only use one buffer, orphaning should do the rest

This commit is contained in:
degasus 2012-12-15 17:28:58 +01:00
parent ba8264c2ac
commit 1919a458e8
4 changed files with 72 additions and 106 deletions

View File

@ -66,8 +66,7 @@ GLVertexFormat::GLVertexFormat()
GLVertexFormat::~GLVertexFormat()
{
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
glDeleteVertexArrays(vm->m_buffers_count, VAO);
glDeleteVertexArrays(1, &VAO);
}
inline GLuint VarToGL(VarType t)
@ -89,57 +88,54 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
VAO = new GLuint[vm->m_buffers_count];
glGenVertexArrays(vm->m_buffers_count, VAO);
for(u32 i=0; i<vm->m_buffers_count; i++) {
glBindVertexArray(VAO[i]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers[i]);
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[i]);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// the element buffer is bound directly to the vao, so we must it set for every vao
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
if (vtx_decl.num_normals >= 1) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
if (vtx_decl.num_normals == 3) {
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
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]);
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]);
}
}
for (int i = 0; i < 2; i++) {
if (vtx_decl.color_offset[i] != -1) {
if (i == 0) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
} else {
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
}
}
}
for (int i = 0; i < 8; i++) {
if (vtx_decl.texcoord_offset[i] != -1) {
int id = GL_TEXTURE0 + i;
glClientActiveTexture(id);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
}
}
if (vtx_decl.posmtx_offset != -1) {
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
if (vtx_decl.num_normals >= 1) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
if (vtx_decl.num_normals == 3) {
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
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]);
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]);
}
}
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[vm->m_current_buffer]);
for (int i = 0; i < 2; i++) {
if (vtx_decl.color_offset[i] != -1) {
if (i == 0) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
} else {
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
}
}
}
for (int i = 0; i < 8; i++) {
if (vtx_decl.texcoord_offset[i] != -1) {
int id = GL_TEXTURE0 + i;
glClientActiveTexture(id);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
}
}
if (vtx_decl.posmtx_offset != -1) {
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
}
vm->m_last_vao = VAO;
}
void GLVertexFormat::SetupVertexPointers() {

View File

@ -1453,7 +1453,7 @@ void Renderer::RestoreAPIState()
PixelShaderCache::SetCurrentShader(0);
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[vm->m_current_buffer]);
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
vm->m_last_vao = 0;
}

