Files
fs2open.github.com/code/graphics/util/UniformBufferManager.cpp
T
asarium ae026f83ca Add generic uniform block for low frequency data
This elimiates all of the remaining "old style" uniforms from our
shaders. This might not be optimal for all situations but I have
confirmed that it is at least not worse at the moment.
2020-02-01 19:18:14 +01:00

211 lines
7.2 KiB
C++

#include "UniformBufferManager.h"
#include "uniform_structs.h"
#include "tracing/tracing.h"
namespace {
size_t getElementSize(uniform_block_type type)
{
switch (type) {
case uniform_block_type::Lights:
return sizeof(graphics::deferred_light_data);
case uniform_block_type::ModelData:
return sizeof(graphics::model_uniform_data);
case uniform_block_type::NanoVGData:
return sizeof(graphics::nanovg_draw_data);
case uniform_block_type::DecalInfo:
return sizeof(graphics::decal_info);
case uniform_block_type::Matrices:
return sizeof(graphics::matrix_uniforms);
case uniform_block_type::NUM_BLOCK_TYPES:
default:
UNREACHABLE("Invalid block type encountered!");
return 0;
}
}
size_t getHeaderSize(uniform_block_type type)
{
switch (type) {
case uniform_block_type::Lights:
return sizeof(graphics::deferred_global_data);
case uniform_block_type::DecalInfo:
return sizeof(graphics::decal_globals);
case uniform_block_type::ModelData:
case uniform_block_type::NanoVGData:
case uniform_block_type::Matrices:
case uniform_block_type::GenericData:
return 0;
case uniform_block_type::NUM_BLOCK_TYPES:
default:
UNREACHABLE("Invalid block type encountered!");
return 0;
}
}
} // namespace
namespace graphics {
namespace util {
UniformBufferManager::UniformBufferManager()
{
bool success = gr_get_property(gr_property::UNIFORM_BUFFER_OFFSET_ALIGNMENT, &_offset_alignment);
Assertion(success, "Uniform buffer usage requires a backend which allows to query the offset alignment!");
_use_persistent_mapping = gr_is_capable(CAPABILITY_PERSISTENT_BUFFER_MAPPING);
_segment_fences.fill(nullptr);
changeSegmentSize(4096);
}
UniformBufferManager::~UniformBufferManager()
{
if (_active_uniform_buffer >= 0) {
gr_delete_buffer(_active_uniform_buffer);
_active_uniform_buffer = -1;
}
for (auto& fence : _segment_fences) {
if (fence != nullptr) {
gr_sync_delete(fence);
fence = nullptr;
}
}
for (auto& buffer : _retired_buffers) {
gr_sync_delete(std::get<0>(buffer));
gr_delete_buffer(std::get<1>(buffer));
// The shadow buffer pointer will be deleted automatically
}
_retired_buffers.clear();
}
void UniformBufferManager::onFrameEnd()
{
GR_DEBUG_SCOPE("Performing uniform frame end operations");
if (_segment_offset > _segment_size) {
// We needed more data than what is available in the segment
changeSegmentSize(_segment_offset);
} else {
// Set up the fence for the currently active segment
_segment_fences[_active_segment] = gr_sync_fence();
// Move the current segment to the next one
_active_segment = (_active_segment + 1) % NUM_SEGMENTS;
_segment_offset = 0;
// Now we need to wait until the segment is available again. In most cases this should succeed immediately.
if (_segment_fences[_active_segment] != nullptr) {
int i = 0;
while (i < 10 && !gr_sync_wait(_segment_fences[_active_segment], 500000000)) {
// This isn't good!
