Fix issue #495: Large spritebatches doesn't render properly

This commit is contained in:
vrld
2012-11-23 10:23:44 +01:00
parent 7c2889afae
commit b2f1408b12
4 changed files with 310 additions and 32 deletions
+134
View File
@@ -337,6 +337,140 @@ private:
GLenum mapped_access;
};
/**
* VertexIndex manages one shared VertexBuffer that stores the indices for an
* element array. Vertex arrays using the vertex structure (or anything else
* that can use the pattern below) can request a size and use it for the
* drawElements call.
*
* indices[i*6 + 0] = i*4 + 0;
* indices[i*6 + 1] = i*4 + 1;
* indices[i*6 + 2] = i*4 + 2;
*
* indices[i*6 + 3] = i*4 + 0;
* indices[i*6 + 4] = i*4 + 2;
* indices[i*6 + 5] = i*4 + 3;
*
* There will always be a large enough VertexBuffer around until all
* VertexIndex instances have been deleted.
*
* Q: Why have something like VertexIndex?
* A: The indices for the SpriteBatch do not change, only the array size
* varies. Using one VertexBuffer for all element arrays removes this
* duplicated data and saves some memory.
*/
class VertexIndex
{
public:
/**
* Adds an entry to the list of sizes and resizes the VertexBuffer
* if needed. A size of 1 allocates a group of 6 indices for 4 vertices
* creating 1 face.
*
* @param size The requested size in groups of 6 indices.
*/
VertexIndex(size_t size);
/**
* Removes an entry from the list of sizes and resizes the VertexBuffer
* if needed.
*/
~VertexIndex();
/**
* Returns the number of index groups.
* This can be used for getIndexCount to get the full count of indices.
*
* @return The number of index groups.
*/
size_t getSize() const;
/**
* Returns the number of indices that the passed element count will have.
* Use VertexIndex::getSize to get the full index count for that
* VertexIndex instance.
*
* @param elements The number of elements to calculate the index count for.
* @return The index count.
*/
size_t getIndexCount(size_t elements) const;
/**
* Returns the integer type of the element array.
* If an optional nonzero size argument is passed, the function returns
* the integer type of the element array of that size.
*
* @param s The size of the array to calculated the integer type of.
* @return The element array integer type.
*/
GLenum getType(size_t s) const;
inline GLenum getType() const
{
return getType(maxSize);
}
/**
* Returns the pointer to the VertexBuffer.
* The pointer will change if a new size request or removal causes
* a VertexBuffer resize. It is recommended to retrieve the pointer
* value directly before the drawing call.
*
* @return The pointer to the VertexBuffer.
*/
VertexBuffer *getVertexBuffer() const;
/**
* Returns a pointer which represents the specified byte offset.
*
* @param offset The offset in bytes.
* @return A pointer which represents the offset.
*/
const void *getPointer(size_t offset) const;
private:
/**
* Adds a new size to the size list, then sorts and resizes it if needed.
*
* @param newSize The new size to be added.
*/
void addSize(size_t newSize);
/**
* Removes a size from the size list, then sorts and resizes it if needed.
*
* @param oldSize The old size to be removed.
*/
void removeSize(size_t oldSize);
/**
* Resizes the VertexBuffer to the requested size.
* This function takes care of choosing the correct integer type and
* allocating and deleting the VertexBuffer instance. It also has some
* fallback logic in case the memory ran out.
*
* @param size The requested VertexBuffer size. Passing 0 deletes the VertexBuffer without allocating a new one.
*/
void resize(size_t size);
/**
* Adds all indices to the array with the type T.
* There are no checks for the correct types or overflows. The calling
* function should check for that.
*/
template <typename T> void fill();
// The size of the array requested by this instance.
size_t size;
// The current VertexBuffer size. 0 means no VertexBuffer.
static size_t maxSize;
// The list of sizes. Needs to be kept sorted in ascending order.
static std::list<size_t> sizeRefs;
// The VertexBuffer for the element array. Can be NULL.
static VertexBuffer *element_array;
};
} // opengl
} // graphics
} // love