-
Notifications
You must be signed in to change notification settings - Fork 267
/
dag_shaderMesh.h
444 lines (367 loc) · 14 KB
/
dag_shaderMesh.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
//
// Dagor Engine 6.5
// Copyright (C) 2023 Gaijin Games KFT. All rights reserved
// (for conditions of use see prog/license.txt)
//
#pragma once
/************************************************************************
shader mesh & mesh data classes
************************************************************************/
#include <3d/dag_texMgr.h>
#include <3d/dag_drv3d.h>
#include <generic/dag_DObject.h>
#include <generic/dag_patchTab.h>
#include <generic/dag_smallTab.h>
#include <memory/dag_mem.h>
#include <shaders/dag_shaders.h>
#include <util/dag_stdint.h>
#include <util/dag_globDef.h>
class IGenSave;
class IGenLoad;
class VertToFaceVertMap;
class Mesh;
class DynamicRenderableSceneLodsResource;
class RenderableInstanceLodsResource;
template <class RES>
class ShaderResUnitedVdata;
namespace unitedvdata
{
struct BufPool;
}
class ShaderMeshDataSaveCB;
enum
{
VDATA_D3D_RESET_READY = 0x01, // vdata can survive d3d reset using reload or reset callback, buffers use SBCF_MAYBELOST
VDATA_NO_IB = 0x08,
VDATA_NO_VB = 0x10,
VDATA_NO_IBVB = 0x18,
VDATA_I16 = 0x20, // index buffer is 16 bit
VDATA_I32 = 0x40, // index buffer is 32 bit
VDATA_IAUTO = 0x00, // index buffer type will depend on vertexnumber
VDATA_VB_DYNAMIC = 0x80,
VDATA_SRC_ONLY = 0x100,
VDATA_PACKED_IB = 0x200,
VDATA_BIND_SHADER_RES = 0x400,
VDATA_LOD_MASK = 0xF000,
};
/*********************************
*
* class GlobalVertexData
*
*********************************/
class GlobalVertexData
{
public:
// access atributes
inline Vbuffer *getVB() const { return vb; };
inline void *getIBMem() const
{
G_ASSERT((cflags & VDATA_NO_IB));
return ibMem;
}
template <typename Index>
inline const Index *getIBMem(unsigned si, unsigned numf) const
{
G_ASSERT_RETURN((cflags & VDATA_NO_IB), nullptr);
G_ASSERTF_RETURN(ibMem && (si + numf * 3) * sizeof(Index) <= *(unsigned *)ibMem, nullptr, "ibMem=%p (%d bytes) si=%d numf=%d",
ibMem, ibMem ? *(int *)ibMem : 0, si, numf);
return reinterpret_cast<const Index *>(1 + (int *)ibMem) + si; //-V769
}
inline void *getVBMem() const
{
G_ASSERT((cflags & VDATA_NO_VB));
return vbMem;
}
template <typename Vertex>
inline const Vertex *getVBMem(unsigned base_v, unsigned sv, unsigned numv) const
{
G_ASSERT_RETURN((cflags & VDATA_NO_VB), nullptr);
G_ASSERTF_RETURN(vbMem && (base_v + sv + numv) <= *(int *)vbMem && sizeof(Vertex) == vstride, nullptr,
"vbMem=%p (%d vertices) base_v=%d sv=%d numv=%d sizeof(Vertex)=%d vstride=%d", vbMem, vbMem ? *(int *)vbMem : 0, base_v, sv,
numv, sizeof(Vertex), vstride);
return reinterpret_cast<const Vertex *>(1 + (int *)vbMem) + (base_v + sv); //-V769
}
inline Ibuffer *getIB() const
{
G_ASSERT(!(cflags & VDATA_NO_IB));
if (indices->getFlags() & SBCF_BIND_INDEX)
{
return indices;
}
else
{
G_ASSERT(0);
return NULL;
}
}
int getStride() const { return vstride; }
unsigned getFlags() const { return cflags; }
unsigned testFlags(unsigned f) const { return cflags & f; }
unsigned getVbSize() const { return vCnt * vstride; }
unsigned getIbElemSz() const { return testFlags(VDATA_I32) ? 4 : 2; }
unsigned getIbSize() const { return iCnt * getIbElemSz(); }
unsigned getIbPackedSize() const { return iPackedSz; }
