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Fix issue #495: Large spritebatches doesn't render properly
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@@ -25,6 +25,7 @@
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#include <cstdlib>
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#include <cstring>
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#include <algorithm>
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namespace love
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{
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@@ -237,6 +238,155 @@ void VBO::unload(bool save)
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vbo = 0;
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}
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// VertexIndex
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size_t VertexIndex::maxSize = 0;
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std::list<size_t> VertexIndex::sizeRefs;
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VertexBuffer *VertexIndex::element_array = NULL;
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VertexIndex::VertexIndex(size_t size)
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: size(size)
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{
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// The upper limit is the maximum of GLuint divided by six (the number
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// of indices per size) and divided by the size of GLuint. This guarantees
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// no overflows when calculating the array size in bytes.
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// Memory issues will be handled by other exceptions.
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if (size == 0 || size > ((GLuint) -1) / 6 / sizeof(GLuint))
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throw love::Exception("Invalid size.");
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addSize(size);
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}
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VertexIndex::~VertexIndex()
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{
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removeSize(size);
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}
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size_t VertexIndex::getSize() const
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{
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return size;
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}
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size_t VertexIndex::getIndexCount(size_t elements) const
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{
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return elements * 6;
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}
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GLenum VertexIndex::getType(size_t s) const
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{
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// Calculates if unsigned short is big enough to hold all the vertex indices.
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static const GLint type_table[] = {GL_UNSIGNED_INT, GL_UNSIGNED_SHORT};
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return type_table[int(GLushort(-1) < s * 4)];
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}
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VertexBuffer *VertexIndex::getVertexBuffer() const
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{
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return element_array;
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}
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const void *VertexIndex::getPointer(size_t offset) const
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{
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return element_array->getPointer(offset);
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}
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void VertexIndex::addSize(size_t newSize)
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{
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if (newSize <= maxSize)
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{
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// Current size is bigger. Append the size to list and sort.
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sizeRefs.push_back(newSize);
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sizeRefs.sort();
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return;
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}
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// Try to resize before adding it to the list because resize may throw.
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resize(newSize);
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sizeRefs.push_back(newSize);
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}
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void VertexIndex::removeSize(size_t oldSize)
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{
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// TODO: For debugging purposes, this should check if the size was actually found.
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sizeRefs.erase(std::find(sizeRefs.begin(), sizeRefs.end(), oldSize));
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if (sizeRefs.size() == 0)
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{
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resize(0);
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return;
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}
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if (oldSize == maxSize)
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{
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// Shrink if there's a smaller size.
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size_t newSize = sizeRefs.back();
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if (newSize < maxSize)
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resize(newSize);
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}
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}
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void VertexIndex::resize(size_t size)
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{
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if (size == 0)
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{
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delete element_array;
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element_array = NULL;
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maxSize = 0;
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return;
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}
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VertexBuffer *new_element_array;
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// Depending on the size, a switch to int and more memory is needed.
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GLenum target_type = getType(size);
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size_t array_size = (target_type == GL_UNSIGNED_SHORT ? sizeof(GLushort) : sizeof(GLuint)) * 6 * size;
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// Create may throw out-of-memory exceptions.
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// VertexIndex will propagate the exception and keep the old VertexBuffer.
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try
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{
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new_element_array = VertexBuffer::Create(array_size, GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW);
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}
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catch (std::bad_alloc &)
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{
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throw love::Exception("Out of memory.");
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}
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// Allocation of the new VertexBuffer succeeded.
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// The old VertexBuffer can now be deleted.
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delete element_array;
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element_array = new_element_array;
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maxSize = size;
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switch (target_type)
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{
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case GL_UNSIGNED_SHORT:
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fill<GLushort>();
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break;
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case GL_UNSIGNED_INT:
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fill<GLuint>();
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break;
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}
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}
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template <typename T>
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void VertexIndex::fill()
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{
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VertexBuffer::Bind bind(*element_array);
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VertexBuffer::Mapper mapper(*element_array);
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T *indices = (T *) mapper.get();
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for (size_t i = 0; i < maxSize; ++i)
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{
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indices[i*6+0] = i * 4 + 0;
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indices[i*6+1] = i * 4 + 1;
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indices[i*6+2] = i * 4 + 2;
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indices[i*6+3] = i * 4 + 0;
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indices[i*6+4] = i * 4 + 2;
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indices[i*6+5] = i * 4 + 3;
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}
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}
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} // opengl
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} // graphics
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} // love
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