Enable (when available) and improve performance of persistently mapped buffer path for the vertex/index buffers used with automatic batching.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-09-03 18:23:54 -03:00
parent 9bb105711a
commit b4f8f08b70
8 changed files with 230 additions and 77 deletions
+147
View File
@@ -0,0 +1,147 @@
/**
* Copyright (c) 2006-2017 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "FenceSync.h"
namespace love
{
namespace graphics
{
namespace opengl
{
FenceSync::~FenceSync()
{
cleanup();
}
bool FenceSync::fence()
{
bool wasActive = sync != 0;
if (wasActive)
cleanup();
sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
return !wasActive;
}
bool FenceSync::cpuWait()
{
if (sync == 0)
return false;
GLbitfield flags = 0;
GLuint64 duration = 0;
while (true)
{
GLenum status = glClientWaitSync(sync, flags, duration);
if (status == GL_ALREADY_SIGNALED || status == GL_CONDITION_SATISFIED)
break;
if (status == GL_WAIT_FAILED)
break;
flags = GL_SYNC_FLUSH_COMMANDS_BIT;
duration = 1000000000; // 1 second in nanoseconds.
}
cleanup();
return true;
}
void FenceSync::cleanup()
{
if (sync != 0)
{
glDeleteSync(sync);
sync = 0;
}
}
BufferSync::~BufferSync()
{
cleanup();
}
void BufferSync::lock(size_t start, size_t length)
{
Range range = {start, length};
GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
locks.emplace_back(range, sync);
}
void BufferSync::wait(size_t start, size_t length)
{
Range range = {start, length};
int lockcount = (int) locks.size();
for (int i = 0; i < lockcount; i++)
{
if (range.overlaps(locks[i].range))
{
syncWait(locks[i].sync);
glDeleteSync(locks[i].sync);
locks[i] = locks[lockcount - 1];
locks.pop_back();
--lockcount;
--i;
}
}
}
void BufferSync::cleanup()
{
for (const auto &lock : locks)
glDeleteSync(lock.sync);
locks.clear();
}
void BufferSync::syncWait(GLsync sync)
{
GLbitfield flags = 0;
GLuint64 duration = 0;
while (true)
{
GLenum status = glClientWaitSync(sync, flags, duration);
if (status == GL_ALREADY_SIGNALED || status == GL_CONDITION_SATISFIED)
return;
if (status == GL_WAIT_FAILED)
return;
flags = GL_SYNC_FLUSH_COMMANDS_BIT;
duration = 1000000000; // 1 second in nanoseconds.
}
}
} // opengl
} // graphics
} // love