|
|
@@ -13,6 +13,15 @@ import std.exception : collectException;
|
|
|
import std.experimental.logger;
|
|
|
|
|
|
|
|
|
+enum maxVertices = 1024;
|
|
|
+enum maxIndices = 1024;
|
|
|
+enum maxPerInstanceParams = 1024;
|
|
|
+enum maxIndirectCommands = 1024;
|
|
|
+enum bufferCount = 3; //tripple buffering
|
|
|
+enum kOneSecondInNanoSeconds = GLuint64(1000000000);
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
//======================================================================================================================
|
|
|
//
|
|
|
//======================================================================================================================
|
|
|
@@ -53,8 +62,8 @@ void construct(GlBufferTarget Target, T)(out GlBuffer!(Target, T) buffer, GLuint
|
|
|
}
|
|
|
|
|
|
void destruct(GlBufferTarget Target, T)(ref GlBuffer!(Target, T) buffer) {
|
|
|
- glCheck!glBindBuffer(Target, buffer.handle);
|
|
|
glCheck!glUnmapBuffer(Target);
|
|
|
+ glCheck!glBindBuffer(Target, 0);
|
|
|
glCheck!glDeleteBuffers(1, &buffer.handle);
|
|
|
buffer = buffer.init;
|
|
|
}
|
|
|
@@ -103,6 +112,7 @@ struct DrawParameter {
|
|
|
struct Renderer {
|
|
|
uint width;
|
|
|
uint height;
|
|
|
+ GLsync sync;
|
|
|
GlArrayBuffer!VertexData vertexBuffer; // vertex data for all meshes
|
|
|
GlElementArrayBuffer!IndexData indexBuffer; //index data for all meshes
|
|
|
GlShaderStorageBuffer!DrawParameter perInstanceParamBuffer; // is filled with draw parameters for each instance each frame. shall be accessed as a ringbuffer
|
|
|
@@ -113,10 +123,10 @@ void construct(out Renderer renderer, uint width, uint height) {
|
|
|
GLbitfield createFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;//TODO: ?? | GL_MAP_DYNAMIC_STORAGE_BIT;
|
|
|
GLbitfield mapFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
|
|
|
|
|
|
- renderer.vertexBuffer.construct(1024, createFlags, mapFlags);
|
|
|
- renderer.indexBuffer.construct(1024, createFlags, mapFlags);
|
|
|
- renderer.perInstanceParamBuffer.construct(1024, createFlags, mapFlags);
|
|
|
- renderer.dispatchIndirectCommandBuffer.construct(1024, createFlags, mapFlags);
|
|
|
+ renderer.vertexBuffer.construct(bufferCount * maxVertices, createFlags, mapFlags);
|
|
|
+ renderer.indexBuffer.construct(bufferCount * maxIndices, createFlags, mapFlags);
|
|
|
+ renderer.perInstanceParamBuffer.construct(bufferCount * maxPerInstanceParams, createFlags, mapFlags);
|
|
|
+ renderer.dispatchIndirectCommandBuffer.construct(bufferCount * maxIndirectCommands, createFlags, mapFlags);
|
|
|
|
|
|
glCheck!glEnableVertexAttribArray(0);
|
|
|
glCheck!glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)0 );
|
|
|
@@ -136,7 +146,117 @@ void destruct(ref Renderer renderer) {
|
|
|
renderer = renderer.init;
|
|
|
}
|
|
|
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+struct BufferLockManager(bool UseBusyCpu) {
|
|
|
+ struct BufferRange
|
|
|
+ {
|
|
|
+ size_t startOffset;
|
|
|
+ size_t length;
|
|
|
+
|
|
|
+ bool overlaps(BufferRange rhs) const {
|
|
|
+ return startOffset < (rhs.startOffset + rhs.length) && rhs.startOffset < (startOffset + length);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ struct BufferLock
|
|
|
+ {
|
|
|
+ BufferRange range;
|
|
|
+ GLsync syncObj;
|
|
|
+ }
|
|
|
+
|
|
|
+ BufferLock[] bufferLocks;
|
|
|
+}
|
|
|
+
|
|
|
+void waitForLockedRange(bool UseBusyCpu)(ref BufferLockManager!UseBusyCpu bufferLockManager, size_t lockBeginOffset, size_t lockLength) {
|
|
|
+ BufferRange testRange = BufferRange(lockBeginOffset, lockLength);
|
|
|
+ BufferLock[] swapLocks;
|
|
|
+
|
|
|
+ foreach(ref bl; bufferLockManager.bufferLocks) {
|
|
|
+ if (testRange.overlaps(bl.range)) {
|
|
|
+ static if(UseBusyCpu) {
|
|
|
+ GLbitfield waitFlags = 0;
|
|
|
+ GLuint64 waitDuration = 0;
|
|
|
+ while(true) {
|
|
|
+ GLenum waitRet = glCheck!glClientWaitSync(syncObj, waitFlags, waitDuration);
|
|
|
+ if (waitRet == GL_ALREADY_SIGNALED || waitRet == GL_CONDITION_SATISFIED) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (waitRet == GL_WAIT_FAILED) {
|
|
|
+ assert(!"Not sure what to do here. Probably raise an exception or something.");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // After the first time, need to start flushing, and wait for a looong time.
