 size);
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//batch allocate buffers to be provided to the application on demand
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void seedPool();
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//destroy all records in mFreeList
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void cleanup();
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U32 genBuffer();
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void deleteBuffer(U32 name);
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class Record
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{
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public:
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U32 mGLName;
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volatile U8* mClientData;
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};
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std::list<U32> mGLNamePool;
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typedef std::list<Record> record_list_t;
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std::vector<record_list_t> mFreeList;
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std::vector<U32> mMissCount;
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};
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//============================================================================
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// base class
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class LLPrivateMemoryPool;
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class LLVertexBuffer : public LLRefCount
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{
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public:
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class MappedRegion
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{
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public:
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S32 mType;
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S32 mIndex;
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S32 mCount;
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MappedRegion(S32 type, S32 index, S32 count);
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};
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LLVertexBuffer(const LLVertexBuffer& rhs)
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: mUsage(rhs.mUsage)
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{
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*this = rhs;
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}
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const LLVertexBuffer& operator=(const LLVertexBuffer& rhs)
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{
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llerrs << "Illegal operation!" << llendl;
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return *this;
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}
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static LLVBOPool sStreamVBOPool;
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static LLVBOPool sDynamicVBOPool;
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static LLVBOPool sStreamIBOPool;
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static LLVBOPool sDynamicIBOPool;
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static std::list<U32> sAvailableVAOName;
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static U32 sCurVAOName;
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static bool sUseStreamDraw;
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static bool sUseVAO;
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static bool sPreferStreamDraw;
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static void seedPools();
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static U32 getVAOName();
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static void releaseVAOName(U32 name);
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static void initClass(bool use_vbo, bool no_vbo_mapping);
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static void cleanupClass();
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static void setupClientArrays(U32 data_mask);
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static void pushPositions(U32 mode, const LLVector4a* pos, U32 count);
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static void drawArrays(U32 mode, const std::vector<LLVector3>& pos, const std::vector<LLVector3>& norm);
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static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp);
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static void unbind(); //unbind any bound vertex buffer
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//get the size of a vertex with the given typemask
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static S32 calcVertexSize(const U32& typemask);
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//get the size of a buffer with the given typemask and vertex count
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//fill offsets with the offset of each vertex component array into the buffer
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// indexed by the following enum
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static S32 calcOffsets(const U32& typemask, S32* offsets, S32 num_vertices);
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//WARNING -- when updating these enums you MUST
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// 1 - update LLVertexBuffer::sTypeSize
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// 2 - add a strider accessor
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// 3 - modify LLVertexBuffer::setupVertexBuffer
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// 4 - modify LLVertexBuffer::setupClientArray
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// 5 - modify LLViewerShaderMgr::mReservedAttribs
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// 6 - update LLVertexBuffer::setupVertexArray
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enum {
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TYPE_VERTEX = 0,
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TYPE_NORMAL,
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TYPE_TEXCOORD0,
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TYPE_TEXCOORD1,
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TYPE_TEXCOORD2,
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TYPE_TEXCOORD3,
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TYPE_COLOR,
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TYPE_EMISSIVE,
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TYPE_BINORMAL,
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TYPE_WEIGHT,
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TYPE_WEIGHT4,
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TYPE_CLOTHWEIGHT,
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TYPE_TEXTURE_INDEX,
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TYPE_MAX,
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TYPE_INDEX,
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};
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enum {
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MAP_VERTEX = (1<<TYPE_VERTEX),
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MAP_NORMAL = (1<<TYPE_NORMAL),
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MAP_TEXCOORD0 = (1<<TYPE_TEXCOORD0),
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MAP_TEXCOORD1 = (1<<TYPE_TEXCOORD1),
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MAP_TEXCOORD2 = (1<<TYPE_TEXCOORD2),
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MAP_TEXCOORD3 = (1<<TYPE_TEXCOORD3),
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MAP_COLOR = (1<<TYPE_COLOR),
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MAP_EMISSIVE = (1<<TYPE_EMISSIVE),
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// These use VertexAttribPointer and should possibly be made generic
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MAP_BINORMAL = (1<<TYPE_BINORMAL),
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MAP_WEIGHT = (1<<TYPE_WEIGHT),
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MAP_WEIGHT4 = (1<<TYPE_WEIGHT4),
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MAP_CLOTHWEIGHT = (1<<TYPE_CLOTHWEIGHT),
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MAP_TEXTURE_INDEX = (1<<TYPE_TEXTURE_INDEX),
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};
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protected:
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friend class LLRender;
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virtual ~LLVertexBuffer(); // use unref()
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virtual void setupVertexBuffer(U32 data_mask); // pure virtual, called from mapBuffer()
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void setupVertexArray();
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void genBuffer(U32 size);
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void genIndices(U32 size);
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bool bindGLBuffer(bool force_bind = false);
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bool bindGLIndices(bool force_bind = false);
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bool bindGLArray();
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void releaseBuffer();
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void releaseIndices();
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void createGLBuffer(U32 size);
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void createGLIndices(U32 size);
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void destroyGLBuffer();
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void destroyGLIndices();
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void updateNumVerts(S32 nverts);
