ref_gl: try avoid gpu locking on dlights in vbo renderer

This commit is contained in:
mittorn 2023-10-17 00:31:27 +03:00 committed by Alibek Omarov
parent eff033298a
commit 91d92935fa
1 changed files with 84 additions and 37 deletions

View File

@ -1970,10 +1970,10 @@ void R_GenerateVBO( void )
{
pglGenBuffersARB( 1, &vbos.dlight_vbo );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) , vbos.dlight_tc, GL_STREAM_DRAW_ARB );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) , NULL, GL_STREAM_DRAW_ARB );
pglGenBuffersARB( 1, &vbos.decal_dlight_vbo );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), vbos.decal_dlight, GL_STREAM_DRAW_ARB );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
}
@ -2287,6 +2287,8 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
unsigned int dlightindex = 0;
msurface_t *surf, *newsurf;
int decalcount = 0;
int min_index = 65536;
int max_index = 0;
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
@ -2301,6 +2303,19 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
// clear the block
LM_InitBlock();
if( vbos.dlight_vbo )
{
// calculate minimum indexbase
for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
if(min_index > vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex )
min_index = vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex;
}
else
{
min_index = 0;
}
// accumulate indexes for every dlighted surface until dlight block full
for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
{
@ -2330,13 +2345,28 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
{
// out of free block space. Draw all generated index array and clear it
// upload already generated block
if( vbos.dlight_vbo )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index* sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
GL_SelectTexture( XASH_TEXTURE0 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
GL_SelectTexture( XASH_TEXTURE1 );
}
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
LM_UploadDynamicBlock();
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
else
#endif
pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
max_index = 0;
// draw decals that lighted with this lightmap
if( decalcount )
@ -2402,7 +2432,9 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
}
// restore states pointers for next dynamic lightmap
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglDepthMask( GL_TRUE );
pglDisable( GL_BLEND );
@ -2447,18 +2479,15 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
for( index = indexbase + 2; index < indexbase + surf->polys->numverts; index++ )
{
dlightarray[dlightindex++] = indexbase;
dlightarray[dlightindex++] = index - 1;
dlightarray[dlightindex++] = index;
dlightarray[dlightindex++] = indexbase - min_index;
dlightarray[dlightindex++] = index - 1 - min_index;
dlightarray[dlightindex++] = index - min_index;
vbos.dlight_tc[index][0] = surf->polys->verts[index - indexbase][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
vbos.dlight_tc[index][1] = surf->polys->verts[index - indexbase][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
}
if( vbos.dlight_vbo )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * indexbase, sizeof( vec2_t )* surf->polys->numverts, vbos.dlight_tc + indexbase );
}
if( max_index < indexbase + surf->polys->numverts )
max_index = indexbase + surf->polys->numverts;
// if surface has decals, build decal array
for( pdecal = surf->pdecals; pdecal; pdecal = pdecal->pnext )
@ -2507,18 +2536,30 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
if( dlightindex )
{
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
// update block
LM_UploadDynamicBlock();
if( vbos.dlight_vbo )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
GL_SelectTexture( XASH_TEXTURE0 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
GL_SelectTexture( XASH_TEXTURE1 );
}
// draw remaining array
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
else
#endif
pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true );
//R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true );
// draw remaining decals
if( decalcount )
@ -2586,6 +2627,7 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
}
// reset states
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglDepthMask( GL_TRUE );
pglDisable( GL_BLEND );
@ -2602,8 +2644,11 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
// restore static lightmap
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
GL_Bind( mtst.tmu_lm, tr.lightmapTextures[lightmap] );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
R_SetupVBOTexture( texture, 0 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
// prepare to next frame
vbotex->dlightchain = NULL;
@ -2614,24 +2659,8 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
vbotex->curindex = 0;
}
/*
=====================
R_DrawVBO
Draw generated index arrays
=====================
*/
void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
void R_SetupVBOArray( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextures )
{
int numtextures = WORLDMODEL->numtextures;
int numlightmaps = gl_lms.current_lightmap_texture;
int k;
vboarray_t *vbo = vbos.arraylist;
if( !r_vbo.value )
return;
GL_SetupFogColorForSurfacesEx( 1, 0.5f );
// bind array
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
@ -2656,7 +2685,29 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
R_SetLightmap();
}
}
/*
=====================
R_DrawVBO
Draw generated index arrays
=====================
*/
void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
{
int numtextures = WORLDMODEL->numtextures;
int numlightmaps = gl_lms.current_lightmap_texture;
int k;
vboarray_t *vbo = vbos.arraylist;
if( !r_vbo.value )
return;
GL_SetupFogColorForSurfacesEx( 1, 0.5f );
R_SetupVBOArray( vbo, drawlightmap, drawtextures );
mtst.skiptexture = !drawtextures;
mtst.tmu_dt = glConfig.max_texture_units > 2 && r_vbo_detail.value == 2? XASH_TEXTURE2:-1;
@ -2711,21 +2762,17 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
vbotex = vbotex->next;
vbo = vbo->next;
// bind new vertex and index arrays
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
// update texcoord pointers
if( drawtextures )
{
tex = R_SetupVBOTexture( tex, j );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
}
// update texcoord pointers
R_SetupVBOArray( vbo, drawlightmap, drawtextures );
if( drawlightmap )
{
GL_Bind( mtst.tmu_lm, tr.lightmapTextures[k] );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
}
// draw new array