|
|
|
+ waitFlags = GL_SYNC_FLUSH_COMMANDS_BIT;
|
|
|
+ waitDuration = kOneSecondInNanoSeconds;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ glCheck!glWaitSync(syncObj, 0, GL_TIMEOUT_IGNORED);
|
|
|
+ }
|
|
|
+
|
|
|
+ glCheck!glDeleteSync(bl.syncObj);
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ swapLocks ~= bl;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ import std.algorithm : swap;
|
|
|
+ swap(bufferLockManager.bufferLocks, swapLocks);
|
|
|
+}
|
|
|
+
|
|
|
+void lockRange(bool UseBusyCpu)(ref BufferLockManager!UseBusyCpu bufferLockManager, size_t lockBeginOffset, size_t lockLength) {
|
|
|
+ BufferRange newRange = BufferRange(lockBeginOffset, lockLength);
|
|
|
+ GLsync syncName = glCheck!glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
|
+ BufferLock newLock = BufferLock(newRange, syncName);
|
|
|
+ bufferLockManager.bufferLocks ~= newLock;
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+//void lockBuffer(ref Renderer renderer) {
|
|
|
+// if(renderer.sync) {
|
|
|
+// glDeleteSync(renderer.sync);
|
|
|
+// }
|
|
|
+// renderer.sync = glCheck!glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
|
+//}
|
|
|
+//
|
|
|
+//void waitBuffer(ref Renderer renderer) {
|
|
|
+// if(renderer.sync) {
|
|
|
+// while(true) {
|
|
|
+// GLenum waitReturn = glClientWaitSync(renderer.sync, GL_SYNC_FLUSH_COMMANDS_BIT, 1);
|
|
|
+// if (waitReturn == GL_ALREADY_SIGNALED || waitReturn == GL_CONDITION_SATISFIED) {
|
|
|
+// return;
|
|
|
+// }
|
|
|
+// }
|
|
|
+// }
|
|
|
+//}
|
|
|
+
|
|
|
void uploadModelData(ref Renderer renderer, ModelData modelData) {
|
|
|
+ //TODO: wait for buffer range
|
|
|
+ //mBufferLockManager.WaitForLockedRange(mStartDestOffset, _vertices.size() * sizeof(Vec2));
|
|
|
+
|
|
|
+ renderer.vertexBuffer.bind();
|
|
|
+ renderer.indexBuffer.bind();
|
|
|
+ // we need to store all models in one giant vbo to use glMultiDrawElementsIndirect.
|
|
|
+ // TODO: implement triple buffering. -> use vertexBuffer and indexBuffer as giant ring buffers
|
|
|
+ GLuint vertexBufferOffset = 0;
|
|
|
+ GLuint indexBufferOffset = 0;
|
|
|
+
|
|
|
+ foreach(meshData; modelData.meshData) {
|
|
|
+ import std.c.string: memcpy;
|
|
|
+ //upload vertex data
|
|
|
+ assert(renderer.vertexBuffer.length >= meshData.vertexData.length);
|
|
|
+ memcpy(renderer.vertexBuffer.data + vertexBufferOffset, meshData.vertexData.ptr, meshData.vertexData.length * VertexData.sizeof);
|
|
|
+ vertexBufferOffset += meshData.vertexData.length * VertexData.sizeof;
|
|
|
+ //upload index data
|
|
|
+ assert(renderer.indexBuffer.length >= meshData.indexData.length);
|
|
|
+ memcpy(renderer.indexBuffer.data + indexBufferOffset, meshData.indexData.ptr, meshData.indexData.length * IndexData.sizeof);
|
|
|
+ indexBufferOffset += meshData.indexData.length * IndexData.sizeof;
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
void renderOneFrame(ref Renderer renderer, ref Scene scene, ref Camera camera, ref RenderTarget renderTarget, ref Viewport viewport) {
|
|
|
@@ -157,7 +277,7 @@ void renderOneFrame(ref Renderer renderer, ref Scene scene, ref Camera camera, r
|
|
|
|
|
|
glCheck!glViewport(0, 0, renderer.width, renderer.height);
|
|
|
|
|
|
- //enable depth mask _before_ glClear ing the depth buffer!
|
|
|
+ // enable depth mask _before_ glClear ing the depth buffer!
|
|
|
glCheck!glDepthMask(GL_TRUE); scope(exit) glCheck!glDepthMask(GL_FALSE);
|
|
|
glCheck!glEnable(GL_DEPTH_TEST); scope(exit) glCheck!glDisable(GL_DEPTH_TEST);
|
|
|
glCheck!glDepthFunc(GL_LEQUAL);
|
|
|
@@ -166,7 +286,7 @@ void renderOneFrame(ref Renderer renderer, ref Scene scene, ref Camera camera, r
|
|
|
|
|
|
// write draw commmands
|
|
|
|
|
|
- //draw //TODO: pass offset (cast to ptr) into command buffer instead of null
|
|
|
+ // draw //TODO: pass offset (cast to ptr) into command buffer instead of null
|
|
|
|
|
|
|
|
|
renderer.vertexBuffer.bind();
|
|
|
@@ -176,7 +296,7 @@ void renderOneFrame(ref Renderer renderer, ref Scene scene, ref Camera camera, r
|
|
|
|
|
|
glCheck!glMultiDrawElementsIndirect(GL_TRIANGLES, toGlType!(renderer.indexBuffer.ValueType), null, meshCount, 0);
|
|
|
|
|
|
-
|
|
|
+ //TODO: lock buffer range
|
|
|
}
|
|
|
|
|
|
debug {
|