SpriteBatches are a little more intelligent about how much data they upload to the GPU when they're flushed or drawn, now

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2014-05-29 17:11:03 -03:00
parent 51d1f2a7a9
commit e0f045c310
4 changed files with 66 additions and 36 deletions
+14 -20
View File
@@ -48,6 +48,8 @@ SpriteBatch::SpriteBatch(Texture *texture, int size, int usage)
, color(0)
, array_buf(0)
, element_buf(0)
, buffer_used_offset(0)
, buffer_used_size(0)
{
if (size <= 0)
throw love::Exception("Invalid SpriteBatch size.");
@@ -163,7 +165,9 @@ void SpriteBatch::clear()
void SpriteBatch::flush()
{
VertexBuffer::Bind bind(*array_buf);
array_buf->unmap();
array_buf->unmap(buffer_used_offset, buffer_used_size);
buffer_used_offset = buffer_used_size = 0;
}
void SpriteBatch::setTexture(Texture *newtexture)
@@ -222,32 +226,21 @@ void SpriteBatch::setBufferSize(int newsize)
VertexBuffer *new_array_buf = nullptr;
VertexIndex *new_element_buf = nullptr;
void *new_data = nullptr;
try
{
new_array_buf = VertexBuffer::Create(vertex_size, array_buf->getTarget(), array_buf->getUsage());
new_element_buf = new VertexIndex(newsize);
// VBO::map can throw an exception. Also we want to scope the bind.
VertexBuffer::Bind bind(*new_array_buf);
new_data = new_array_buf->map();
}
catch (love::Exception &)
{
delete new_array_buf;
delete new_element_buf;
{
VertexBuffer::Bind bind(*array_buf);
array_buf->unmap();
}
throw;
}
// Copy as much of the old data into the new VertexBuffer as can fit.
memcpy(new_data, old_data, sizeof(Vertex) * 4 * std::min(newsize, size));
new_array_buf->fill(0, sizeof(Vertex) * 4 * std::min(newsize, size), old_data);
// We don't need to unmap the old VertexBuffer since we're deleting it.
delete array_buf;
@@ -259,11 +252,8 @@ void SpriteBatch::setBufferSize(int newsize)
next = std::min(next, newsize);
// But we should unmap the new one!
{
VertexBuffer::Bind bind(*new_array_buf);
new_array_buf->unmap();
}
// The new VertexBuffer isn't mapped, so we should reset these variables.
buffer_used_offset = buffer_used_size = 0;
}
int SpriteBatch::getBufferSize() const
@@ -293,7 +283,8 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
VertexBuffer::Bind element_bind(*element_buf->getVertexBuffer());
// Make sure the VBO isn't mapped when we draw (sends data to GPU if needed.)
array_buf->unmap();
array_buf->unmap(buffer_used_offset, buffer_used_size);
buffer_used_offset = buffer_used_size = 0;
Color curcolor = gl.getColor();
@@ -329,7 +320,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
void SpriteBatch::addv(const Vertex *v, int index)
{
static const int sprite_size = 4 * sizeof(Vertex); // bytecount
static const size_t sprite_size = 4 * sizeof(Vertex); // bytecount
VertexBuffer::Bind bind(*array_buf);
@@ -338,6 +329,9 @@ void SpriteBatch::addv(const Vertex *v, int index)
array_buf->map();
array_buf->fill(index * sprite_size, sprite_size, v);
buffer_used_offset = std::min(buffer_used_offset, index * sprite_size);
buffer_used_size = std::max(buffer_used_size, (index + 1) * sprite_size - buffer_used_offset);
}
void SpriteBatch::setColorv(Vertex *v, const Color &color)
@@ -141,6 +141,10 @@ private:
VertexBuffer *array_buf;
VertexIndex *element_buf;
// The portion of the vertex buffer that's been modified while mapped.