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void updateNumIndices(S32 nindices);
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void unmapBuffer();
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public:
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LLVertexBuffer(U32 typemask, S32 usage);
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// map for data access
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volatile U8* mapVertexBuffer(S32 type, S32 index, S32 count, bool map_range);
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volatile U8* mapIndexBuffer(S32 index, S32 count, bool map_range);
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void bindForFeedback(U32 channel, U32 type, U32 index, U32 count);
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// set for rendering
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virtual void setBuffer(U32 data_mask); // calls setupVertexBuffer() if data_mask is not 0
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void flush(); //flush pending data to GL memory
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// allocate buffer
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void allocateBuffer(S32 nverts, S32 nindices, bool create);
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virtual void resizeBuffer(S32 newnverts, S32 newnindices);
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// Only call each getVertexPointer, etc, once before calling unmapBuffer()
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// call unmapBuffer() after calls to getXXXStrider() before any cals to setBuffer()
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// example:
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// vb->getVertexBuffer(verts);
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// vb->getNormalStrider(norms);
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// setVertsNorms(verts, norms);
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// vb->unmapBuffer();
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bool getVertexStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getVertexStrider(LLStrider<LLVector4a>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getIndexStrider(LLStrider<U16>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getTexCoord0Strider(LLStrider<LLVector2>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getTexCoord1Strider(LLStrider<LLVector2>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getNormalStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getBinormalStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getColorStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getTextureIndexStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getEmissiveStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getWeightStrider(LLStrider<F32>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getWeight4Strider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
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bool useVBOs() const;
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bool isEmpty() const { return mEmpty; }
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bool isLocked() const { return mVertexLocked || mIndexLocked; }
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S32 getNumVerts() const { return mNumVerts; }
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S32 getNumIndices() const { return mNumIndices; }
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volatile U8* getIndicesPointer() const { return useVBOs() ? (U8*) mAlignedIndexOffset : mMappedIndexData; }
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volatile U8* getVerticesPointer() const { return useVBOs() ? (U8*) mAlignedOffset : mMappedData; }
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U32 getTypeMask() const { return mTypeMask; }
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bool hasDataType(S32 type) const { return ((1 << type) & getTypeMask()); }
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S32 getSize() const;
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S32 getIndicesSize() const { return mIndicesSize; }
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volatile U8* getMappedData() const { return mMappedData; }
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volatile U8* getMappedIndices() const { return mMappedIndexData; }
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S32 getOffset(S32 type) const { return mOffsets[type]; }
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S32 getUsage() const { return mUsage; }
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bool isWriteable() const { return (mMappable || mUsage == GL_STREAM_DRAW_ARB) ? true : false; }
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void draw(U32 mode, U32 count, U32 indices_offset) const;
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void drawArrays(U32 mode, U32 offset, U32 count) const;
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void drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indices_offset) const;
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//for debugging, validate data in given range is valid
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void validateRange(U32 start, U32 end, U32 count, U32 offset) const;
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protected:
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S32 mNumVerts; // Number of vertices allocated
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S32 mNumIndices; // Number of indices allocated
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ptrdiff_t mAlignedOffset;
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ptrdiff_t mAlignedIndexOffset;
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S32 mSize;
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S32 mIndicesSize;
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U32 mTypeMask;
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const S32 mUsage; // GL usage
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U32 mGLBuffer; // GL VBO handle
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U32 mGLIndices; // GL IBO handle
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U32 mGLArray; // GL VAO handle
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volatile U8* mMappedData; // pointer to currently mapped data (NULL if unmapped)
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volatile U8* mMappedIndexData; // pointer to currently mapped indices (NULL if unmapped)
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U32 mMappedDataUsingVBOs : 1;
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U32 mMappedIndexDataUsingVBOs : 1;
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U32 mVertexLocked : 1; // if true, vertex buffer is being or has been written to in client memory
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U32 mIndexLocked : 1; // if true, index buffer is being or has been written to in client memory
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U32 mFinal : 1; // if true, buffer can not be mapped again
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U32 mEmpty : 1; // if true, client buffer is empty (or NULL). Old values have been discarded.
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mutable bool mMappable; // if true, use memory mapping to upload data (otherwise doublebuffer and use glBufferSubData)
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S32 mOffsets[TYPE_MAX];
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std::vector<MappedRegion> mMappedVertexRegions;
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std::vector<MappedRegion> mMappedIndexRegions;
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mutable LLGLFence* mFence;
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void placeFence() const;
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void waitFence() const;
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static S32 determineUsage(S32 usage);
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private:
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static LLPrivateMemoryPool* sPrivatePoolp;
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public:
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static S32 sCount;
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static S32 sGLCount;
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static S32 sMappedCount;
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static bool sMapped;
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typedef std::list<LLVertexBuffer*> buffer_list_t;
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static bool sDisableVBOMapping; //disable glMapBufferARB
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static bool sEnableVBOs;
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static S32 sTypeSize[TYPE_MAX];
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static U32 sGLMode[LLRender::NUM_MODES];
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static U32 sGLRenderBuffer;
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static U32 sGLRenderArray;
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static U32 sGLRenderIndices;
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static bool sVBOActive;
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static bool sIBOActive;
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static U32 sLastMask;
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static U32 sAllocatedBytes;
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static U32 sAllocatedIndexBytes;
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static U32 sVertexCount;
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static U32 sIndexCount;
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static U32 sBindCount;
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static U32 sSetCount;
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};
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#endif // LL_LLVERTEXBUFFER_H
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