StreamBuffer.cpp 12 KB

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  1. /**
  2. * Copyright (c) 2006-2017 LOVE Development Team
  3. *
  4. * This software is provided 'as-is', without any express or implied
  5. * warranty. In no event will the authors be held liable for any damages
  6. * arising from the use of this software.
  7. *
  8. * Permission is granted to anyone to use this software for any purpose,
  9. * including commercial applications, and to alter it and redistribute it
  10. * freely, subject to the following restrictions:
  11. *
  12. * 1. The origin of this software must not be misrepresented; you must not
  13. * claim that you wrote the original software. If you use this software
  14. * in a product, an acknowledgment in the product documentation would be
  15. * appreciated but is not required.
  16. * 2. Altered source versions must be plainly marked as such, and must not be
  17. * misrepresented as being the original software.
  18. * 3. This notice may not be removed or altered from any source distribution.
  19. **/
  20. #include "common/config.h"
  21. #include "StreamBuffer.h"
  22. #include "OpenGL.h"
  23. #include "FenceSync.h"
  24. #include "graphics/Volatile.h"
  25. #include "common/Exception.h"
  26. #include "common/memory.h"
  27. #include <vector>
  28. #include <algorithm>
  29. namespace love
  30. {
  31. namespace graphics
  32. {
  33. namespace opengl
  34. {
  35. static const int BUFFER_FRAMES = 3;
  36. static const int MAX_SYNCS_PER_FRAME = 4;
  37. class StreamBufferClientMemory final : public love::graphics::StreamBuffer
  38. {
  39. public:
  40. StreamBufferClientMemory(BufferType mode, size_t size)
  41. : love::graphics::StreamBuffer(mode, size)
  42. , data(nullptr)
  43. {
  44. try
  45. {
  46. data = new uint8[size];
  47. }
  48. catch (std::exception &)
  49. {
  50. throw love::Exception("Out of memory.");
  51. }
  52. }
  53. virtual ~StreamBufferClientMemory()
  54. {
  55. delete[] data;
  56. }
  57. size_t getUsableSize() const override
  58. {
  59. return bufferSize;
  60. }
  61. MapInfo map(size_t /*minsize*/) override
  62. {
  63. return MapInfo(data, bufferSize);
  64. }
  65. size_t unmap(size_t /*usedsize*/) override
  66. {
  67. return (size_t) data;
  68. }
  69. void markUsed(size_t /*usedsize*/) override { }
  70. ptrdiff_t getHandle() const override { return 0; }
  71. private:
  72. uint8 *data;
  73. }; // StreamBufferClientMemory
  74. class StreamBufferSubDataOrphan final : public love::graphics::StreamBuffer, public Volatile
  75. {
  76. public:
  77. StreamBufferSubDataOrphan(BufferType mode, size_t size)
  78. : love::graphics::StreamBuffer(mode, size)
  79. , vbo(0)
  80. , glMode(OpenGL::getGLBufferType(mode))
  81. , data(nullptr)
  82. , offset(0)
  83. , frameOffset(0)
  84. {
  85. try
  86. {
  87. data = new uint8[size];
  88. }
  89. catch (std::exception &)
  90. {
  91. throw love::Exception("Out of memory.");
  92. }
  93. loadVolatile();
  94. }
  95. virtual ~StreamBufferSubDataOrphan()
  96. {
  97. unloadVolatile();
  98. delete[] data;
  99. }
  100. size_t getUsableSize() const override
  101. {
  102. return bufferSize - frameOffset;
  103. }
  104. MapInfo map(size_t minsize) override
  105. {
  106. if (offset + minsize > bufferSize)
  107. {
  108. offset = 0;
  109. frameOffset = 0;
  110. gl.bindBuffer(mode, vbo);
  111. glBufferData(glMode, bufferSize, nullptr, GL_STREAM_DRAW);
  112. }
