Fully add multi-context uploading

This commit is contained in:
James Seibel
2021-09-14 21:27:36 -05:00
parent 8822e2d8a1
commit a945eb4579
4 changed files with 92 additions and 137 deletions
@@ -30,7 +30,6 @@ import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL15C;
import com.mojang.datafixers.util.Pair;
import com.seibel.lod.builders.lodTemplates.Box;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.objects.DataPoint;
@@ -55,7 +54,7 @@ import net.minecraft.util.math.ChunkPos;
* This object is used to create NearFarBuffer objects.
*
* @author James Seibel
* @version 8-24-2021
* @version 9-14-2021
*/
public class LodBufferBuilder
{
@@ -68,7 +67,6 @@ public class LodBufferBuilder
*/
public static ExecutorService bufferBuilderThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.threading.numberOfBufferBuilderThreads.get(), new LodThreadFactory(LodBufferBuilder.class.getSimpleName() + " - builder"));
public volatile ByteBuffer clearByteBuffer;
/**
* The buffers that are used to create LODs using far fog
*/
@@ -84,8 +82,8 @@ public class LodBufferBuilder
*/
public volatile VertexBuffer[][] drawableVbos;
public GlProxyContext buildingContext = GlProxyContext.BUILDER;
public GlProxyContext renderContext = GlProxyContext.RENDER;
public GlProxyContext buildingContext = GlProxyContext.ALPHA;
public GlProxyContext renderContext = GlProxyContext.BETA;
/**
* if this is true the LOD buffers are currently being
@@ -397,8 +395,6 @@ public class LodBufferBuilder
buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
clearByteBuffer = new BufferBuilder(bufferMaxCapacity).buffer;
clearByteBuffer.position(clearByteBuffer.limit()-1);
for (int x = 0; x < numbRegionsWide; x++)
{
@@ -406,17 +402,8 @@ public class LodBufferBuilder
{
buildableBuffers[x][z] = new BufferBuilder(bufferMaxCapacity);
buildableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
drawableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, buildableVbos[x][z].id);
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, bufferMaxCapacity, GL15C.GL_DYNAMIC_DRAW);
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, drawableVbos[x][z].id);
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, bufferMaxCapacity, GL15C.GL_DYNAMIC_DRAW);
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
}
@@ -445,6 +432,7 @@ public class LodBufferBuilder
private void startBuffers(boolean fullRegen, LodDimension lodDim)
{
for (int x = 0; x < buildableBuffers.length; x++)
{
for (int z = 0; z < buildableBuffers.length; z++)
{
if (fullRegen || lodDim.regen[x][z])
@@ -452,6 +440,7 @@ public class LodBufferBuilder
buildableBuffers[x][z].begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
}
}
}
}
/**
@@ -461,86 +450,88 @@ public class LodBufferBuilder
{
for (int x = 0; x < buildableBuffers.length; x++)
for (int z = 0; z < buildableBuffers.length; z++)
if (buildableBuffers[x][z] != null && buildableBuffers[x][z].building() && (fullRegen || lodDim.regen[x][z]))
{
buildableBuffers[x][z].end();
}
buildableBuffers[x][z].end();
}
/**
* Called from the LodRenderer to create the
* BufferBuilders at the right size.
* Upload all buildableBuffers to the GPU.
*/
private void uploadBuffers(boolean fullRegen, LodDimension lodDim)
{
GlProxy.getInstance().setGlContext(buildingContext);
// used to prevent debug printing multiple times per upload cycle
boolean bufferMapFail = false;
for (int x = 0; x < buildableVbos.length; x++)
{
for (int z = 0; z < buildableVbos.length; z++)
{
// if (fullRegen || lodDim.regen[x][z])
// {
vboUpload(x, z, lodDim, buildableVbos);
if (fullRegen || lodDim.regen[x][z])
{
ByteBuffer builderBuffer = buildableBuffers[x][z].popNextBuffer().getSecond();
bufferMapFail = vboUpload(buildableVbos[x][z], builderBuffer, bufferMapFail);
lodDim.regen[x][z] = false;
// }// regen region
}// z
}// x
}
}
}
// make sure all the buffers have been uploaded.
// this probably is necessary, but it makes me feel good :)
GL11.glFlush();
GlProxy.getInstance().setGlContext(GlProxyContext.NONE);
}
public void vboUpload(int xLocal, int zLocal, LodDimension lodDim, VertexBuffer[][] buildableVbos)
/**
* Uploads the uploadBuffer into the VBO in GPU memory.
