Slightly improved the performance of SpriteBatch:setBufferSize.

This commit is contained in:
Alex Szpakowski
2014-09-18 18:30:56 -03:00
parent 417173b43a
commit 5dda0c08eb
4 changed files with 32 additions and 29 deletions
+11 -23
View File
@@ -47,7 +47,7 @@ SpriteBatch::SpriteBatch(Texture *texture, int size, int usage)
, next(0)
, color(0)
, array_buf(nullptr)
, element_buf(nullptr)
, element_buf(size)
, buffer_used_offset(0)
, buffer_used_size(0)
{
@@ -74,18 +74,15 @@ SpriteBatch::SpriteBatch(Texture *texture, int size, int usage)
try
{
array_buf = VertexBuffer::Create(vertex_size, GL_ARRAY_BUFFER, gl_usage);
element_buf = new VertexIndex(size);
}
catch (love::Exception &)
{
delete array_buf;
delete element_buf;
throw;
}
catch (std::bad_alloc &)
{
delete array_buf;
delete element_buf;
throw love::Exception("Out of memory.");
}
}
@@ -94,7 +91,6 @@ SpriteBatch::~SpriteBatch()
{
delete color;
delete array_buf;
delete element_buf;
}
int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
@@ -171,7 +167,7 @@ void SpriteBatch::setTexture(Texture *newtexture)
texture.set(newtexture);
}
Texture *SpriteBatch::getTexture()
Texture *SpriteBatch::getTexture() const
{
return texture.get();
}
@@ -216,40 +212,32 @@ void SpriteBatch::setBufferSize(int newsize)
}
size_t vertex_size = sizeof(Vertex) * 4 * newsize;
VertexBuffer *new_array_buf = nullptr;
VertexIndex *new_element_buf = nullptr;
try
{
new_array_buf = VertexBuffer::Create(vertex_size, array_buf->getTarget(), array_buf->getUsage());
new_element_buf = new VertexIndex(newsize);
// Copy as much of the old data into the new VertexBuffer as can fit.
VertexBuffer::Bind bind(*new_array_buf);
void *new_data = new_array_buf->map();
memcpy(new_data, old_data, sizeof(Vertex) * 4 * std::min(newsize, size));
element_buf = VertexIndex(newsize);
}
catch (love::Exception &)
{
delete new_array_buf;
delete new_element_buf;
throw;
}
// Copy as much of the old data into the new VertexBuffer as can fit.
{
VertexBuffer::Bind bind(*new_array_buf);
new_array_buf->fill(0, sizeof(Vertex) * 4 * std::min(newsize, size), old_data);
}
// We don't need to unmap the old VertexBuffer since we're deleting it.
delete array_buf;
delete element_buf;
array_buf = new_array_buf;
element_buf = new_element_buf;
size = newsize;
next = std::min(next, newsize);
// The new VertexBuffer isn't mapped, so we should reset these variables.
buffer_used_offset = buffer_used_size = 0;
}
int SpriteBatch::getBufferSize() const
@@ -275,7 +263,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
texture->predraw();
VertexBuffer::Bind array_bind(*array_buf);
VertexBuffer::Bind element_bind(*element_buf->getVertexBuffer());
VertexBuffer::Bind element_bind(*element_buf.getVertexBuffer());
// Make sure the VBO isn't mapped when we draw (sends data to GPU if needed.)
array_buf->unmap(buffer_used_offset, buffer_used_size);
@@ -297,7 +285,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), array_buf->getPointer(texel_offset));
gl.prepareDraw();
gl.drawElements(GL_TRIANGLES, element_buf->getIndexCount(next), element_buf->getType(), element_buf->getPointer(0));
gl.drawElements(GL_TRIANGLES, element_buf.getIndexCount(next), element_buf.getType(), element_buf.getPointer(0));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);