use VAO in VertexManager

to use VAO, we must use VBO, so some legency code was removed:

- ARB_map_buffer_range must be available (OGL 3.0), don't call glBufferSubData if not
- ARB_draw_elements_base_vertex also (OGL 3.2), else we have to set the pointers every time
- USE_JIT was removed, it was broken and it isn't needed any more

And the index and vertex buffers are now synchronized, so that there will be one VAO per
NativeVertexFormat and Buffer.
This commit is contained in:
degasus 2012-12-15 14:43:01 +01:00
parent 0809ba79ae
commit ba8264c2ac
4 changed files with 193 additions and 439 deletions

View File

@ -27,8 +27,6 @@
#define COMPILED_CODE_SIZE 4096
// TODO: this guy is never initialized
u32 s_prevcomponents; // previous state set
/*
#ifdef _WIN32
#ifdef _M_IX86
@ -63,19 +61,13 @@ NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
GLVertexFormat::GLVertexFormat()
{
#ifdef USE_JIT
m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
if (m_compiledCode)
memset(m_compiledCode, 0, COMPILED_CODE_SIZE);
#endif
}
GLVertexFormat::~GLVertexFormat()
{
#ifdef USE_JIT
FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE);
m_compiledCode = 0;
#endif
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
glDeleteVertexArrays(vm->m_buffers_count, VAO);
}
inline GLuint VarToGL(VarType t)
@ -88,227 +80,69 @@ inline GLuint VarToGL(VarType t)
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
{
s_prevcomponents = 0;
vertex_stride = _vtx_decl.stride;
using namespace Gen;
this->vtx_decl = _vtx_decl;
vertex_stride = vtx_decl.stride;
// We will not allow vertex components causing uneven strides.
if (_vtx_decl.stride & 3)
PanicAlert("Uneven vertex stride: %i", _vtx_decl.stride);
#ifdef USE_JIT
Gen::XEmitter emit(m_compiledCode);
// Alright, we have our vertex declaration. Compile some crazy code to set it quickly using GL.
emit.ABI_EmitPrologue(6);
if (vertex_stride & 3)
PanicAlert("Uneven vertex stride: %i", vertex_stride);
emit.CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, _vtx_decl.stride, 0);
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]);
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]);
}
}
if (_vtx_decl.num_normals >= 1)
{
emit.CallCdeclFunction3_I(glNormalPointer, VarToGL(_vtx_decl.normal_gl_type), _vtx_decl.stride, _vtx_decl.normal_offset[0]);
if (_vtx_decl.num_normals == 3) {
emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, _vtx_decl.normal_gl_size, VarToGL(_vtx_decl.normal_gl_type), GL_TRUE, _vtx_decl.stride, _vtx_decl.normal_offset[1]);
emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, _vtx_decl.normal_gl_size, VarToGL(_vtx_decl.normal_gl_type), GL_TRUE, _vtx_decl.stride, _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);
}
}
for (int i = 0; i < 2; i++)
{
if (_vtx_decl.color_offset[i] != -1)
{
if (i == 0)
emit.CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
else
emit.CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
}
}
for (int i = 0; i < 8; i++)
{
if (_vtx_decl.texcoord_offset[i] != -1)
{
int id = GL_TEXTURE0 + i;
#ifdef _M_X64
#ifdef _MSC_VER
emit.MOV(32, R(RCX), Imm32(id));
#else
emit.MOV(32, R(RDI), Imm32(id));
#endif
#else
emit.ABI_AlignStack(1 * 4);
emit.PUSH(32, Imm32(id));
#endif
emit.CALL((void *)glClientActiveTexture);
#ifndef _M_X64
#ifdef _WIN32
// don't inc stack on windows, stdcall
#else
emit.ABI_RestoreStack(1 * 4);
#endif
#endif
emit.CallCdeclFunction4_I(
glTexCoordPointer, _vtx_decl.texcoord_size[i], VarToGL(_vtx_decl.texcoord_gl_type[i]),
_vtx_decl.stride, _vtx_decl.texcoord_offset[i]);
}
}
if (_vtx_decl.posmtx_offset != -1)
emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, _vtx_decl.stride, _vtx_decl.posmtx_offset);
emit.ABI_EmitEpilogue(6);
if (emit.GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE)
Crash();
#endif
this->vtx_decl = _vtx_decl;
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[vm->m_current_buffer]);
}
void GLVertexFormat::SetupVertexPointers() {
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
// get around type checking errors, and call it.
#ifdef USE_JIT
((void (*)())(void*)m_compiledCode)();
#else
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, VertexManager::s_pBaseBufferPointer);
if (vtx_decl.num_normals >= 1) {
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
if (vtx_decl.num_normals == 3) {
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + 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, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2]));
}
}
for (int i = 0; i < 2; i++) {
if (vtx_decl.color_offset[i] != -1) {
if (i == 0)
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
else {
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + 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);
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.texcoord_offset[i]));
}
}
if (vtx_decl.posmtx_offset != -1) {
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
}
#endif
}
void GLVertexFormat::SetupVertexPointersOffset(u32 offset) {
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
// get around type checking errors, and call it.
#ifdef USE_JIT
((void (*)())(void*)m_compiledCode)();
#else
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (GLvoid*)offset);
if (vtx_decl.num_normals >= 1) {
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (GLvoid*)(offset + vtx_decl.normal_offset[0]));
if (vtx_decl.num_normals == 3) {
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (GLvoid*)(offset + 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, (GLvoid*)(offset + vtx_decl.normal_offset[2]));
}
}
for (int i = 0; i < 2; i++) {
if (vtx_decl.color_offset[i] != -1) {
if (i == 0)
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (GLvoid*)(offset + vtx_decl.color_offset[i]));
else {
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (GLvoid*)(offset + 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);
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
vtx_decl.stride, (GLvoid*)(offset + vtx_decl.texcoord_offset[i]));
}
}
if (vtx_decl.posmtx_offset != -1) {
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (GLvoid*)(offset + vtx_decl.posmtx_offset));
}
#endif
}
void GLVertexFormat::EnableComponents(u32 components)
{
if (s_prevcomponents != components)
{
VertexManager::Flush();
// matrices
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
{
if (components & VB_HAS_POSMTXIDX)
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
else
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
}
// normals
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
{
if (components & VB_HAS_NRM0)
glEnableClientState(GL_NORMAL_ARRAY);
else
glDisableClientState(GL_NORMAL_ARRAY);
}
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
{
if (components & VB_HAS_NRM1) {
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
else {
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
}
// color
for (int i = 0; i < 2; ++i)
{
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
{
if (components & (VB_HAS_COL0 << i))
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
else
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
}
}
// tex
for (int i = 0; i < 8; ++i)
{
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
{
glClientActiveTexture(GL_TEXTURE0 + i);
if (components & (VB_HAS_UV0 << i))
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
s_prevcomponents = components;
}
}
}
}

