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/**
* @file llvertexbuffer.h
* @brief LLVertexBuffer wrapper for OpengGL vertex buffer objects
*
* $LicenseInfo:firstyear=2003&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLVERTEXBUFFER_H
#define LL_LLVERTEXBUFFER_H
#include "llgl.h"
#include "v2math.h"
#include "v3math.h"
#include "v4math.h"
#include "v4coloru.h"
#include "llstrider.h"
#include "llrender.h"
#include <set>
#include <vector>
#include <list>
#define LL_MAX_VERTEX_ATTRIB_LOCATION 64
//============================================================================
// NOTES
// Threading:
// All constructors should take an 'create' paramater which should only be
// 'true' when called from the main thread. Otherwise createGLBuffer() will
// be called as soon as getVertexPointer(), etc is called (which MUST ONLY be
// called from the main (i.e OpenGL) thread)
//============================================================================
// gl name pools for dynamic and streaming buffers
class LLVBOPool
{
public:
static U32 sBytesPooled;
static U32 sIndexBytesPooled;
static U32 sCurGLName;
LLVBOPool(U32 vboUsage, U32 vboType);
const U32 mUsage;
const U32 mType;
//size MUST be a power of 2
volatile U8* allocate(U32& name, U32 size, bool for_seed = false);
//size MUST be the size provided to allocate that returned the given name
void release(U32 name, volatile U8* buffer, U32 size);
//batch allocate buffers to be provided to the application on demand
void seedPool();
//destroy all records in mFreeList
void cleanup();
U32 genBuffer();
void deleteBuffer(U32 name);
class Record
{
public:
U32 mGLName;
volatile U8* mClientData;
};
std::list<U32> mGLNamePool;
typedef std::list<Record> record_list_t;
std::vector<record_list_t> mFreeList;
std::vector<U32> mMissCount;
};
//============================================================================
// base class
class LLPrivateMemoryPool;
class LLVertexBuffer : public LLRefCount
{
public:
class MappedRegion
{
public:
S32 mType;
S32 mIndex;
S32 mCount;
S32 mEnd;
MappedRegion(S32 type, S32 index, S32 count);
};
LLVertexBuffer(const LLVertexBuffer& rhs)
: mUsage(rhs.mUsage)
{
*this = rhs;
}
const LLVertexBuffer& operator=(const LLVertexBuffer& rhs)
{
llerrs << "Illegal operation!" << llendl;
return *this;
}
static LLVBOPool sStreamVBOPool;
static LLVBOPool sDynamicVBOPool;
static LLVBOPool sDynamicCopyVBOPool;
static LLVBOPool sStreamIBOPool;
static LLVBOPool sDynamicIBOPool;
static std::list<U32> sAvailableVAOName;
static U32 sCurVAOName;
static bool sUseStreamDraw;
static bool sUseVAO;
static bool sPreferStreamDraw;
static void seedPools();
static U32 getVAOName();
static void releaseVAOName(U32 name);
static void initClass(bool use_vbo, bool no_vbo_mapping);
static void cleanupClass();
static void setupClientArrays(U32 data_mask);
static void pushPositions(U32 mode, const LLVector4a* pos, U32 count);
static void drawArrays(U32 mode, const std::vector<LLVector3>& pos, const std::vector<LLVector3>& norm);
static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp);
static void unbind(); //unbind any bound vertex buffer
//get the size of a vertex with the given typemask
static S32 calcVertexSize(const U32& typemask);
//get the size of a buffer with the given typemask and vertex count
//fill offsets with the offset of each vertex component array into the buffer
// indexed by the following enum
static S32 calcOffsets(const U32& typemask, S32* offsets, S32 num_vertices);