  113. return MapInfo(data, bufferSize - offset);
  114. }
  115. size_t unmap(size_t usedsize) override
  116. {
  117. gl.bindBuffer(mode, vbo);
  118. glBufferSubData(glMode, offset, usedsize, data);
  119. return offset;
  120. }
  121. void markUsed(size_t usedsize) override
  122. {
  123. offset += usedsize;
  124. frameOffset += usedsize;
  125. }
  126. void nextFrame() override
  127. {
  128. frameOffset = 0;
  129. }
  130. ptrdiff_t getHandle() const override { return vbo; }
  131. bool loadVolatile() override
  132. {
  133. if (vbo != 0)
  134. return true;
  135. glGenBuffers(1, &vbo);
  136. gl.bindBuffer(mode, vbo);
  137. glBufferData(glMode, bufferSize, nullptr, GL_STREAM_DRAW);
  138. offset = 0;
  139. frameOffset = 0;
  140. return true;
  141. }
  142. void unloadVolatile() override
  143. {
  144. if (vbo == 0)
  145. return;
  146. gl.deleteBuffer(vbo);
  147. vbo = 0;
  148. }
  149. protected:
  150. GLuint vbo;
  151. GLenum glMode;
  152. uint8 *data;
  153. size_t offset;
  154. size_t frameOffset;
  155. }; // StreamBufferSubDataOrphan
  156. class StreamBufferSync : public love::graphics::StreamBuffer
  157. {
  158. public:
  159. StreamBufferSync(BufferType type, size_t size)
  160. : love::graphics::StreamBuffer(type, size)
  161. , syncSize((size + MAX_SYNCS_PER_FRAME - 1) / MAX_SYNCS_PER_FRAME)
  162. , frameIndex(0)
  163. , frameGPUReadOffset(0)
  164. , syncs()
  165. {}
  166. virtual ~StreamBufferSync() {}
  167. void nextFrame() override
  168. {
  169. getCurrentSync()->fence();
  170. frameIndex = (frameIndex + 1) % BUFFER_FRAMES;
  171. frameGPUReadOffset = 0;
  172. }
  173. void markUsed(size_t usedsize) override
  174. {
  175. int firstSyncIndex = frameGPUReadOffset / syncSize;
  176. int lastSyncIndex = std::min((frameGPUReadOffset + usedsize), bufferSize - 1) / syncSize;
  177. // Insert fences for all sync buckets completely filled by this section
  178. // of the data. The last bucket before the end of the frame will also be
  179. // handled by nextFrame().
  180. for (int i = firstSyncIndex; i < lastSyncIndex; i++)
  181. syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].fence();
  182. frameGPUReadOffset += usedsize;
  183. }
  184. protected:
  185. const size_t syncSize;
  186. int frameIndex;
  187. size_t frameGPUReadOffset;
  188. FenceSync syncs[MAX_SYNCS_PER_FRAME * BUFFER_FRAMES];
  189. FenceSync *getCurrentSync()
  190. {
  191. return &syncs[frameIndex * MAX_SYNCS_PER_FRAME + frameGPUReadOffset / syncSize];
  192. }
  193. }; // StreamBufferSync
  194. class StreamBufferMapSync final : public StreamBufferSync, public Volatile
  195. {
  196. public:
  197. StreamBufferMapSync(BufferType type, size_t size)
  198. : StreamBufferSync(type, size)
  199. , vbo(0)
  200. , glMode(OpenGL::getGLBufferType(mode))
  201. {
  202. loadVolatile();
  203. }
  204. ~StreamBufferMapSync()
  205. {
  206. unloadVolatile();
  207. }
  208. size_t getUsableSize() const override
  209. {
  210. return bufferSize - frameGPUReadOffset;
  211. }
  212. MapInfo map(size_t /*minsize*/) override
  213. {
  214. gl.bindBuffer(mode, vbo);
  215. MapInfo info;
  216. info.size = bufferSize - frameGPUReadOffset;
  217. int firstSyncIndex = frameGPUReadOffset / syncSize;
  218. int lastSyncIndex = (bufferSize - 1) / syncSize;
  219. // We're mapping the full range of space left in the buffer, so we
  220. // need to wait on all of it...
  221. // FIXME: is it even worth it to have multiple sync objects per frame?