View File

@ -62,6 +62,7 @@
#include "Host.h"
#include "BPFunctions.h"
#include "FPSCounter.h"
#include "VertexManager.h"
#include "main.h" // Local
#ifdef _WIN32
@ -310,6 +311,20 @@ Renderer::Renderer()
"GPU: Does your video card support OpenGL 2.x?");
bSuccess = false;
}
if (!GLEW_ARB_map_buffer_range)
{
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_map_buffer_range.\n"
"GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}
if (!GLEW_ARB_draw_elements_base_vertex)
{
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_draw_elements_base_vertex.\n"
"GPU: Does your video card support OpenGL 3.2?");
bSuccess = false;
}
s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
@ -1415,6 +1430,10 @@ void Renderer::ResetAPIState()
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// TODO: remove this after merging with immediate-remove
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Renderer::RestoreAPIState()
@ -1432,6 +1451,10 @@ void Renderer::RestoreAPIState()
VertexShaderCache::SetCurrentShader(0);
PixelShaderCache::SetCurrentShader(0);
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[vm->m_current_buffer]);
vm->m_last_vao = 0;
}
void Renderer::SetGenerationMode()

View File

@ -49,8 +49,10 @@ extern NativeVertexFormat *g_nativeVertexFmt;
namespace OGL
{
//This are the initially requeted size for the buffers expresed in bytes
const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
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()
@ -70,82 +72,77 @@ void VertexManager::CreateDeviceObjects()
m_index_buffers = NULL;
glEnableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
int max_Index_size = 0;
int max_Vertex_size = 0;
u32 max_Index_size = 0;
u32 max_Vertex_size = 0;
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, (GLint*)&max_Index_size);
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, (GLint*)&max_Vertex_size);
max_Index_size *= sizeof(u16);
GL_REPORT_ERROR();
m_index_buffer_size = IBUFFER_SIZE;
if (max_Index_size > 0 && max_Index_size < m_index_buffer_size)
m_index_buffer_size = max_Index_size;
m_vertex_buffer_size = VBUFFER_SIZE;
if (max_Vertex_size > 0 && max_Vertex_size < m_vertex_buffer_size)
m_vertex_buffer_size = max_Vertex_size;
if (m_index_buffer_size < VertexManager::MAXIBUFFERSIZE || m_vertex_buffer_size < VertexManager::MAXVBUFFERSIZE)
{
return;
m_index_buffer_size = std::min(MAX_IBUFFER_SIZE, std::max(max_Index_size, MIN_IBUFFER_SIZE));
m_vertex_buffer_size = std::min(MAX_VBUFFER_SIZE, std::max(max_Vertex_size, MIN_VBUFFER_SIZE));
// should be not bigger, but we need it. so try and have luck
if (m_index_buffer_size > max_Index_size) {
ERROR_LOG(VIDEO, "GL_MAX_ELEMENTS_INDICES to small, so try it anyway. good luck\n");
}
if (m_vertex_buffer_size > max_Vertex_size) {
ERROR_LOG(VIDEO, "GL_MAX_ELEMENTS_VERTICES to small, so try it anyway. good luck\n");
}
m_vertex_buffers = new GLuint[MAX_VBUFFER_COUNT];
m_index_buffers = new GLuint[MAX_VBUFFER_COUNT];
//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(MAX_VBUFFER_COUNT, m_vertex_buffers);
glGenBuffers(m_buffers_count, m_vertex_buffers);
GL_REPORT_ERROR();
glGenBuffers(MAX_VBUFFER_COUNT, m_index_buffers);
glGenBuffers(m_buffers_count, m_index_buffers);
GL_REPORT_ERROR();
for (u32 i = 0; i < MAX_VBUFFER_COUNT; i++)
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 < MAX_VBUFFER_COUNT; i++)
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_buffers_count = MAX_VBUFFER_COUNT;
m_current_index_buffer = 0;
m_current_vertex_buffer = 0;
m_index_buffer_cursor = m_index_buffer_size;
m_vertex_buffer_cursor = m_vertex_buffer_size;
m_current_buffer = 0;
m_index_buffer_cursor = 0;
m_vertex_buffer_cursor = 0;
m_CurrentVertexFmt = NULL;
m_last_vao = 0;
}
void VertexManager::DestroyDeviceObjects()
{
glDisableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
glBindBuffer(GL_ARRAY_BUFFER, NULL );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL );
glBindBuffer(GL_ARRAY_BUFFER, 0 );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 );
GL_REPORT_ERROR();
if(m_vertex_buffers)
{
glDeleteBuffers(MAX_VBUFFER_COUNT, m_vertex_buffers);
GL_REPORT_ERROR();
delete [] m_vertex_buffers;
