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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
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@@ -48,6 +48,8 @@ SpriteBatch::SpriteBatch(Texture *texture, int size, int usage)
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, color(0)
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, array_buf(0)
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, element_buf(0)
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, buffer_used_offset(0)
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, buffer_used_size(0)
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{
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if (size <= 0)
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throw love::Exception("Invalid SpriteBatch size.");
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@@ -163,7 +165,9 @@ void SpriteBatch::clear()
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void SpriteBatch::flush()
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{
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VertexBuffer::Bind bind(*array_buf);
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array_buf->unmap();
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array_buf->unmap(buffer_used_offset, buffer_used_size);
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buffer_used_offset = buffer_used_size = 0;
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}
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void SpriteBatch::setTexture(Texture *newtexture)
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@@ -222,32 +226,21 @@ void SpriteBatch::setBufferSize(int newsize)
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VertexBuffer *new_array_buf = nullptr;
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VertexIndex *new_element_buf = nullptr;
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void *new_data = nullptr;
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try
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{
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new_array_buf = VertexBuffer::Create(vertex_size, array_buf->getTarget(), array_buf->getUsage());
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new_element_buf = new VertexIndex(newsize);
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// VBO::map can throw an exception. Also we want to scope the bind.
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VertexBuffer::Bind bind(*new_array_buf);
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new_data = new_array_buf->map();
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}
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catch (love::Exception &)
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{
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delete new_array_buf;
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delete new_element_buf;
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{
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VertexBuffer::Bind bind(*array_buf);
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array_buf->unmap();
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}
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throw;
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}
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// Copy as much of the old data into the new VertexBuffer as can fit.
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memcpy(new_data, old_data, sizeof(Vertex) * 4 * std::min(newsize, size));
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new_array_buf->fill(0, sizeof(Vertex) * 4 * std::min(newsize, size), old_data);
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// We don't need to unmap the old VertexBuffer since we're deleting it.
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delete array_buf;
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@@ -259,11 +252,8 @@ void SpriteBatch::setBufferSize(int newsize)
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next = std::min(next, newsize);
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// But we should unmap the new one!
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{
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VertexBuffer::Bind bind(*new_array_buf);
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new_array_buf->unmap();
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}
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// The new VertexBuffer isn't mapped, so we should reset these variables.
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buffer_used_offset = buffer_used_size = 0;
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}
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int SpriteBatch::getBufferSize() const
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@@ -293,7 +283,8 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
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VertexBuffer::Bind element_bind(*element_buf->getVertexBuffer());
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// Make sure the VBO isn't mapped when we draw (sends data to GPU if needed.)
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array_buf->unmap();
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array_buf->unmap(buffer_used_offset, buffer_used_size);
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buffer_used_offset = buffer_used_size = 0;
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Color curcolor = gl.getColor();
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@@ -329,7 +320,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
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void SpriteBatch::addv(const Vertex *v, int index)
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{
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static const int sprite_size = 4 * sizeof(Vertex); // bytecount
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static const size_t sprite_size = 4 * sizeof(Vertex); // bytecount
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VertexBuffer::Bind bind(*array_buf);
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@@ -338,6 +329,9 @@ void SpriteBatch::addv(const Vertex *v, int index)
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array_buf->map();
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array_buf->fill(index * sprite_size, sprite_size, v);
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buffer_used_offset = std::min(buffer_used_offset, index * sprite_size);
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buffer_used_size = std::max(buffer_used_size, (index + 1) * sprite_size - buffer_used_offset);
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}
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void SpriteBatch::setColorv(Vertex *v, const Color &color)
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