123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144 |
- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- // vertex cache calls should only be made by the front end
- const int NUM_VERTEX_FRAMES = 2;
- typedef enum {
- TAG_FREE,
- TAG_USED,
- TAG_FIXED, // for the temp buffers
- TAG_TEMP // in frame temp area, not static area
- } vertBlockTag_t;
- typedef struct vertCache_s {
- GLuint vbo;
- void *virtMem; // only one of vbo / virtMem will be set
- bool indexBuffer; // holds indexes instead of vertexes
- int offset;
- int size; // may be larger than the amount asked for, due
- // to round up and minimum fragment sizes
- int tag; // a tag of 0 is a free block
- struct vertCache_s ** user; // will be set to zero when purged
- struct vertCache_s *next, *prev; // may be on the static list or one of the frame lists
- int frameUsed; // it can't be purged if near the current frame
- } vertCache_t;
- class idVertexCache {
- public:
- void Init();
- void Shutdown();
- // just for gfxinfo printing
- bool IsFast();
- // called when vertex programs are enabled or disabled, because
- // the cached data is no longer valid
- void PurgeAll();
- // Tries to allocate space for the given data in fast vertex
- // memory, and copies it over.
- // Alloc does NOT do a touch, which allows purging of things
- // created at level load time even if a frame hasn't passed yet.
- // These allocations can be purged, which will zero the pointer.
- void Alloc( void *data, int bytes, vertCache_t **buffer, bool indexBuffer = false );
- // This will be a real pointer with virtual memory,
- // but it will be an int offset cast to a pointer of ARB_vertex_buffer_object
- void * Position( vertCache_t *buffer );
- // if r_useIndexBuffers is enabled, but you need to draw something without
- // an indexCache, this must be called to reset GL_ELEMENT_ARRAY_BUFFER_ARB
- void UnbindIndex();
- // automatically freed at the end of the next frame
- // used for specular texture coordinates and gui drawing, which
- // will change every frame.
- // will return NULL if the vertex cache is completely full
- // As with Position(), this may not actually be a pointer you can access.
- vertCache_t * AllocFrameTemp( void *data, int bytes );
- // notes that a buffer is used this frame, so it can't be purged
- // out from under the GPU
- void Touch( vertCache_t *buffer );
- // this block won't have to zero a buffer pointer when it is purged,
- // but it must still wait for the frames to pass, in case the GPU
- // is still referencing it
- void Free( vertCache_t *buffer );
- // updates the counter for determining which temp space to use
- // and which blocks can be purged
- // Also prints debugging info when enabled
- void EndFrame();
- // listVertexCache calls this
- void List();
- private:
- void InitMemoryBlocks( int size );
- void ActuallyFree( vertCache_t *block );
- static idCVar r_showVertexCache;
- static idCVar r_vertexBufferMegs;
- int staticCountTotal;
- int staticAllocTotal; // for end of frame purging
- int staticAllocThisFrame; // debug counter
- int staticCountThisFrame;
- int dynamicAllocThisFrame;
- int dynamicCountThisFrame;
- int currentFrame; // for purgable block tracking
- int listNum; // currentFrame % NUM_VERTEX_FRAMES, determines which tempBuffers to use
- bool virtualMemory; // not fast stuff
- bool allocatingTempBuffer; // force GL_STREAM_DRAW_ARB
- vertCache_t *tempBuffers[NUM_VERTEX_FRAMES]; // allocated at startup
- bool tempOverflow; // had to alloc a temp in static memory
- idBlockAlloc<vertCache_t,1024> headerAllocator;
- vertCache_t freeStaticHeaders; // head of doubly linked list
- vertCache_t freeDynamicHeaders; // head of doubly linked list
- vertCache_t dynamicHeaders; // head of doubly linked list
- vertCache_t deferredFreeList; // head of doubly linked list
- vertCache_t staticHeaders; // head of doubly linked list in MRU order,
- // staticHeaders.next is most recently used
- int frameBytes; // for each of NUM_VERTEX_FRAMES frames
- };
- extern idVertexCache vertexCache;
|