Torque3D/Engine/source/gfx/genericConstBuffer.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/genericConstBuffer.h"
#include "platform/profiler.h"
#include "core/stream/stream.h"
GenericConstBufferLayout::GenericConstBufferLayout()
{
VECTOR_SET_ASSOCIATION( mParams );
mBufferSize = 0;
mCurrentIndex = 0;
mTimesCleared = 0;
}
void GenericConstBufferLayout::addParameter(const String& name, const GFXShaderConstType constType, const U32 offset, const U32 size, const U32 arraySize, const U32 alignValue)
{
#ifdef TORQUE_DEBUG
// Make sure we don't have overlapping parameters
S32 start = offset;
S32 end = offset + size;
for (Params::iterator i = mParams.begin(); i != mParams.end(); i++)
{
const ParamDesc& dp = *i;
S32 pstart = dp.offset;
S32 pend = pstart + dp.size;
pstart -= start;
pend -= end;
// This is like a minkowski sum for two line segments, if the newly formed line contains
// the origin, then they intersect
bool intersect = ((pstart >= 0 && 0 >= pend) || ((pend >= 0 && 0 >= pstart)));
AssertFatal(!intersect, "Overlapping shader parameter!");
}
#endif
ParamDesc desc;
desc.name = name;
desc.constType = constType;
desc.offset = offset;
desc.size = size;
desc.arraySize = arraySize;
desc.alignValue = alignValue;
desc.index = mCurrentIndex++;
mParams.push_back(desc);
mBufferSize = getMax(desc.offset + desc.size, mBufferSize);
AssertFatal(mBufferSize, "Empty constant buffer!");
}
bool GenericConstBufferLayout::set(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer)
{
PROFILE_SCOPE(GenericConstBufferLayout_set);
// Shader compilers like to optimize float4x4 uniforms into float3x3s.
// So long as the real paramater is a matrix of-some-type and the data
// passed in is a MatrixF ( which is will be ), we DO NOT have a
// mismatched const type.
AssertFatal( pd.constType == constType ||
(
( pd.constType == GFXSCT_Float2x2 ||
pd.constType == GFXSCT_Float3x3 ||
pd.constType == GFXSCT_Float3x4 ||
pd.constType == GFXSCT_Float4x3 ||
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pd.constType == GFXSCT_Float4x4 ) &&
( constType == GFXSCT_Float2x2 ||
constType == GFXSCT_Float3x3 ||
constType == GFXSCT_Float3x4 ||
constType == GFXSCT_Float4x3 ||
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constType == GFXSCT_Float4x4 )
), "Mismatched const type!" );
// This "cute" bit of code allows us to support 2x3 and 3x3 matrices in shader constants but use our MatrixF class. Yes, a hack. -BTR
switch (pd.constType)
{
case GFXSCT_Float2x2 :
case GFXSCT_Float3x3 :
case GFXSCT_Float4x3 :
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case GFXSCT_Float4x4 :
return setMatrix(pd, constType, size, data, basePointer);
break;
default :
break;
}
AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!");
// Ok, we only set data if it's different than the data we already have, this maybe more expensive than just setting the data, but
// we'll have to do some timings to see. For example, the lighting shader constants rarely change, but we can't assume that at the
// renderInstMgr level, but we can check down here. -BTR
if (dMemcmp(basePointer+pd.offset, data, size) != 0)
{
dMemcpy(basePointer+pd.offset, data, size);
return true;
}
return false;
}
bool GenericConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer)
{
PROFILE_SCOPE(GenericConstBufferLayout_setMatrix);
// We're generic, so just copy the full MatrixF in
AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!");
// Matrices are an annoying case because of the alignment issues. There are alignment issues in the matrix itself, and then potential inter matrices alignment issues.