//WARNING -- when updating these enums you MUST
// 1 - update LLVertexBuffer::sTypeSize
// 2 - add a strider accessor
// 3 - modify LLVertexBuffer::setupVertexBuffer
// 4 - modify LLVertexBuffer::setupClientArray
// 5 - modify LLViewerShaderMgr::mReservedAttribs
// 6 - update LLVertexBuffer::setupVertexArray
enum {
TYPE_VERTEX = 0,
TYPE_NORMAL,
TYPE_TEXCOORD0,
TYPE_TEXCOORD1,
TYPE_TEXCOORD2,
TYPE_TEXCOORD3,
TYPE_COLOR,
TYPE_EMISSIVE,
TYPE_TANGENT,
TYPE_WEIGHT,
TYPE_WEIGHT4,
TYPE_CLOTHWEIGHT,
TYPE_TEXTURE_INDEX,
TYPE_MAX,
TYPE_INDEX,
};
enum {
MAP_VERTEX = (1<<TYPE_VERTEX),
MAP_NORMAL = (1<<TYPE_NORMAL),
MAP_TEXCOORD0 = (1<<TYPE_TEXCOORD0),
MAP_TEXCOORD1 = (1<<TYPE_TEXCOORD1),
MAP_TEXCOORD2 = (1<<TYPE_TEXCOORD2),
MAP_TEXCOORD3 = (1<<TYPE_TEXCOORD3),
MAP_COLOR = (1<<TYPE_COLOR),
MAP_EMISSIVE = (1<<TYPE_EMISSIVE),
// These use VertexAttribPointer and should possibly be made generic
MAP_TANGENT = (1<<TYPE_TANGENT),
MAP_WEIGHT = (1<<TYPE_WEIGHT),
MAP_WEIGHT4 = (1<<TYPE_WEIGHT4),
MAP_CLOTHWEIGHT = (1<<TYPE_CLOTHWEIGHT),
MAP_TEXTURE_INDEX = (1<<TYPE_TEXTURE_INDEX),
};
protected:
friend class LLRender;
virtual ~LLVertexBuffer(); // use unref()
virtual void setupVertexBuffer(U32 data_mask); // pure virtual, called from mapBuffer()
void setupVertexArray();
void genBuffer(U32 size);
void genIndices(U32 size);
bool bindGLBuffer(bool force_bind = false);
bool bindGLIndices(bool force_bind = false);
bool bindGLArray();
void releaseBuffer();
void releaseIndices();
void createGLBuffer(U32 size);
void createGLIndices(U32 size);
void destroyGLBuffer();
void destroyGLIndices();
void updateNumVerts(S32 nverts);
void updateNumIndices(S32 nindices);
void unmapBuffer();
public:
LLVertexBuffer(U32 typemask, S32 usage);
// map for data access
volatile U8* mapVertexBuffer(S32 type, S32 index, S32 count, bool map_range);
volatile U8* mapIndexBuffer(S32 index, S32 count, bool map_range);
void bindForFeedback(U32 channel, U32 type, U32 index, U32 count);
// set for rendering
virtual void setBuffer(U32 data_mask); // calls setupVertexBuffer() if data_mask is not 0
void flush(); //flush pending data to GL memory
// allocate buffer
void allocateBuffer(S32 nverts, S32 nindices, bool create);
virtual void resizeBuffer(S32 newnverts, S32 newnindices);
// Only call each getVertexPointer, etc, once before calling unmapBuffer()
// call unmapBuffer() after calls to getXXXStrider() before any cals to setBuffer()
// example:
// vb->getVertexBuffer(verts);
// vb->getNormalStrider(norms);
// setVertsNorms(verts, norms);
// vb->unmapBuffer();
bool getVertexStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getVertexStrider(LLStrider<LLVector4a>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getIndexStrider(LLStrider<U16>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getTexCoord0Strider(LLStrider<LLVector2>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getTexCoord1Strider(LLStrider<LLVector2>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getTexCoord2Strider(LLStrider<LLVector2>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getNormalStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getTangentStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getTangentStrider(LLStrider<LLVector4a>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getColorStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getTextureIndexStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getEmissiveStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getWeightStrider(LLStrider<F32>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getWeight4Strider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool useVBOs() const;