*/
private boolean vboUpload(VertexBuffer vbo, ByteBuffer uploadBuffer, boolean bufferMapFail)
{
VertexBuffer vbo = buildableVbos[xLocal][zLocal];
BufferBuilder bufferBuilder = buildableBuffers[xLocal][zLocal];
GlProxyContext test = GlProxy.getInstance().getGlContext();
long start = System.nanoTime();
long end = start;
// this shouldn't happen, but just to be safe
if (vbo.id != -1)
{
Pair<BufferBuilder.DrawState, ByteBuffer> pair = bufferBuilder.popNextBuffer();
ByteBuffer bytebuffer = pair.getSecond();
vbo.vertexCount = bytebuffer.remaining() / vbo.format.getVertexSize();
if (xLocal == 0 && zLocal == 0) while (GL11.glGetError() != GL11.GL_NO_ERROR) {}
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo.id); // 34962 = 0x8892 = GL_ARRAY_BUFFER
// ByteBuffer vboBuffer = GL15C.glMapBuffer(GL15.GL_ARRAY_BUFFER, GL15.GL_WRITE_ONLY);
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, bytebuffer, GL15C.GL_STATIC_DRAW);
// clearByteBuffer.position(0);
// clearByteBuffer.position(clearByteBuffer.limit()-1);
//clearByteBuffer
// GL15C.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0L, clearByteBuffer);
GL15C.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0L, bytebuffer);
vbo.vertexCount = uploadBuffer.remaining() / vbo.format.getVertexSize();
// long bufferSize = GL43C.glGetBufferParameteri64(GL15.GL_ARRAY_BUFFER, GL15.GL_BUFFER_SIZE);
// GL43C.glClearBufferSubData(GL15.GL_ARRAY_BUFFER, GL43., 0, bufferSize, GL11.GL_RGB, GL11.GL_FLOAT, (ByteBuffer) null);
// if (xLocal == 0 && zLocal == 0) ClientProxy.LOGGER.info("err: " + GL11.glGetError());
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo.id);
// make sure enough space is allocated to fit the builderBuffer
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer.capacity(), GL15C.GL_DYNAMIC_DRAW);
// try to get a pointer to the VBO's byteBuffer in GPU memory
ByteBuffer vboBuffer = GL15C.glMapBuffer(GL15.GL_ARRAY_BUFFER, GL15.GL_WRITE_ONLY);
// upload the builderBuffer to the GPU
if (vboBuffer != null)
{
// This is the best way to upload lots of data, since writes directly to GPU
// memory, and doesn't pause OpenGL.
vboBuffer.put(uploadBuffer);
}
else
{
// Sometimes the vboBuffer is null (I think it may be due to buffer sizes
// changing or a setup process that didn't complete), so in that case
// we have to use this method which is slower and pauses OpenGL,
// but always succeeds.
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer, GL15C.GL_DYNAMIC_DRAW);
// only print to console once per upload cycle
if (!bufferMapFail)
ClientProxy.LOGGER.debug("LOD buffer upload glMapBuffer failed, using slower glBufferData.");
bufferMapFail = true;
}
GL15C.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
// GL15C.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
}
end = System.nanoTime();
if (xLocal == 0 && zLocal == 0)
{
double time = (end - start) * 0.000001 * lodDim.getWidth() * lodDim.getWidth();
ClientProxy.LOGGER.info("upload: " + time + "\t" + test);
}
// just used to improve debug printing
return bufferMapFail;
}
/**
@@ -552,24 +543,21 @@ public class LodBufferBuilder
// since this is called on the main render thread
if (bufferLock.tryLock())
{
VertexBuffer[][] tmp = drawableVbos;
VertexBuffer[][] tmpVbo = drawableVbos;
drawableVbos = buildableVbos;
buildableVbos = tmp;
buildableVbos = tmpVbo;
GlProxyContext context = renderContext;
GlProxyContext tmpContext = renderContext;
renderContext = buildingContext;
buildingContext = context;
buildingContext = tmpContext;
drawableCenterChunkPos = buildableCenterChunkPos;
// the vbos have been swapped
switchVbos = false;
bufferLock.unlock();
// ClientProxy.LOGGER.info("Get vertex Buffers: " + GlProxy.getInstance().getGlContext());
}
// ClientProxy.LOGGER.info("Get vbo first: " + drawableVbos[0][0].id + "\t" + GlProxy.getInstance().getGlContext());
return new VertexBuffersAndOffset(drawableVbos, drawableCenterChunkPos, renderContext);
}
+29 -51
View File
@@ -1,24 +1,24 @@
package com.seibel.lod.proxy;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.Callable;
import java.util.concurrent.Future;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GLCapabilities;
import org.lwjgl.opengl.WGL;
import com.mojang.blaze3d.systems.RenderSystem;
import com.seibel.lod.builders.LodBufferBuilder;
/**
* A singleton that holds references to different openGL contexts.
