only use one buffer, orphaning should do the rest
This commit is contained in:
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ba8264c2ac
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1919a458e8
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@ -66,8 +66,7 @@ GLVertexFormat::GLVertexFormat()
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GLVertexFormat::~GLVertexFormat()
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{
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VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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glDeleteVertexArrays(vm->m_buffers_count, VAO);
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glDeleteVertexArrays(1, &VAO);
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}
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inline GLuint VarToGL(VarType t)
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@ -89,57 +88,54 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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VAO = new GLuint[vm->m_buffers_count];
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glGenVertexArrays(vm->m_buffers_count, VAO);
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for(u32 i=0; i<vm->m_buffers_count; i++) {
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glBindVertexArray(VAO[i]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers[i]);
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[i]);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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// the element buffer is bound directly to the vao, so we must it set for every vao
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
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if (vtx_decl.num_normals >= 1) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
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if (vtx_decl.num_normals == 3) {
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glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
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glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[1]);
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glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[2]);
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}
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}
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for (int i = 0; i < 2; i++) {
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if (vtx_decl.color_offset[i] != -1) {
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if (i == 0) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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} else {
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glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
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glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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}
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}
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}
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for (int i = 0; i < 8; i++) {
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if (vtx_decl.texcoord_offset[i] != -1) {
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int id = GL_TEXTURE0 + i;
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glClientActiveTexture(id);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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}
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}
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if (vtx_decl.posmtx_offset != -1) {
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glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
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if (vtx_decl.num_normals >= 1) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
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if (vtx_decl.num_normals == 3) {
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glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
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glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[1]);
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glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[2]);
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[vm->m_current_buffer]);
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for (int i = 0; i < 2; i++) {
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if (vtx_decl.color_offset[i] != -1) {
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if (i == 0) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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} else {
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glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
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glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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}
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}
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}
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for (int i = 0; i < 8; i++) {
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if (vtx_decl.texcoord_offset[i] != -1) {
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int id = GL_TEXTURE0 + i;
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glClientActiveTexture(id);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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}
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}
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if (vtx_decl.posmtx_offset != -1) {
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glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
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}
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vm->m_last_vao = VAO;
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}
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void GLVertexFormat::SetupVertexPointers() {
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@ -1453,7 +1453,7 @@ void Renderer::RestoreAPIState()
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PixelShaderCache::SetCurrentShader(0);
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VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[vm->m_current_buffer]);
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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vm->m_last_vao = 0;
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}
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@ -53,7 +53,6 @@ const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
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const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
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const u32 MIN_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 1 * sizeof(u16);
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const u32 MIN_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 1;
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const u32 MAX_VBUFFER_COUNT = 2;
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VertexManager::VertexManager()
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{
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@ -67,10 +66,6 @@ VertexManager::~VertexManager()
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void VertexManager::CreateDeviceObjects()
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{
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m_buffers_count = 0;
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m_vertex_buffers = NULL;
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m_index_buffers = NULL;
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glEnableClientState(GL_VERTEX_ARRAY);
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GL_REPORT_ERRORD();
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u32 max_Index_size = 0;
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u32 max_Vertex_size = 0;
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@ -90,31 +85,18 @@ void VertexManager::CreateDeviceObjects()
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ERROR_LOG(VIDEO, "GL_MAX_ELEMENTS_VERTICES to small, so try it anyway. good luck\n");
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}
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//TODO: find out, how many buffers fit in gpu memory
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m_buffers_count = MAX_VBUFFER_COUNT;
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m_vertex_buffers = new GLuint[m_buffers_count];
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m_index_buffers = new GLuint[m_buffers_count];
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glGenBuffers(m_buffers_count, m_vertex_buffers);
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glGenBuffers(1, &m_vertex_buffers);
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GL_REPORT_ERROR();
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glGenBuffers(m_buffers_count, m_index_buffers);
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glGenBuffers(1, &m_index_buffers);
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GL_REPORT_ERROR();
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers );
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GL_REPORT_ERROR();
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glBufferData(GL_ARRAY_BUFFER, m_vertex_buffer_size, NULL, GL_STREAM_DRAW );
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GL_REPORT_ERROR();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_buffers );