size_t buffer_used_offset;
size_t buffer_used_size;
static StringMap<UsageHint, USAGE_MAX_ENUM>::Entry usageHintEntries[];
static StringMap<UsageHint, USAGE_MAX_ENUM> usageHints;
+37 -14
View File
@@ -59,7 +59,7 @@ VertexBuffer::VertexBuffer(size_t size, GLenum target, GLenum usage, MemoryBacki
, is_dirty(true)
{
if (getMemoryBacking() == BACKING_FULL)
memory_map = malloc(getSize());
memory_map = (char *) malloc(getSize());
bool ok = load(false);
@@ -86,7 +86,7 @@ void *VertexBuffer::map()
if (!memory_map)
{
memory_map = malloc(getSize());
memory_map = (char *) malloc(getSize());
if (!memory_map)
throw love::Exception("Out of memory (oh the humanity!)");
}
@@ -102,11 +102,28 @@ void *VertexBuffer::map()
return memory_map;
}
void VertexBuffer::unmap()
void VertexBuffer::unmapStatic(size_t offset, size_t size)
{
// Upload the mapped data to the buffer.
glBufferSubData(getTarget(), (GLintptr) offset, (GLsizeiptr) size, memory_map + offset);
}
void VertexBuffer::unmapStream()
{
// "orphan" current buffer to avoid implicit synchronisation on the GPU:
// http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf
glBufferData(getTarget(), (GLsizeiptr) getSize(), nullptr, getUsage());
glBufferData(getTarget(), (GLsizeiptr) getSize(), memory_map, getUsage());
}
void VertexBuffer::unmap(size_t usedOffset, size_t usedSize)
{
if (!is_mapped)
return;
usedOffset = std::min(usedOffset, getSize());
usedSize = std::min(usedSize, getSize() - usedOffset);
// VBO::bind is a no-op when the VBO is mapped, so we have to make sure it's
// bound here.
if (!is_bound)
@@ -115,17 +132,23 @@ void VertexBuffer::unmap()
is_bound = true;
}
if (getUsage() == GL_STATIC_DRAW)
switch (getUsage())
{
// Upload the mapped data to the buffer.
glBufferSubData(getTarget(), 0, (GLsizeiptr) getSize(), memory_map);
}
else
{
// "orphan" current buffer to avoid implicit synchronisation on the GPU:
// http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf
glBufferData(getTarget(), (GLsizeiptr) getSize(), NULL, getUsage());
glBufferData(getTarget(), (GLsizeiptr) getSize(), memory_map, getUsage());
case GL_STATIC_DRAW:
unmapStatic(usedOffset, usedSize);
break;
case GL_STREAM_DRAW:
unmapStream();
break;
case GL_DYNAMIC_DRAW:
default:
// It's probably more efficient to treat it like a streaming buffer if
// more than a third of its contents have been modified during the map().
if (usedSize >= getSize() / 3)
unmapStream();
else
unmapStatic(usedOffset, usedSize);
break;
}
is_mapped = false;
@@ -151,7 +174,7 @@ void VertexBuffer::unbind()
void VertexBuffer::fill(size_t offset, size_t size, const void *data)
{
if (is_mapped || getMemoryBacking() == BACKING_FULL)
memcpy(static_cast<char *>(memory_map) + offset, data, size);
memcpy(memory_map + offset, data, size);
if (!is_mapped)
{
+11 -2
View File
@@ -28,6 +28,9 @@
// OpenGL
#include "OpenGL.h"
// C
#include <stddef.h>
namespace love
{
namespace graphics
@@ -145,8 +148,12 @@ public:
* when used to draw elements.
*
* The VertexBuffer must be bound to use this function.
*
* @param usedOffset The offset into the mapped buffer indicating the
* sub-range of data modified. Optional.
* @param usedSize The size of the sub-range of modified data. Optional.
*/
virtual void unmap();
virtual void unmap(size_t usedOffset = 0, size_t usedSize = -1);
/**
* Bind the VertexBuffer to its specified target.
@@ -267,6 +274,8 @@ private:
*/
void unload(bool save);
void unmapStatic(size_t offset, size_t size);
void unmapStream();
// Whether the buffer is currently bound.
bool is_bound;
@@ -291,7 +300,7 @@ private:
// A pointer to mapped memory. Will be inialized on the first
// call to map().
void *memory_map;
char *memory_map;
// Set if the buffer was modified while operating on gpu memory
// and needs to be synchronized.