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https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
VertexBuffer/SpriteBatch speed tweaks.
- VertexBuffer holds permanent copy of the vertex data and is only read from GPU memory was written outside a sb:bind()/sb:unbind() pair. - "Orphan" the current GPU buffer on unmap() before uploading the changed data to the GPU to avoid implicit synchronisation lags.
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@@ -105,8 +105,9 @@ const void *VertexArray::getPointer(size_t offset) const
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VBO::VBO(size_t size, GLenum target, GLenum usage)
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: VertexBuffer(size, target, usage)
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, vbo(0)
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, buffer_copy(0)
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, mapped(0)
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, memory_map(0)
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, is_mapped(false)
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, is_dirty(true)
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{
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if (!(GLEE_ARB_vertex_buffer_object || GLEE_VERSION_1_5))
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throw love::Exception("Not supported");
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@@ -121,48 +122,67 @@ VBO::~VBO()
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{
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if (vbo != 0)
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unload(false);
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if (memory_map)
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free(memory_map);
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}
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void *VBO::map()
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{
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// mapping twice could result in memory leaks
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if (mapped)
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throw love::Exception("VBO is already mapped!");
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if (is_mapped)
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return memory_map;
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mapped = malloc(getSize());
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if (!mapped)
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throw love::Exception("Out of memory (oh the humanity!)");
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glGetBufferSubDataARB(getTarget(), 0, getSize(), mapped);
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if (!memory_map)
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{
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memory_map = malloc(getSize());
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if (!memory_map)
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throw love::Exception("Out of memory (oh the humanity!)");
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}
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return mapped;
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if (is_dirty)
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glGetBufferSubDataARB(getTarget(), 0, getSize(), memory_map);
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is_mapped = true;
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is_dirty = false;
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return memory_map;
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}
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void VBO::unmap()
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{
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if (mapped)
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{
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glBufferSubDataARB(getTarget(), 0, getSize(), mapped);
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free(mapped);
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mapped = 0;
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}
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if (!is_mapped)
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return;
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// "orphan" current buffer to avoid implicit synchronisation on the gpu:
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// http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf)
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glBufferDataARB(getTarget(), getSize(), NULL, getUsage());
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glBufferSubDataARB(getTarget(), 0, getSize(), memory_map);
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is_mapped = false;
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}
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void VBO::bind()
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{
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glBindBufferARB(getTarget(), vbo);
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if (!is_mapped)
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glBindBufferARB(getTarget(), vbo);
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}
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void VBO::unbind()
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{
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glBindBufferARB(getTarget(), 0);
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if (!is_mapped)
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glBindBufferARB(getTarget(), 0);
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}
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void VBO::fill(size_t offset, size_t size, const void *data)
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{
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if (mapped)
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memcpy(static_cast<char *>(mapped) + offset, data, size);
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if (is_mapped)
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{
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memcpy(static_cast<char *>(memory_map) + offset, data, size);
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}
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else
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{
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glBufferSubDataARB(getTarget(), offset, size, data);
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is_dirty = true;
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}
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}
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const void *VBO::getPointer(size_t offset) const
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@@ -187,7 +207,7 @@ bool VBO::load(bool restore)
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VertexBuffer::Bind bind(*this);
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// Copy the old buffer only if 'restore' was requested.
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const GLvoid *src = restore ? buffer_copy : 0;
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const GLvoid *src = restore ? memory_map : 0;
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while (GL_NO_ERROR != glGetError())
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/* clear error messages */;
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@@ -196,19 +216,11 @@ bool VBO::load(bool restore)
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glBufferDataARB(getTarget(), getSize(), src, getUsage());
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GLenum err = glGetError();
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// Clean up buffer_copy, if it exists.
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delete[] buffer_copy;
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buffer_copy = 0;
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return (GL_NO_ERROR == err);
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}
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void VBO::unload(bool save)
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{
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// Clean up buffer_copy, if it exists.
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delete[] buffer_copy;
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buffer_copy = 0;
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// Save data before unloading.
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if (save)
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{
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@@ -217,14 +229,8 @@ void VBO::unload(bool save)
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GLint size;
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glGetBufferParameterivARB(getTarget(), GL_BUFFER_SIZE, &size);
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const char *src = static_cast<char *>(map());
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if (src)
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{
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buffer_copy = new char[size];
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memcpy(buffer_copy, src, size);
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unmap();
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}
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map(); // saves buffer content to memory_map.
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unmap();
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}
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glDeleteBuffers(1, &vbo);
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@@ -320,12 +320,17 @@ private:
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// The VBO identifier. Assigned by OpenGL.
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GLuint vbo;
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// *May* contain data saved by 'unload'.
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char *buffer_copy;
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// A pointer to mapped memory. Will be inialized on the first
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// call to map().
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void *memory_map;
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// A pointer to mapped memory. Zero if memory is currently
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// not mapped.
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void *mapped;
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// Set if the vbo currently operates on main instead of gpu
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// memory.
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bool is_mapped;
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// Set if the buffer was modified while operating on gpu memory
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// and needs to be synchronized.
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bool is_dirty;
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// Usage hint for map()/unmap() pair. Same as `access' parameter in
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// glBufferData or 0 if not mapped.
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