*
* <p>
* Helpful OpenGL resources: <br><br>
*
* https://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf <br>
* https://learnopengl.com/Advanced-OpenGL/Advanced-Data <br>
* https://gamedev.stackexchange.com/questions/91995/edit-vbo-data-or-create-a-new-one <br><br>
*
*
* @author James Seibel
* @version 9-9-2021
* @version 9-14-2021
*/
public class GlProxy
{
@@ -36,57 +36,35 @@ public class GlProxy
private GlProxy()
{
GLFWErrorCallback errorfun = GLFWErrorCallback.createPrint();
GLFW.glfwSetErrorCallback(errorfun);
// getting Minecraft's context has to be done on the render thread,
// where the GL context is
if (!RenderSystem.isOnRenderThread())
throw new IllegalStateException(GlProxy.class.getSimpleName() + " was created outside the render thread!");
minecraftGlContext = WGL.wglGetCurrentContext();
minecraftGlCapabilities = GL.getCapabilities();
deviceContext = WGL.wglGetCurrentDC();
Callable<Void> callable = () ->
{
lodBuilderGlContext = WGL.wglCreateContext(deviceContext);
// if (!WGL.wglShareLists(minecraftGlContext, lodBuilderGlContext))
// throw new IllegalStateException("Unable to share lists between Minecraft and builder contexts.");
if (!WGL.wglMakeCurrent(deviceContext, lodBuilderGlContext))
throw new IllegalStateException("Unable to change OpenGL contexts! tried to change to [" + GlProxyContext.BUILDER.toString() + "] from [" + GlProxyContext.MINECRAFT.toString() + "]");
lodBuilderGlCapabilities = GL.createCapabilities();
WGL.wglMakeCurrent(deviceContext, 0L);
lodBuilderGlContext = WGL.wglCreateContext(deviceContext);
if (!WGL.wglShareLists(minecraftGlContext, lodBuilderGlContext))
throw new IllegalStateException("Unable to share lists between Minecraft and builder contexts.");
if (!WGL.wglMakeCurrent(deviceContext, lodBuilderGlContext))
throw new IllegalStateException("Unable to change OpenGL contexts! tried to change to [" + GlProxyContext.ALPHA.toString() + "] from [" + GlProxyContext.MINECRAFT.toString() + "]");
lodBuilderGlCapabilities = GL.createCapabilities();
WGL.wglMakeCurrent(deviceContext, 0L);
return null;
};
ArrayList<Callable<Void>> list = new ArrayList<Callable<Void>>();
list.add(callable);
try
{
List<Future<Void>> futuresBuffer = LodBufferBuilder.mainGenThread.invokeAll(list);
for (Future<Void> future : futuresBuffer)
if (!future.isDone())
ClientProxy.LOGGER.error("GLProxy failed to setup.");
}
catch (InterruptedException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
lodRenderGlContext = WGL.wglCreateContext(deviceContext);
// if (!WGL.wglShareLists(lodBuilderGlContext, lodRenderGlContext))
// throw new IllegalStateException("Unable to share lists between builder and render contexts.");
if (!WGL.wglShareLists(minecraftGlContext, lodRenderGlContext))
throw new IllegalStateException("Unable to share lists between builder and render contexts.");
if (!WGL.wglMakeCurrent(deviceContext, lodRenderGlContext))
throw new IllegalStateException("Unable to change OpenGL contexts! tried to change to [" + GlProxyContext.BUILDER.toString() + "] from [" + GlProxyContext.RENDER.toString() + "]");
throw new IllegalStateException("Unable to change OpenGL contexts! tried to change to [" + GlProxyContext.ALPHA.toString() + "] from [" + GlProxyContext.BETA.toString() + "]");
lodRenderGlCapabilities = GL.createCapabilities();
// Since this is called on the render thread, make sure the Minecraft context is used in the end
WGL.wglMakeCurrent(deviceContext, minecraftGlContext);
}
@@ -102,11 +80,11 @@ public class GlProxy