View File

@ -53,7 +53,6 @@ const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
const u32 MIN_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 1 * sizeof(u16);
const u32 MIN_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 1;
const u32 MAX_VBUFFER_COUNT = 2;
VertexManager::VertexManager()
{
@ -67,10 +66,6 @@ VertexManager::~VertexManager()
void VertexManager::CreateDeviceObjects()
{
m_buffers_count = 0;
m_vertex_buffers = NULL;
m_index_buffers = NULL;
glEnableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
u32 max_Index_size = 0;
u32 max_Vertex_size = 0;
@ -90,31 +85,18 @@ void VertexManager::CreateDeviceObjects()
ERROR_LOG(VIDEO, "GL_MAX_ELEMENTS_VERTICES to small, so try it anyway. good luck\n");
}
//TODO: find out, how many buffers fit in gpu memory
m_buffers_count = MAX_VBUFFER_COUNT;
m_vertex_buffers = new GLuint[m_buffers_count];
m_index_buffers = new GLuint[m_buffers_count];
glGenBuffers(m_buffers_count, m_vertex_buffers);
glGenBuffers(1, &m_vertex_buffers);
GL_REPORT_ERROR();
glGenBuffers(m_buffers_count, m_index_buffers);
glGenBuffers(1, &m_index_buffers);
GL_REPORT_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers );
GL_REPORT_ERROR();
glBufferData(GL_ARRAY_BUFFER, m_vertex_buffer_size, NULL, GL_STREAM_DRAW );
GL_REPORT_ERROR();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_buffers );
GL_REPORT_ERROR();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_size, NULL, GL_STREAM_DRAW );
GL_REPORT_ERROR();
for (u32 i = 0; i < m_buffers_count; i++)
{
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers[i] );
GL_REPORT_ERROR();
glBufferData(GL_ARRAY_BUFFER, m_vertex_buffer_size, NULL, GL_STREAM_DRAW );
GL_REPORT_ERROR();
}
for (u32 i = 0; i < m_buffers_count; i++)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_buffers[i] );
GL_REPORT_ERROR();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_size, NULL, GL_STREAM_DRAW );
GL_REPORT_ERROR();
}
m_current_buffer = 0;
m_index_buffer_cursor = 0;
m_vertex_buffer_cursor = 0;
m_CurrentVertexFmt = NULL;
@ -122,23 +104,16 @@ void VertexManager::CreateDeviceObjects()
}
void VertexManager::DestroyDeviceObjects()
{
glDisableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
glBindBuffer(GL_ARRAY_BUFFER, 0 );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 );
GL_REPORT_ERROR();
glDeleteBuffers(m_buffers_count, m_vertex_buffers);
glDeleteBuffers(1, &m_vertex_buffers);
GL_REPORT_ERROR();
delete [] m_vertex_buffers;
glDeleteBuffers(m_buffers_count, m_index_buffers);
glDeleteBuffers(1, &m_index_buffers);
GL_REPORT_ERROR();
delete [] m_index_buffers;
m_vertex_buffers = NULL;
m_index_buffers = NULL;
m_buffers_count = 0;
}
void VertexManager::PrepareDrawBuffers(u32 stride)
@ -150,7 +125,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
int line_index_size = IndexGenerator::GetLineindexLen();
int point_index_size = IndexGenerator::GetPointindexLen();
int index_data_size = (triangle_index_size + line_index_size + point_index_size) * sizeof(u16);
GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
GLbitfield LockMode = GL_MAP_WRITE_BIT;
m_vertex_buffer_cursor--;
@ -158,23 +132,15 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
if (m_vertex_buffer_cursor >= m_vertex_buffer_size - vertex_data_size || m_index_buffer_cursor >= m_index_buffer_size - index_data_size)
{
// do we really want to set this? this require a reallocation. usualy only one buffer with reallocation, or much buffers without it
LockMode |= GL_MAP_INVALIDATE_BUFFER_BIT;
m_vertex_buffer_cursor = 0;
m_index_buffer_cursor = 0;
m_current_buffer = (m_current_buffer + 1) % m_buffers_count;
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers[m_current_buffer]);
}
else
{
LockMode |= GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
}
// this replaces SetupVertexPointers and must be called after switching buffer and befor uploading indexes
// but could be deleted, if we only use one buffer with orphaning
if(m_last_vao != nativeVertexFmt->VAO[m_current_buffer])
glBindVertexArray(nativeVertexFmt->VAO[m_current_buffer]);
pVertices = (u8*)glMapBufferRange(GL_ARRAY_BUFFER, m_vertex_buffer_cursor, vertex_data_size, LockMode);
if(pVertices)
{
@ -284,9 +250,16 @@ void VertexManager::vFlush()
(void)GL_REPORT_ERROR();
u32 stride = g_nativeVertexFmt->GetVertexStride();
GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
u32 stride = nativeVertexFmt->GetVertexStride();
if(m_last_vao != nativeVertexFmt->VAO) {
glBindVertexArray(nativeVertexFmt->VAO);
m_last_vao = nativeVertexFmt->VAO;
}
PrepareDrawBuffers(stride);
GL_REPORT_ERRORD();
u32 usedtextures = 0;
@ -385,11 +358,10 @@ void VertexManager::vFlush()
glEnable(GL_BLEND);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
if(m_buffers_count)
{
m_index_buffer_cursor += (IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen()) * sizeof(u16);
m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
}
m_index_buffer_cursor += (IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen()) * sizeof(u16);
m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
ResetBuffer();
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)

View File

@ -35,7 +35,7 @@ namespace OGL
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers();
GLuint *VAO;
GLuint VAO;
};
// Handles the OpenGL details of drawing lots of vertices quickly.
@ -50,10 +50,8 @@ public:
void DestroyDeviceObjects();
// NativeVertexFormat use this
u32 m_buffers_count;
u32 m_current_buffer;
GLuint* m_vertex_buffers;
GLuint* m_index_buffers;
GLuint m_vertex_buffers;
GLuint m_index_buffers;
GLuint m_last_vao;
private:
void Draw(u32 stride);