mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
Call glTexSubImage2D only once per frame.
Instead of once per surface... ouch. Gives about 20% speed boost on demo1 (154.7->185.7)
This commit is contained in:
parent
602cd84e21
commit
1a6b56b0a2
6 changed files with 69 additions and 13 deletions
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@ -38,5 +38,6 @@ void glsl_R_BuildLightmaps (struct model_s **models, int num_models);
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void glsl_R_CalcLightmaps (void);
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extern void (*glsl_R_BuildLightMap) (msurface_t *surf);
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int glsl_R_LightmapTexture (void);
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void glsl_R_FlushLightmaps (void);
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#endif//__QF_GLSL_lightmap_h
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@ -58,6 +58,7 @@ void GLSL_ScrapClear (scrap_t *scrap);
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int GLSL_ScrapTexture (scrap_t *scrap);
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subpic_t *GLSL_ScrapSubpic (scrap_t *scrap, int width, int height); //XXX slow!
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void GLSL_SubpicDelete (subpic_t *subpic); //XXX slow!
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void GLSL_SubpicUpdate (subpic_t *subpic, byte *data);
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void GLSL_SubpicUpdate (subpic_t *subpic, byte *data, int batch);
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void GLSL_ScrapFlush (scrap_t *scrap);
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#endif//__QF_GLSL_textures_h
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@ -1106,6 +1106,7 @@ glsl_R_DrawWorld (void)
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}
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}
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glsl_R_FlushLightmaps ();
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bsp_begin ();
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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for (i = 0; i < r_num_texture_chains; i++) {
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@ -123,6 +123,7 @@ static qpic_t *crosshair_pic;
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static qpic_t *white_pic;
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static qpic_t *backtile_pic;
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static hashtab_t *pic_cache;
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static cvar_t *glsl_conback_texnum;
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static qpic_t *
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make_glpic (const char *name, qpic_t *p)
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@ -444,6 +445,10 @@ glsl_Draw_Init (void)
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qfeglBindTexture (GL_TEXTURE_2D, gl->texnum);
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qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glsl_conback_texnum = Cvar_Get ("glsl_conback_texnum", "0", CVAR_NONE,
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NULL, "bind conback to this texture for "
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"debugging");
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}
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static inline void
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@ -684,7 +689,10 @@ glsl_Draw_ConsoleBackground (int lines, byte alpha)
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qfeglUniform1i (quake_icon.icon.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, conback_texture);
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if (glsl_conback_texnum->int_val)
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qfeglBindTexture (GL_TEXTURE_2D, glsl_conback_texnum->int_val);
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else
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qfeglBindTexture (GL_TEXTURE_2D, conback_texture);
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qfeglUniform1i (quake_icon.palette.location, 1);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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@ -141,7 +141,7 @@ R_BuildLightMap_1 (msurface_t *surf)
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memset (blocklights, 0, size * sizeof (blocklights[0]));
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if (!r_worldentity.model->lightdata) {
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// because we by-pass the inversion, "no light" = "full bright"
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GLSL_SubpicUpdate (surf->lightpic, (byte *) blocklights);
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GLSL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
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return;
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}
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@ -174,7 +174,7 @@ R_BuildLightMap_1 (msurface_t *surf)
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*out++ = t;
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}
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GLSL_SubpicUpdate (surf->lightpic, (byte *) blocklights);
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GLSL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
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}
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static void
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@ -252,3 +252,9 @@ glsl_R_LightmapTexture (void)
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{
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return GLSL_ScrapTexture (light_scrap);
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}
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void
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glsl_R_FlushLightmaps (void)
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{
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GLSL_ScrapFlush (light_scrap);
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}
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@ -56,6 +56,8 @@ struct scrap_s {
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int size; // in pixels, for now, always square, power of 2
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int format;
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int bpp;
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byte *data; // local copy of the texture so updates can be batched
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vrect_t *batch;
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vrect_t *free_rects;
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vrect_t *rects;
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subpic_t *subpics;
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@ -282,7 +284,6 @@ GLSL_CreateScrap (int size, int format)
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int i;
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int bpp;
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scrap_t *scrap;
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byte *data;
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for (i = 0; i < 16; i++)
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if (size <= 1 << i)
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@ -317,18 +318,18 @@ GLSL_CreateScrap (int size, int format)
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scrap->next = scrap_list;
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scrap_list = scrap;
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data = calloc (1, size * size * bpp);
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scrap->data = calloc (1, size * size * bpp);
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scrap->batch = 0;
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qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, format,
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size, size, 0, format, GL_UNSIGNED_BYTE, data);
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size, size, 0, format, GL_UNSIGNED_BYTE, scrap->data);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//FIXME parameterize (linear for lightmaps)
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qfeglGenerateMipmap (GL_TEXTURE_2D);
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free (data);
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return scrap;
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}
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@ -372,6 +373,7 @@ GLSL_DestroyScrap (scrap_t *scrap)
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GLSL_ScrapClear (scrap);
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VRect_Delete (scrap->free_rects);
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GLSL_ReleaseTexture (scrap->tnum);
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free (scrap->data);
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free (scrap);
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}
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@ -480,13 +482,50 @@ GLSL_SubpicDelete (subpic_t *subpic)
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}
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void
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GLSL_SubpicUpdate (subpic_t *subpic, byte *data)
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GLSL_SubpicUpdate (subpic_t *subpic, byte *data, int batch)
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{
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scrap_t *scrap = (scrap_t *) subpic->scrap;
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vrect_t *rect = (vrect_t *) subpic->rect;
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byte *dest;
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int step, sbytes;
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int i;
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qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, rect->x, rect->y,
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subpic->width, subpic->height, scrap->format,
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GL_UNSIGNED_BYTE, data);
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if (batch) {
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if (scrap->batch) {
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vrect_t *r = scrap->batch;
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scrap->batch = VRect_Union (r, rect);
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VRect_Delete (r);
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} else {
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scrap->batch = VRect_New (rect->x, rect->y,
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rect->width, rect->height);
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}
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step = scrap->size * scrap->bpp;
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sbytes = subpic->width * scrap->bpp;
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dest = scrap->data + rect->y * step + rect->x * scrap->bpp;
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for (i = 0; i < subpic->height; i++, dest += step, data += sbytes)
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memcpy (dest, data, sbytes);
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} else {
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qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, rect->x, rect->y,
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subpic->width, subpic->height, scrap->format,
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GL_UNSIGNED_BYTE, data);
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}
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}
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void
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GLSL_ScrapFlush (scrap_t *scrap)
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{
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vrect_t *rect = scrap->batch;;
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if (!rect)
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return;
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//FIXME: it seems gl (as opposed to egl) allows row step to be specified.
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//should update to not update the entire horizontal block
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qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, rect->y,
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scrap->size, rect->height, scrap->format,
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GL_UNSIGNED_BYTE,
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scrap->data + rect->y * scrap->size * scrap->bpp);
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VRect_Delete (rect);
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scrap->batch = 0;
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}
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