mprintf(("Missed uniform fence deadline!!\n"));
++i;
}
gr_sync_delete(_segment_fences[_active_segment]);
_segment_fences[_active_segment] = nullptr;
if (i == 10) {
// I don't know how to handle this properly but this probably means that something went wrong with the
// GPU
Error(LOCATION, "Failed to wait until uniform range is available! Get a coder.");
}
}
}
while (!_retired_buffers.empty()) {
if (gr_sync_wait(std::get<0>(_retired_buffers.front()), 0)) {
// Fence was signaled => buffer is not in use anymore
// Delete the sync object since we don't need it anymore
gr_sync_delete(std::get<0>(_retired_buffers.front()));
gr_delete_buffer(std::get<1>(_retired_buffers.front()));
// This will automatically clean up the shadow buffer pointer
_retired_buffers.erase(_retired_buffers.begin());
} else {
// The first fence element was not signaled yet so all the other fences also haven't been signaled yet
break;
}
}
}
UniformBuffer UniformBufferManager::getUniformBuffer(uniform_block_type type, size_t num_elements,
size_t element_size_override)
{
if (element_size_override == 0) {
element_size_override = getElementSize(type);
}
auto size = UniformAligner::getBufferSize(num_elements, (size_t)_offset_alignment, element_size_override,
getHeaderSize(type));
auto end_offset = _segment_offset + size;
auto absolute_end = _segment_size * _active_segment + end_offset;
if (absolute_end >= _active_buffer_size) {
// This new element uses too much memory to fit into the active buffer so we need to allocate a new one right
// now. It may happen that we use more than the segment size but that is not an issue since the frame-end code
// will reallocate the buffer if that happens.
// We don't really know how much we are going to need here so 2 times the current amount seems like a good idea
changeSegmentSize(_segment_size * 2);
// Try the stuff above again.
return getUniformBuffer(type, num_elements, element_size_override);
}
auto data_offset = _segment_size * _active_segment + _segment_offset;
_segment_offset = end_offset;
// Even in the persistent mapping case we still use a temporary buffer since writing to GPU memory is not very fast
// when doing a lot of small writes (e.g. when building model uniform data). Instead we use a shadow buffer and
// do a single memcpy when we are done
return UniformBuffer(this, data_offset, _shadow_uniform_buffer.get() + data_offset, size, element_size_override,
getHeaderSize(type), static_cast<size_t>(_offset_alignment));
}
void UniformBufferManager::changeSegmentSize(size_t new_size)
{
if (_active_uniform_buffer >= 0) {
// Retire the old buffer first
_retired_buffers.emplace_back(gr_sync_fence(), _active_uniform_buffer, std::move(_shadow_uniform_buffer));
}
// The current fences are meaningless now so we need to delete them
for (auto& fence : _segment_fences) {
if (fence != nullptr) {
gr_sync_delete(fence);
fence = nullptr;
}
}
_active_buffer_size = new_size * NUM_SEGMENTS;
_shadow_uniform_buffer.reset(new uint8_t[_active_buffer_size]);
_active_uniform_buffer = gr_create_buffer(
BufferType::Uniform, _use_persistent_mapping ? BufferUsageHint::PersistentMapping : BufferUsageHint::Dynamic);
gr_update_buffer_data(_active_uniform_buffer, _active_buffer_size, nullptr);
if (_use_persistent_mapping) {
_buffer_ptr = gr_map_buffer(_active_uniform_buffer);
}
_active_segment = 0;
_segment_size = new_size;
_segment_offset = 0;
}
void UniformBufferManager::submitData(void* buffer, size_t data_size, size_t offset)
{
if (_use_persistent_mapping) {
auto buffer_dest = reinterpret_cast<void*>(reinterpret_cast<uint8_t*>(_buffer_ptr) + offset);
memcpy(buffer_dest, buffer, data_size);
// The data is already in the buffer but we still need to flush the memory range
gr_flush_mapped_buffer(_active_uniform_buffer, offset, data_size);
} else {
gr_update_buffer_data_offset(_active_uniform_buffer, offset, data_size, buffer);
}
}
int UniformBufferManager::getActiveBufferHandle() { return _active_uniform_buffer; }
size_t UniformBufferManager::getBufferSize() { return _active_buffer_size; }
size_t UniformBufferManager::getCurrentlyUsedSize() { return _segment_offset; }
} // namespace util
} // namespace graphics