unsigned getLodIndex() const { return (cflags & VDATA_LOD_MASK) >> __bsf(VDATA_LOD_MASK); }
// explicit constructor
void initGvd(const char *name, unsigned vNum, unsigned vStride, unsigned idxPacked, unsigned idxSize, unsigned flags, IGenLoad *crd,
Tab<uint8_t> &tmp_decoder_stor);
void initGvdMem(int vertNum, int vertStride, int idxSize, unsigned flags, const void *vb_data, const void *ib_data);
// explicit destructor
void free();
// set all params to driver
void setToDriver() const;
// check for null vertex buffer if it needed
bool isEmpty() const
{
if (cflags & VDATA_NO_IBVB)
return false;
if (vCnt != 0 && vb == nullptr)
return true;
return false;
}
void unpackToBuffers(IGenLoad &zcrd, bool update_ib_vb_only, Tab<uint8_t> &buf_stor);
void unpackToSharedBuffer(IGenLoad &zcrd, Vbuffer *shared_vb, Ibuffer *shared_ib, int &vb_byte_pos, int &ib_byte_pos,
Tab<uint8_t> &buf_stor);
int getVbIdx() const { return vbIdx; }
void copyDescFrom(const GlobalVertexData &src)
{
vbMem = ibMem = nullptr;
vbIdx = 0;
vstride = src.vstride;
cflags = src.cflags;
vCnt = src.vCnt;
iCnt = src.iCnt;
vOfs = src.vOfs;
iOfs = src.iOfs;
iPackedSz = src.iPackedSz;
}
private:
union
{
Vbuffer *vb;
void *vbMem;
};
union
{
Ibuffer *indices;
void *ibMem;
};
uint16_t vstride;
uint16_t cflags; // create flags
uint32_t vCnt : 28, vbIdx : 4, iCnt, vOfs, iOfs;
uint32_t iPackedSz = 0;
// ctor/dtor
GlobalVertexData() : vb(NULL), indices(NULL), vstride(0), cflags(0), vCnt(0), vbIdx(0), iCnt(0), vOfs(0), iOfs(0) {}
~GlobalVertexData() { free(); }
friend struct unitedvdata::BufPool;
template <typename T, typename A, bool, typename C>
friend class dag::Vector;
template <class F, bool I>
friend typename eastl::disable_if<I, void>::type dag::small_vector_default_fill_n(F first, size_t n);
template <class F>
friend void eastl::destruct_impl(F, F, eastl::false_type);
template <class F>
friend void eastl::destruct(F *);
friend class ShaderResUnitedVdata<RenderableInstanceLodsResource>;
friend class ShaderResUnitedVdata<DynamicRenderableSceneLodsResource>;
}; // class GlobalVertexData
//
class ShaderMatVdata : public DObject, public Sbuffer::IReloadData
{
public:
decl_class_name(ShaderMatVdata);
static ShaderMatVdata *create(int tex_num, int mat_num, int vdata_num, int mvhdr_sz);
static ShaderMatVdata *make_tmp_copy(ShaderMatVdata *smv, int apply_skip_first_lods_cnt = -1);
static void update_vdata_from_tmp_copy(ShaderMatVdata *dest, ShaderMatVdata *src);
inline int getMaterialCount() const { return mat.size(); }
inline ShaderMaterial *getMaterial(int idx) const { return mat[idx]; }
inline int getGlobVDataCount() const { return vdata.size(); }
inline GlobalVertexData *getGlobVData(int idx) const { return const_cast<GlobalVertexData *>(&vdata[idx]); }
inline void setGlobVData(dag::Span<GlobalVertexData> vd) { vdata = vd; }
void loadTexStr(IGenLoad &crd, bool sym_tex, const char *base_path = NULL);
void loadTexIdx(IGenLoad &crd, dag::ConstSpan<TEXTUREID> texMap);
void getTexIdx(const ShaderMatVdata &other_smvd);
void makeTexAndMat(const DataBlock &texBlk, const DataBlock &matBlk);
void loadMatVdata(const char *name, IGenLoad &crd, unsigned flags);
void preloadTex();
void finalizeMatRefs();
void unpackBuffersTo(dag::Span<Sbuffer *> buf, int *buf_byte_ofs, dag::Span<int> start_end_stride, Tab<uint8_t> &buf_stor);
void clearVdataSrc();
void reloadVdataSrc();
bool isReloadable() const { return matVdataSrcRef.fname != nullptr; }