}
if(m_index_buffers)
{
glDeleteBuffers(MAX_VBUFFER_COUNT, m_index_buffers);
GL_REPORT_ERROR();
delete [] m_index_buffers;
}
glDeleteBuffers(m_buffers_count, m_vertex_buffers);
GL_REPORT_ERROR();
delete [] m_vertex_buffers;
glDeleteBuffers(m_buffers_count, 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)
{
if (!m_buffers_count)
{
return;
}
u8* pVertices = NULL;
u16* pIndices = NULL;
int vertex_data_size = IndexGenerator::GetNumVerts() * stride;
@ -153,141 +150,82 @@ 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);
GLbitfield LockMode = GL_MAP_WRITE_BIT;
GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
GLbitfield LockMode = GL_MAP_WRITE_BIT;
m_vertex_buffer_cursor--;
m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
if (m_vertex_buffer_cursor > m_vertex_buffer_size - vertex_data_size)
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_current_vertex_buffer = (m_current_vertex_buffer + 1) % m_buffers_count;
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers[m_current_vertex_buffer]);
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;
}
if(GLEW_ARB_map_buffer_range)
{
pVertices = (u8*)glMapBufferRange(GL_ARRAY_BUFFER, m_vertex_buffer_cursor, vertex_data_size, LockMode);
if(pVertices)
{
memcpy(pVertices, LocalVBuffer, vertex_data_size);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
else
{
glBufferSubData(GL_ARRAY_BUFFER, m_vertex_buffer_cursor, vertex_data_size, LocalVBuffer);
}
}
else
// 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)
{
memcpy(pVertices, LocalVBuffer, vertex_data_size);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
else // could that happen? out-of-memory?
{
glBufferSubData(GL_ARRAY_BUFFER, m_vertex_buffer_cursor, vertex_data_size, LocalVBuffer);
}
LockMode = GL_MAP_WRITE_BIT;
if (m_index_buffer_cursor > m_index_buffer_size - index_data_size)
pIndices = (u16*)glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor , index_data_size, LockMode);
if(pIndices)
{
LockMode |= GL_MAP_INVALIDATE_BUFFER_BIT;
m_index_buffer_cursor = 0;
m_current_index_buffer = (m_current_index_buffer + 1) % m_buffers_count;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_buffers[m_current_index_buffer]);
}
else
{
LockMode |= GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
}
if(GLEW_ARB_map_buffer_range)
{
pIndices = (u16*)glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor , index_data_size, LockMode);
if(pIndices)
{
if(triangle_index_size)
{
memcpy(pIndices, TIBuffer, triangle_index_size * sizeof(u16));
pIndices += triangle_index_size;
}
if(line_index_size)
{
memcpy(pIndices, LIBuffer, line_index_size * sizeof(u16));
pIndices += line_index_size;
}
if(point_index_size)
{
memcpy(pIndices, PIBuffer, point_index_size * sizeof(u16));
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
if(triangle_index_size)
{
memcpy(pIndices, TIBuffer, triangle_index_size * sizeof(u16));
pIndices += triangle_index_size;
}
else
{
if(triangle_index_size)
{
triangle_index_size *= sizeof(u16);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor, triangle_index_size, TIBuffer);
}
if(line_index_size)
{
line_index_size *= sizeof(u16);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size, line_index_size, LIBuffer);
}
if(point_index_size)
{
point_index_size *= sizeof(u16);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size + line_index_size, point_index_size, PIBuffer);
}
if(line_index_size)
{
memcpy(pIndices, LIBuffer, line_index_size * sizeof(u16));
pIndices += line_index_size;
}
}
}
void VertexManager::DrawVertexArray()
{
int triangle_index_size = IndexGenerator::GetTriangleindexLen();
int line_index_size = IndexGenerator::GetLineindexLen();
int point_index_size = IndexGenerator::GetPointindexLen();
if (triangle_index_size > 0)
{
glDrawElements(GL_TRIANGLES, triangle_index_size, GL_UNSIGNED_SHORT, TIBuffer);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
if(point_index_size)
{
memcpy(pIndices, PIBuffer, point_index_size * sizeof(u16));
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
if (line_index_size > 0)
else // could that happen? out-of-memory?
{