  222. for (int i = firstSyncIndex; i <= lastSyncIndex; i++)
  223. syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].cpuWait();
  224. GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
  225. size_t mapoffset = (frameIndex * bufferSize) + frameGPUReadOffset;
  226. info.data = (uint8 *) glMapBufferRange(glMode, mapoffset, info.size, flags);
  227. return info;
  228. }
  229. size_t unmap(size_t usedsize) override
  230. {
  231. gl.bindBuffer(mode, vbo);
  232. glFlushMappedBufferRange(glMode, 0, usedsize);
  233. glUnmapBuffer(glMode);
  234. return (frameIndex * bufferSize) + frameGPUReadOffset;
  235. }
  236. ptrdiff_t getHandle() const override { return vbo; }
  237. bool loadVolatile() override
  238. {
  239. if (vbo != 0)
  240. return true;
  241. glGenBuffers(1, &vbo);
  242. gl.bindBuffer(mode, vbo);
  243. glBufferData(glMode, bufferSize * BUFFER_FRAMES, nullptr, GL_STREAM_DRAW);
  244. frameGPUReadOffset = 0;
  245. frameIndex = 0;
  246. return true;
  247. }
  248. void unloadVolatile() override
  249. {
  250. if (vbo != 0)
  251. {
  252. gl.deleteBuffer(vbo);
  253. vbo = 0;
  254. }
  255. for (FenceSync &sync : syncs)
  256. sync.cleanup();
  257. }
  258. private:
  259. GLuint vbo;
  260. GLenum glMode;
  261. }; // StreamBufferMapSync
  262. class StreamBufferPersistentMapSync final : public StreamBufferSync, public Volatile
  263. {
  264. public:
  265. StreamBufferPersistentMapSync(BufferType type, size_t size)
  266. : StreamBufferSync(type, size)
  267. , vbo(0)
  268. , glMode(OpenGL::getGLBufferType(mode))
  269. , data(nullptr)
  270. {
  271. loadVolatile();
  272. }
  273. ~StreamBufferPersistentMapSync()
  274. {
  275. unloadVolatile();
  276. }
  277. size_t getUsableSize() const override
  278. {
  279. return bufferSize - frameGPUReadOffset;
  280. }
  281. MapInfo map(size_t /*minsize*/) override
  282. {
  283. MapInfo info;
  284. info.size = bufferSize - frameGPUReadOffset;
  285. info.data = data + (frameIndex * bufferSize) + frameGPUReadOffset;
  286. int firstSyncIndex = frameGPUReadOffset / syncSize;
  287. int lastSyncIndex = (bufferSize - 1) / syncSize;
  288. // We're mapping the full range of space left in the buffer, so we
  289. // need to wait on all of it...
  290. // FIXME: is it even worth it to have multiple sync objects per frame?
  291. for (int i = firstSyncIndex; i <= lastSyncIndex; i++)
  292. syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].cpuWait();
  293. return info;
  294. }
  295. size_t unmap(size_t usedsize) override
  296. {
  297. size_t offset = (frameIndex * bufferSize) + frameGPUReadOffset;
  298. gl.bindBuffer(mode, vbo);
  299. glFlushMappedBufferRange(glMode, offset, usedsize);
  300. return offset;
  301. }
  302. ptrdiff_t getHandle() const override { return vbo; }
  303. bool loadVolatile() override
  304. {
  305. if (vbo != 0)
  306. return true;
  307. glGenBuffers(1, &vbo);
  308. gl.bindBuffer(mode, vbo);
  309. GLbitfield storageflags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
  310. GLbitfield mapflags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
  311. glBufferStorage(glMode, bufferSize * BUFFER_FRAMES, nullptr, storageflags);
  312. data = (uint8 *) glMapBufferRange(glMode, 0, bufferSize * BUFFER_FRAMES, mapflags);
  313. frameGPUReadOffset = 0;
  314. frameIndex = 0;
  315. return true;
  316. }
  317. void unloadVolatile() override
  318. {
  319. if (vbo != 0)
  320. {
  321. gl.bindBuffer(mode, vbo);
  322. glUnmapBuffer(glMode);
  323. gl.deleteBuffer(vbo);
  324. vbo = 0;
  325. }