GLCapabilities newGlCapabilities = null;
switch(context)
{
case BUILDER:
case ALPHA:
contextPointer = lodBuilderGlContext;
newGlCapabilities = lodBuilderGlCapabilities;
break;
case RENDER:
case BETA:
contextPointer = lodRenderGlContext;
newGlCapabilities = lodRenderGlCapabilities;
break;
@@ -133,11 +111,11 @@ public class GlProxy
long currentContext = WGL.wglGetCurrentContext();
if(currentContext == lodBuilderGlContext)
{
return GlProxyContext.BUILDER;
return GlProxyContext.ALPHA;
}
else if(currentContext == lodRenderGlContext)
{
return GlProxyContext.RENDER;
return GlProxyContext.BETA;
}
else if(currentContext == minecraftGlContext)
{
@@ -152,8 +130,8 @@ public class GlProxy
public enum GlProxyContext
{
MINECRAFT,
BUILDER,
RENDER,
ALPHA,
BETA,
/** used to un-bind threads */
NONE,
@@ -28,7 +28,6 @@ import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL15C;
import org.lwjgl.opengl.NVFogDistance;
import org.lwjgl.opengl.WGL;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.platform.GlStateManager;
@@ -47,7 +46,6 @@ import com.seibel.lod.objects.NearFarFogSettings;
import com.seibel.lod.objects.RegionPos;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.proxy.GlProxy;
import com.seibel.lod.proxy.GlProxy.GlProxyContext;
import com.seibel.lod.util.DetailDistanceUtil;
import com.seibel.lod.util.LodUtil;
import com.seibel.lod.wrappers.MinecraftWrapper;
@@ -75,7 +73,7 @@ import net.minecraft.util.math.vector.Vector3f;
* This is where LODs are draw to the world.
*
* @author James Seibel
* @version 9-7-2021
* @version 9-14-2021
*/
public class LodRenderer
{
@@ -103,7 +101,6 @@ public class LodRenderer
*/
private static Boolean fancyFogAvailable = null;
private static GlProxy glProxy;
private GlProxyContext renderContext = null;
/**
* If true the LODs colors will be replaced with
@@ -208,7 +205,6 @@ public class LodRenderer
// create the GlProxy TODO this should probably be done somewhere else
glProxy = GlProxy.getInstance();
ClientProxy.LOGGER.error("share lists renderer: " + WGL.wglShareLists(GlProxy.getInstance().minecraftGlContext, GlProxy.getInstance().lodBuilderGlContext));
}
@@ -251,8 +247,6 @@ public class LodRenderer
{
return;
}
GlProxy.getInstance().setGlContext(renderContext);
@@ -262,8 +256,6 @@ public class LodRenderer
// set the required open GL settings
GlProxy.getInstance().setGlContext(renderContext);
if (LodConfig.CLIENT.debugging.debugMode.get() == DebugMode.SHOW_DETAIL_WIREFRAME)
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
else
@@ -365,8 +357,6 @@ public class LodRenderer
// over the LODs
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
GlProxy.getInstance().setGlContext(GlProxyContext.MINECRAFT);
// replace the buffers used to draw and build,
// this is only done when the createLodBufferGenerationThread
// has finished executing on a parallel thread.
@@ -691,7 +681,6 @@ public class LodRenderer
VertexBuffersAndOffset result = lodBufferBuilder.getVertexBuffers();
vbos = result.vbos;
vbosCenter = result.drawableCenterChunkPos;
renderContext = result.drawingContext;
}
/**
@@ -92,7 +92,7 @@ public class RenderUtil
public static int getBufferMemoryForRegion()
{
// calculate the max amount of buffer memory needed (in bytes)
return LodUtil.REGION_WIDTH_IN_CHUNKS * LodUtil.REGION_WIDTH_IN_CHUNKS *
return LodUtil.REGION_WIDTH_IN_CHUNKS * LodUtil.REGION_WIDTH_IN_CHUNKS * 6 * // TODO this really needs to be more accurate
LodConfig.CLIENT.graphics.lodTemplate.get().getBufferMemoryForSingleLod();
}