glDrawElements(GL_LINES, line_index_size, GL_UNSIGNED_SHORT, LIBuffer);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (point_index_size > 0)
{
glDrawElements(GL_POINTS, IndexGenerator::GetPointindexLen(), GL_UNSIGNED_SHORT, PIBuffer);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
if(triangle_index_size)
{
triangle_index_size *= sizeof(u16);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor, triangle_index_size, TIBuffer);
}
if(line_index_size)
{
line_index_size *= sizeof(u16);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size, line_index_size, LIBuffer);
}
if(point_index_size)
{
point_index_size *= sizeof(u16);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size + line_index_size, point_index_size, PIBuffer);
}
}
}
void VertexManager::DrawVertexBufferObject()
{
int triangle_index_size = IndexGenerator::GetTriangleindexLen();
int line_index_size = IndexGenerator::GetLineindexLen();
int point_index_size = IndexGenerator::GetPointindexLen();
int StartIndex = m_index_buffer_cursor;
if (triangle_index_size > 0)
{
glDrawElements(GL_TRIANGLES, triangle_index_size, GL_UNSIGNED_SHORT, (GLvoid*)StartIndex);
StartIndex += triangle_index_size * sizeof(u16);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (line_index_size > 0)
{
glDrawElements(GL_LINES, line_index_size, GL_UNSIGNED_SHORT, (GLvoid*)StartIndex);
StartIndex += line_index_size * sizeof(u16);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (point_index_size > 0)
{
glDrawElements(GL_POINTS, point_index_size, GL_UNSIGNED_SHORT, (GLvoid*)StartIndex);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void VertexManager::DrawVertexBufferObjectBase(u32 stride)
void VertexManager::Draw(u32 stride)
{
int triangle_index_size = IndexGenerator::GetTriangleindexLen();
int line_index_size = IndexGenerator::GetLineindexLen();
@ -296,19 +234,19 @@ void VertexManager::DrawVertexBufferObjectBase(u32 stride)
int basevertex = m_vertex_buffer_cursor / stride;
if (triangle_index_size > 0)
{
glDrawElementsBaseVertex(GL_TRIANGLES, triangle_index_size, GL_UNSIGNED_SHORT, (GLvoid*)StartIndex, basevertex);
glDrawElementsBaseVertex(GL_TRIANGLES, triangle_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+StartIndex, basevertex);
StartIndex += triangle_index_size * sizeof(u16);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (line_index_size > 0)
{
glDrawElementsBaseVertex(GL_LINES, line_index_size, GL_UNSIGNED_SHORT, (GLvoid*)StartIndex, basevertex);
glDrawElementsBaseVertex(GL_LINES, line_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+StartIndex, basevertex);
StartIndex += line_index_size * sizeof(u16);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (point_index_size > 0)
{
glDrawElementsBaseVertex(GL_POINTS, point_index_size, GL_UNSIGNED_SHORT, (GLvoid*)StartIndex, basevertex);
glDrawElementsBaseVertex(GL_POINTS, point_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+StartIndex, basevertex);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
@ -349,19 +287,6 @@ void VertexManager::vFlush()
u32 stride = g_nativeVertexFmt->GetVertexStride();
PrepareDrawBuffers(stride);
//still testing if this line is enabled to reduce the amount of vertex setup call everything goes wrong
//if(m_CurrentVertexFmt != g_nativeVertexFmt || !GLEW_ARB_draw_elements_base_vertex )
{
if(m_buffers_count)
{
((GLVertexFormat*)g_nativeVertexFmt)->SetupVertexPointersOffset(GLEW_ARB_draw_elements_base_vertex ? 0 : m_vertex_buffer_cursor);
}
else
{
g_nativeVertexFmt->SetupVertexPointers();
}
m_CurrentVertexFmt = g_nativeVertexFmt;
}
GL_REPORT_ERRORD();
u32 usedtextures = 0;
@ -438,21 +363,7 @@ void VertexManager::vFlush()
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
if(m_buffers_count)
{
if(GLEW_ARB_draw_elements_base_vertex)
{
DrawVertexBufferObjectBase(stride);
}
else
{
DrawVertexBufferObject();
}
}
else
{
DrawVertexArray();
}
Draw(stride);
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
@ -465,21 +376,8 @@ void VertexManager::vFlush()
glDisable(GL_BLEND);
if(m_buffers_count)
{
if(GLEW_ARB_draw_elements_base_vertex)
{
DrawVertexBufferObjectBase(stride);
}
else
{
DrawVertexBufferObject();
}
}
else
{
DrawVertexArray();
}
Draw(stride);
// restore color mask
g_renderer->SetColorMask();