  326. for (FenceSync &sync : syncs)
  327. sync.cleanup();
  328. }
  329. private:
  330. GLuint vbo;
  331. GLenum glMode;
  332. uint8 *data;
  333. }; // StreamBufferPersistentMapSync
  334. class StreamBufferPinnedMemory final : public StreamBufferSync, public Volatile
  335. {
  336. public:
  337. StreamBufferPinnedMemory(BufferType type, size_t size)
  338. : StreamBufferSync(type, size)
  339. , vbo(0)
  340. , glMode(OpenGL::getGLBufferType(mode))
  341. , data(nullptr)
  342. , alignedSize(0)
  343. {
  344. size_t alignment = getPageSize();
  345. alignedSize = alignUp(size * BUFFER_FRAMES, alignment);
  346. if (!alignedMalloc((void **) &data, alignedSize, alignment))
  347. throw love::Exception("Out of memory.");
  348. loadVolatile();
  349. }
  350. ~StreamBufferPinnedMemory()
  351. {
  352. unloadVolatile();
  353. alignedFree(data);
  354. }
  355. size_t getUsableSize() const override
  356. {
  357. return bufferSize - frameGPUReadOffset;
  358. }
  359. MapInfo map(size_t /*minsize*/) override
  360. {
  361. MapInfo info;
  362. info.size = bufferSize - frameGPUReadOffset;
  363. info.data = data + (frameIndex * bufferSize) + frameGPUReadOffset;
  364. int firstSyncIndex = frameGPUReadOffset / syncSize;
  365. int lastSyncIndex = (bufferSize - 1) / syncSize;
  366. // We're mapping the full range of space left in the buffer, so we
  367. // need to wait on all of it...
  368. // FIXME: is it even worth it to have multiple sync objects per frame?
  369. for (int i = firstSyncIndex; i <= lastSyncIndex; i++)
  370. syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].cpuWait();
  371. return info;
  372. }
  373. size_t unmap(size_t usedsize) override
  374. {
  375. size_t offset = (frameIndex * bufferSize) + frameGPUReadOffset;
  376. gl.bindBuffer(mode, vbo);
  377. glFlushMappedBufferRange(glMode, offset, usedsize);
  378. return offset;
  379. }
  380. ptrdiff_t getHandle() const override { return vbo; }
  381. bool loadVolatile() override
  382. {
  383. if (vbo != 0)
  384. return true;
  385. glGenBuffers(1, &vbo);
  386. glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, vbo);
  387. glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, alignedSize, data, GL_STREAM_DRAW);
  388. frameGPUReadOffset = 0;
  389. frameIndex = 0;
  390. return true;
  391. }
  392. void unloadVolatile() override
  393. {
  394. if (vbo != 0)
  395. {
  396. // Make sure the GPU has completed work using the memory before
  397. // freeing it. TODO: Do we need a full glFinish() or is this
  398. // sufficient?
  399. glFlush();
  400. for (FenceSync &sync : syncs)
  401. sync.cpuWait();
  402. gl.bindBuffer(mode, vbo);
  403. gl.deleteBuffer(vbo);
  404. vbo = 0;
  405. }
  406. for (FenceSync &sync : syncs)
  407. sync.cleanup();
  408. }
  409. private:
  410. GLuint vbo;
  411. GLenum glMode;
  412. uint8 *data;
  413. size_t alignedSize;
  414. }; // StreamBufferPinnedMemory
  415. love::graphics::StreamBuffer *CreateStreamBuffer(BufferType mode, size_t size)
  416. {
  417. if (gl.isCoreProfile())
  418. {
  419. // AMD's pinned memory seems to be faster than persistent mapping, on
  420. // AMD GPUs.
  421. if (GLAD_AMD_pinned_memory)
  422. return new StreamBufferPinnedMemory(mode, size);
  423. else if (GLAD_VERSION_4_4 || GLAD_ARB_buffer_storage)
  424. return new StreamBufferPersistentMapSync(mode, size);
  425. else
  426. return new StreamBufferSubDataOrphan(mode, size);
  427. }
  428. else
  429. return new StreamBufferClientMemory(mode, size);
  430. }
  431. } // opengl
  432. } // graphics
  433. } // love