Prevent redundant glBindBuffer calls.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-10-20 21:50:48 -03:00
parent 4c122e6581
commit d1c5edd792
14 changed files with 128 additions and 160 deletions
+7 -27
View File
@@ -80,7 +80,7 @@ Mesh::Mesh(const std::vector<AttribFormat> &vertexformat, const void *data, size
if (vertexCount == 0)
throw love::Exception("Data size is too small for specified vertex attribute formats.");
vbo = new GLBuffer(datasize, data, GL_ARRAY_BUFFER, getGLBufferUsage(usage), GLBuffer::MAP_EXPLICIT_RANGE_MODIFY);
vbo = new GLBuffer(datasize, data, BUFFER_VERTEX, getGLBufferUsage(usage), GLBuffer::MAP_EXPLICIT_RANGE_MODIFY);
vertexScratchBuffer = new char[vertexStride];
}
@@ -106,10 +106,9 @@ Mesh::Mesh(const std::vector<AttribFormat> &vertexformat, int vertexcount, DrawM
size_t buffersize = vertexCount * vertexStride;
vbo = new GLBuffer(buffersize, nullptr, GL_ARRAY_BUFFER, getGLBufferUsage(usage), GLBuffer::MAP_EXPLICIT_RANGE_MODIFY);
vbo = new GLBuffer(buffersize, nullptr, BUFFER_VERTEX, getGLBufferUsage(usage), GLBuffer::MAP_EXPLICIT_RANGE_MODIFY);
// Initialize the buffer's contents to 0.
GLBuffer::Bind bind(*vbo);
memset(vbo->map(), 0, buffersize);
vbo->setMappedRangeModified(0, vbo->getSize());
vbo->unmap();
@@ -192,9 +191,7 @@ void Mesh::setVertex(size_t vertindex, const void *data, size_t datasize)
size_t offset = vertindex * vertexStride;
size_t size = std::min(datasize, vertexStride);
GLBuffer::Bind bind(*vbo);
uint8 *bufferdata = (uint8 *) vbo->map();
memcpy(bufferdata + offset, data, size);
vbo->setMappedRangeModified(offset, size);
@@ -209,9 +206,7 @@ size_t Mesh::getVertex(size_t vertindex, void *data, size_t datasize)
size_t size = std::min(datasize, vertexStride);
// We're relying on vbo->map() returning read/write data... ew.
GLBuffer::Bind bind(*vbo);
const uint8 *bufferdata = (const uint8 *) vbo->map();
memcpy(data, bufferdata + offset, size);
return size;
@@ -233,9 +228,7 @@ void Mesh::setVertexAttribute(size_t vertindex, int attribindex, const void *dat
size_t offset = vertindex * vertexStride + getAttributeOffset(attribindex);
size_t size = std::min(datasize, attributeSizes[attribindex]);
GLBuffer::Bind bind(*vbo);
uint8 *bufferdata = (uint8 *) vbo->map();
memcpy(bufferdata + offset, data, size);
vbo->setMappedRangeModified(offset, size);
@@ -253,9 +246,7 @@ size_t Mesh::getVertexAttribute(size_t vertindex, int attribindex, void *data, s
size_t size = std::min(datasize, attributeSizes[attribindex]);
// We're relying on vbo->map() returning read/write data... ew.
GLBuffer::Bind bind(*vbo);
const uint8 *bufferdata = (const uint8 *) vbo->map();
memcpy(data, bufferdata + offset, size);
return size;
@@ -356,29 +347,21 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh)
void *Mesh::mapVertexData()
{
GLBuffer::Bind bind(*vbo);
return vbo->map();
}
void Mesh::unmapVertexData(size_t modifiedoffset, size_t modifiedsize)
{
GLBuffer::Bind bind(*vbo);
vbo->setMappedRangeModified(modifiedoffset, modifiedsize);
vbo->unmap();
}
void Mesh::flush()
{
{
GLBuffer::Bind vbobind(*vbo);
vbo->unmap();
}
vbo->unmap();
if (ibo != nullptr)
{
GLBuffer::Bind ibobind(*ibo);
ibo->unmap();
}
}
/**
@@ -414,7 +397,7 @@ void Mesh::setVertexMap(const std::vector<uint32> &map)
}
if (!ibo && size > 0)
ibo = new GLBuffer(size, nullptr, GL_ELEMENT_ARRAY_BUFFER, vbo->getUsage());
ibo = new GLBuffer(size, nullptr, BUFFER_INDEX, vbo->getUsage());
useIndexBuffer = true;
elementCount = map.size();
@@ -422,7 +405,6 @@ void Mesh::setVertexMap(const std::vector<uint32> &map)
if (!ibo || elementCount == 0)
return;
GLBuffer::Bind ibobind(*ibo);
GLBuffer::Mapper ibomap(*ibo);
// Fill the buffer with the index values from the vector.
@@ -467,8 +449,6 @@ bool Mesh::getVertexMap(std::vector<uint32> &map) const
if (!ibo || elementCount == 0)
return true;
GLBuffer::Bind ibobind(*ibo);
// We unmap the buffer in Mesh::draw, Mesh::setVertexMap, and Mesh::flush.
void *buffer = ibo->map();
@@ -559,8 +539,8 @@ int Mesh::bindAttributeToShaderInput(int attributeindex, const std::string &inpu
if (attriblocation < 0)
return attriblocation;
// Needed for unmap and glVertexAttribPointer.
GLBuffer::Bind vbobind(*vbo);
// Needed for glVertexAttribPointer.
vbo->bind();
// Make sure the buffer isn't mapped (sends data to GPU if needed.)
vbo->unmap();
@@ -614,7 +594,7 @@ void Mesh::draw(const Matrix4 &m)
if (useIndexBuffer && ibo && elementCount > 0)
{
// Use the custom vertex map (index buffer) to draw the vertices.
GLBuffer::Bind ibo_bind(*ibo);
ibo->bind();
// Make sure the index buffer isn't mapped (sends data to GPU if needed.)
ibo->unmap();