View File

@ -26,7 +26,6 @@ namespace OGL
{
class GLVertexFormat : public NativeVertexFormat
{
u8 *m_compiledCode;
PortableVertexDeclaration vtx_decl;
public:
@ -35,8 +34,8 @@ namespace OGL
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers();
virtual void SetupVertexPointersOffset(u32 offset);
virtual void EnableComponents(u32 components);
GLuint *VAO;
};
// Handles the OpenGL details of drawing lots of vertices quickly.
@ -49,21 +48,21 @@ public:
NativeVertexFormat* CreateNativeVertexFormat();
void CreateDeviceObjects();
void DestroyDeviceObjects();
// NativeVertexFormat use this
u32 m_buffers_count;
u32 m_current_buffer;
GLuint* m_vertex_buffers;
GLuint* m_index_buffers;
GLuint m_last_vao;
private:
void DrawVertexArray();
void DrawVertexBufferObject();
void DrawVertexBufferObjectBase(u32 stride);
void Draw(u32 stride);
void vFlush();
void PrepareDrawBuffers(u32 stride);
u32 m_vertex_buffer_cursor;
u32 m_vertex_buffer_size;
u32 m_index_buffer_cursor;
u32 m_index_buffer_size;
u32 m_buffers_count;
u32 m_current_vertex_buffer;
u32 m_current_index_buffer;
GLuint* m_vertex_buffers;
GLuint* m_index_buffers;
NativeVertexFormat *m_CurrentVertexFmt;
};