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GL_REPORT_ERROR();
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_size, NULL, GL_STREAM_DRAW );
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GL_REPORT_ERROR();
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for (u32 i = 0; i < m_buffers_count; i++)
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers[i] );
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GL_REPORT_ERROR();
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glBufferData(GL_ARRAY_BUFFER, m_vertex_buffer_size, NULL, GL_STREAM_DRAW );
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GL_REPORT_ERROR();
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}
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for (u32 i = 0; i < m_buffers_count; i++)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_buffers[i] );
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GL_REPORT_ERROR();
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_size, NULL, GL_STREAM_DRAW );
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GL_REPORT_ERROR();
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}
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m_current_buffer = 0;
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m_index_buffer_cursor = 0;
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m_vertex_buffer_cursor = 0;
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m_CurrentVertexFmt = NULL;
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@ -122,23 +104,16 @@ void VertexManager::CreateDeviceObjects()
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}
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void VertexManager::DestroyDeviceObjects()
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{
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glDisableClientState(GL_VERTEX_ARRAY);
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GL_REPORT_ERRORD();
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glBindBuffer(GL_ARRAY_BUFFER, 0 );
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 );
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GL_REPORT_ERROR();
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glDeleteBuffers(m_buffers_count, m_vertex_buffers);
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glDeleteBuffers(1, &m_vertex_buffers);
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GL_REPORT_ERROR();
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delete [] m_vertex_buffers;
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glDeleteBuffers(m_buffers_count, m_index_buffers);
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glDeleteBuffers(1, &m_index_buffers);
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GL_REPORT_ERROR();
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delete [] m_index_buffers;
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m_vertex_buffers = NULL;
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m_index_buffers = NULL;
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m_buffers_count = 0;
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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@ -150,7 +125,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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int line_index_size = IndexGenerator::GetLineindexLen();
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int point_index_size = IndexGenerator::GetPointindexLen();
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int index_data_size = (triangle_index_size + line_index_size + point_index_size) * sizeof(u16);
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GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
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GLbitfield LockMode = GL_MAP_WRITE_BIT;
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m_vertex_buffer_cursor--;
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@ -158,23 +132,15 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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if (m_vertex_buffer_cursor >= m_vertex_buffer_size - vertex_data_size || m_index_buffer_cursor >= m_index_buffer_size - index_data_size)
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{
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// do we really want to set this? this require a reallocation. usualy only one buffer with reallocation, or much buffers without it
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LockMode |= GL_MAP_INVALIDATE_BUFFER_BIT;
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m_vertex_buffer_cursor = 0;
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m_index_buffer_cursor = 0;
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m_current_buffer = (m_current_buffer + 1) % m_buffers_count;
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers[m_current_buffer]);
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}
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else
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{
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LockMode |= GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
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}
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// this replaces SetupVertexPointers and must be called after switching buffer and befor uploading indexes
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// but could be deleted, if we only use one buffer with orphaning
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if(m_last_vao != nativeVertexFmt->VAO[m_current_buffer])
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glBindVertexArray(nativeVertexFmt->VAO[m_current_buffer]);
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pVertices = (u8*)glMapBufferRange(GL_ARRAY_BUFFER, m_vertex_buffer_cursor, vertex_data_size, LockMode);
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if(pVertices)
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{
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@ -284,9 +250,16 @@ void VertexManager::vFlush()
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(void)GL_REPORT_ERROR();
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u32 stride = g_nativeVertexFmt->GetVertexStride();
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GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
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u32 stride = nativeVertexFmt->GetVertexStride();
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if(m_last_vao != nativeVertexFmt->VAO) {
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glBindVertexArray(nativeVertexFmt->VAO);
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m_last_vao = nativeVertexFmt->VAO;
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}
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PrepareDrawBuffers(stride);
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GL_REPORT_ERRORD();
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u32 usedtextures = 0;
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@ -385,11 +358,10 @@ void VertexManager::vFlush()
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glEnable(GL_BLEND);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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if(m_buffers_count)
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{
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m_index_buffer_cursor += (IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen()) * sizeof(u16);
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m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
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}
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m_index_buffer_cursor += (IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen()) * sizeof(u16);
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m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
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ResetBuffer();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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@ -35,7 +35,7 @@ namespace OGL
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virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
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virtual void SetupVertexPointers();
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GLuint *VAO;
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GLuint VAO;
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};
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// Handles the OpenGL details of drawing lots of vertices quickly.
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@ -50,10 +50,8 @@ public:
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void DestroyDeviceObjects();
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// NativeVertexFormat use this
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u32 m_buffers_count;
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u32 m_current_buffer;
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GLuint* m_vertex_buffers;
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GLuint* m_index_buffers;
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GLuint m_vertex_buffers;
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GLuint m_index_buffers;
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GLuint m_last_vao;
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private:
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void Draw(u32 stride);
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