bool areLodsSplit() const { return lodsAreSplit; }
void setLodsAreSplit() { lodsAreSplit = 1; }
void applyFirstLodsSkippedCount(int skip_first_lods_cnt)
{
if (skip_first_lods_cnt > 0 && areLodsSplit())
for (int i = 0; i < vdataFullCount; i++)
if ((vdata.data() + i)->getLodIndex() < skip_first_lods_cnt)
{
vdata.set(vdata.data(), i);
for (; i < vdataFullCount; i++)
(vdata.data() + i)->free();
return;
}
vdata.set(vdata.data(), vdataFullCount);
}
static void closeTlsReloadCrd();
static int cmp_src_file_and_ofs(const ShaderMatVdata &a, const ShaderMatVdata &b)
{
return a.matVdataSrcRef.fname == b.matVdataSrcRef.fname ? int(a.matVdataSrcRef.fileOfs - b.matVdataSrcRef.fileOfs)
: int(a.matVdataSrcRef.fname - b.matVdataSrcRef.fname);
}
// Sbuffer::IReloadData
void reloadD3dRes(Sbuffer *) override;
void destroySelf() override {}
protected:
ShaderMatVdata(int tex_num, int mat_num, int vdata_num, int mvhdr_sz);
~ShaderMatVdata();
dag::Span<TEXTUREID> tex;
dag::Span<ShaderMaterial *> mat;
dag::Span<GlobalVertexData> vdata;
SmallTab<uint8_t, MidmemAlloc> matVdataSrc;
int matVdataHdrSz;
unsigned lodsAreSplit : 1, _resv : 23, vdataFullCount : 8;
struct VdataSrcRef
{
const char *fname;
unsigned fileOfs;
unsigned dataSz : 26, comprType : 3, packTag : 3;
#if !_TARGET_64BIT
unsigned _pad = 0;
#endif
VdataSrcRef() : fname(nullptr), fileOfs(0), dataSz(0), comprType(0), packTag(0) {}
} matVdataSrcRef;
struct MatVdataHdr;
struct TexStrHdr;
};
/*********************************
*
* class ShaderMesh
*
*********************************/
class ShaderMesh
{
public:
enum
{
STG_opaque = 0,
STG_atest,
STG_imm_decal,
STG_decal,
STG_trans,
STG_distortion,
STG_COUNT,
};
//*************************************************************
// desc for single element (vertex group & shader)
//*************************************************************
struct RElem
{
PATCHABLE_DATA64(Ptr<ShaderElement>, e); // ptr to shader element
PATCHABLE_DATA64(Ptr<ShaderMaterial>, mat); // ptr to material
PATCHABLE_DATA64(GlobalVertexData *, vertexData); // ptr to struct with VB, IB
int vdOrderIndex; // index of this element in vertexData (for dynamic connect ranges while rendering)
int sv; // start vertex index in VB
int numv; // number of vertices
int si; // start index in IB
int numf; // number of faces
int baseVertex; // baseVertex in ib
int drawIndTriList() const { return d3d::drawind(PRIM_TRILIST, si, numf, baseVertex); }
int drawIndTriList(uint32_t num_inst, uint32_t start_inst = 0) const
{
return d3d::drawind_instanced(PRIM_TRILIST, si, numf, baseVertex, num_inst, start_inst);
}
void renderWithElem(const ShaderElement &elem) const { elem.render(sv, numv, si, numf, baseVertex); }
void render() const { renderWithElem(*e); }
RElem() = delete;
RElem(const RElem &) = delete;
};
public:
DAG_DECLARE_NEW(midmem)
// build simple single-material mesh with it own vertex/index buffers
static ShaderMesh *createSimple(Mesh &m, ShaderMaterial *mat, const char *info_str = NULL);
// create copy of existing ShaderMesh
static ShaderMesh *createCopy(const ShaderMesh &sm);
// create Shader mesh by load dump from stream
static ShaderMesh *load(IGenLoad &crd, int sz, ShaderMatVdata &smvd, bool acqire_tex_refs = true);
static ShaderMesh *loadMem(const void *p, int sz, ShaderMatVdata &smvd, bool acqire_tex_refs = true);
// ctor/dtor
ShaderMesh() { memset(stageEndElemIdx, 0, sizeof(stageEndElemIdx)); }