bool isEmpty() const { return mEmpty; }
bool isLocked() const { return mVertexLocked || mIndexLocked; }
S32 getNumVerts() const { return mNumVerts; }
S32 getNumIndices() const { return mNumIndices; }
volatile U8* getIndicesPointer() const { return useVBOs() ? (U8*) mAlignedIndexOffset : mMappedIndexData; }
volatile U8* getVerticesPointer() const { return useVBOs() ? (U8*) mAlignedOffset : mMappedData; }
U32 getTypeMask() const { return mTypeMask; }
bool hasDataType(S32 type) const { return ((1 << type) & getTypeMask()); }
S32 getSize() const;
S32 getIndicesSize() const { return mIndicesSize; }
volatile U8* getMappedData() const { return mMappedData; }
volatile U8* getMappedIndices() const { return mMappedIndexData; }
S32 getOffset(S32 type) const { return mOffsets[type]; }
S32 getUsage() const { return mUsage; }
bool isWriteable() const { return (mMappable || mUsage == GL_STREAM_DRAW_ARB) ? true : false; }
void draw(U32 mode, U32 count, U32 indices_offset) const;
void drawArrays(U32 mode, U32 offset, U32 count) const;
void drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indices_offset) const;
//for debugging, validate data in given range is valid
void validateRange(U32 start, U32 end, U32 count, U32 offset) const;
protected:
S32 mNumVerts; // Number of vertices allocated
S32 mNumIndices; // Number of indices allocated
ptrdiff_t mAlignedOffset;
ptrdiff_t mAlignedIndexOffset;
S32 mSize;
S32 mIndicesSize;
U32 mTypeMask;
const S32 mUsage; // GL usage
U32 mGLBuffer; // GL VBO handle
U32 mGLIndices; // GL IBO handle
U32 mGLArray; // GL VAO handle
volatile U8* mMappedData; // pointer to currently mapped data (NULL if unmapped)
volatile U8* mMappedIndexData; // pointer to currently mapped indices (NULL if unmapped)
U32 mMappedDataUsingVBOs : 1;
U32 mMappedIndexDataUsingVBOs : 1;
U32 mVertexLocked : 1; // if true, vertex buffer is being or has been written to in client memory
U32 mIndexLocked : 1; // if true, index buffer is being or has been written to in client memory
U32 mFinal : 1; // if true, buffer can not be mapped again
U32 mEmpty : 1; // if true, client buffer is empty (or NULL). Old values have been discarded.
mutable bool mMappable; // if true, use memory mapping to upload data (otherwise doublebuffer and use glBufferSubData)
S32 mOffsets[TYPE_MAX];
std::vector<MappedRegion> mMappedVertexRegions;
std::vector<MappedRegion> mMappedIndexRegions;
mutable LLGLFence* mFence;
void placeFence() const;
void waitFence() const;
static S32 determineUsage(S32 usage);
private:
static LLPrivateMemoryPool* sPrivatePoolp;
public:
static S32 sCount;
static S32 sGLCount;
static S32 sMappedCount;
static bool sMapped;
typedef std::list<LLVertexBuffer*> buffer_list_t;
static bool sDisableVBOMapping; //disable glMapBufferARB
static bool sEnableVBOs;
static S32 sTypeSize[TYPE_MAX];
static U32 sGLMode[LLRender::NUM_MODES];
static U32 sGLRenderBuffer;
static U32 sGLRenderArray;
static U32 sGLRenderIndices;
static bool sVBOActive;
static bool sIBOActive;
static U32 sLastMask;
static U32 sAllocatedBytes;
static U32 sAllocatedIndexBytes;
static U32 sVertexCount;
static U32 sIndexCount;
static U32 sBindCount;
static U32 sSetCount;
};
#endif // LL_LLVERTEXBUFFER_H
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