// So GL and DX will need to derive their own GenericConstBufferLayout classes and override this method to deal with that stuff. For GenericConstBuffer, copy the whole
// 4x4 matrix regardless of the target case.
if (dMemcmp(basePointer+pd.offset, data, size) != 0)
{
dMemcpy(basePointer+pd.offset, data, size);
return true;
}
return false;
}
bool GenericConstBufferLayout::getDesc(const String& name, ParamDesc& param) const
{
for (U32 i = 0; i < mParams.size(); i++)
{
if (mParams[i].name.equal(name))
{
param = mParams[i];
return true;
}
}
return false;
}
bool GenericConstBufferLayout::getDesc(const U32 index, ParamDesc& param) const
{
if ( index < mParams.size() )
{
param = mParams[index];
return true;
}
return false;
}
bool GenericConstBufferLayout::write(Stream* s)
{
// Write out the size of the ParamDesc structure as a sanity check.
if (!s->write((U32) sizeof(ParamDesc)))
return false;
// Next, write out the number of elements we've got.
if (!s->write(mParams.size()))
return false;
for (U32 i = 0; i < mParams.size(); i++)
{
s->write(mParams[i].name);
if (!s->write(mParams[i].offset))
return false;
if (!s->write(mParams[i].size))
return false;
U32 t = (U32) mParams[i].constType;
if (!s->write(t))
return false;
if (!s->write(mParams[i].arraySize))
return false;
if (!s->write(mParams[i].alignValue))
return false;
if (!s->write(mParams[i].index))
return false;
}
return true;
}
/// Load this layout from a stream
bool GenericConstBufferLayout::read(Stream* s)
{
U32 structSize;
if (!s->read(&structSize))
return false;
if (structSize != sizeof(ParamDesc))
{
AssertFatal(false, "Invalid shader layout structure size!");
return false;
}
U32 numParams;
if (!s->read(&numParams))
return false;
mParams.setSize(numParams);
mBufferSize = 0;
mCurrentIndex = 0;
for (U32 i = 0; i < mParams.size(); i++)
{
s->read(&mParams[i].name);
if (!s->read(&mParams[i].offset))
return false;
if (!s->read(&mParams[i].size))
return false;
U32 t;
if (!s->read(&t))
return false;
mParams[i].constType = (GFXShaderConstType) t;
if (!s->read(&mParams[i].arraySize))
return false;
if (!s->read(&mParams[i].alignValue))
return false;
if (!s->read(&mParams[i].index))
return false;
mBufferSize = getMax(mParams[i].offset + mParams[i].size, mBufferSize);
mCurrentIndex = getMax(mParams[i].index, mCurrentIndex);
}
mCurrentIndex++;
return true;
}
void GenericConstBufferLayout::clear()
{
mParams.clear();
mBufferSize = 0;
mCurrentIndex = 0;
mTimesCleared++;
}
GenericConstBuffer::GenericConstBuffer(GenericConstBufferLayout* layout)
: mLayout( layout ),
mBuffer( NULL ),
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mDirtyStart( U32_MAX ),
mDirtyEnd( 0 )
{
if ( layout && layout->getBufferSize() > 0 )
{
mBuffer = new U8[mLayout->getBufferSize()];
// Always set a default value, that way our isEqual checks
// will work in release as well.
dMemset( mBuffer, 0xFFFF, mLayout->getBufferSize() );
#ifdef TORQUE_DEBUG
// Clear the debug assignment tracking.
mWasAssigned.setSize( layout->getParameterCount() );
dMemset( mWasAssigned.address(), 0, mWasAssigned.memSize() );
#endif
}
}
GenericConstBuffer::~GenericConstBuffer()
{
delete [] mBuffer;
}
#ifdef TORQUE_DEBUG
void GenericConstBuffer::assertUnassignedConstants( const char *shaderName )
{
for ( U32 i=0; i < mWasAssigned.size(); i++ )
{
if ( mWasAssigned[i] )
continue;
GenericConstBufferLayout::ParamDesc pd;
mLayout->getDesc( i, pd );
// Assert on the unassigned constant.
AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
pd.name.c_str(), shaderName ) );
}
}
#endif