~ShaderMesh() { clearData(); }
// patch mesh data after loading from dump
void patchData(void *base, ShaderMatVdata &smvd);
// explicit destructor
void clearData();
// rebase and clone data (useful for data copies)
void rebaseAndClone(void *new_base, const void *old_base);
// rendering
void render() const { render(getElems(STG_opaque, STG_atest)); }
void render_trans() const { render(getElems(STG_trans)); }
void render_distortion() const { render(getElems(STG_distortion)); }
// render with current shader
void renderRawImmediate(bool trans) const;
// render with specific shader
void renderWithShader(const ShaderElement &shader_element, bool trans) const;
void gatherUsedTex(TextureIdSet &tex_id_list) const;
void gatherUsedMat(Tab<ShaderMaterial *> &mat_list) const;
// change texture by texture ID
bool replaceTexture(TEXTUREID tex_id_old, TEXTUREID tex_id_new);
// get number of faces
int calcTotalFaces() const;
static void duplicateMaterial(TEXTUREID tex_id, dag::Span<RElem> elem, Tab<ShaderMaterial *> &old_mat,
Tab<ShaderMaterial *> &new_mat);
static void duplicateMat(ShaderMaterial *prev_m, dag::Span<RElem> elem, Tab<ShaderMaterial *> &old_mat,
Tab<ShaderMaterial *> &new_mat);
void duplicateMaterial(TEXTUREID tex_id, Tab<ShaderMaterial *> &old_mat, Tab<ShaderMaterial *> &new_mat)
{
duplicateMaterial(tex_id, make_span(elems), old_mat, new_mat);
}
void duplicateMat(ShaderMaterial *prev_m, Tab<ShaderMaterial *> &old_mat, Tab<ShaderMaterial *> &new_mat)
{
duplicateMat(prev_m, make_span(elems), old_mat, new_mat);
}
bool getVbInfo(RElem &elem, int usage, int usage_index, unsigned int &stride, unsigned int &offset, int &type) const;
void acquireTexRefs();
void releaseTexRefs();
void updateShaderElems();
dag::ConstSpan<RElem> getAllElems() const { return elems; }
uint32_t getElemsCount(uint32_t start_stage, uint32_t end_stage) const
{
G_ASSERT(start_stage <= end_stage && end_stage < STG_COUNT);
return stageEndElemIdx[end_stage] - (start_stage == 0 ? 0 : stageEndElemIdx[start_stage - 1]);
}
dag::Span<RElem> getElems(uint32_t start_stage, uint32_t end_stage) const
{
G_STATIC_ASSERT((uint32_t)STG_COUNT <= (uint32_t)SC_STAGE_IDX_MASK);
G_ASSERT_RETURN(start_stage <= end_stage && end_stage < (uint32_t)STG_COUNT, {});
uint16_t start = start_stage == 0 ? 0 : stageEndElemIdx[start_stage - 1];
return make_span(const_cast<ShaderMesh *>(this)->elems).subspan(start, stageEndElemIdx[end_stage] - start);
}
dag::Span<RElem> getElems(int stage) const { return getElems(stage, stage); }
dag::ConstSpan<uint16_t> getElemsIdx() const { return dag::ConstSpan<uint16_t>(stageEndElemIdx, countof(stageEndElemIdx)); }
public:
static void set_material_pass(int mat_pass, int whole_pass_id);
private:
PatchableTab<RElem> elems;
uint16_t stageEndElemIdx[SC_STAGE_IDX_MASK + 1];
int _deprecatedMaxMatPass = 1; // deprecated
int _resv = 0;
// render items
void render(dag::Span<RElem> elem_array) const;
#if DAGOR_DBGLEVEL > 0
static bool dbgRenderStarted;
#endif
friend class ShaderMeshData;
}; // class ShaderMesh
//
template <class T>
inline ShaderMaterial *replace_shader_mat(T &mesh, ShaderMaterial *prev_m, Tab<ShaderMaterial *> &old_mat,
Tab<ShaderMaterial *> &new_mat)
{
mesh.duplicateMat(prev_m, old_mat, new_mat);
int idx = find_value_idx(old_mat, prev_m);
return idx < 0 ? NULL : new_mat[idx];
}
//-V:getAllElems:758
//-V:getElems:758