mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- use client arrays on compatibility profiles instead of calling glBegin/glEnd.
This eliminates most behavioral differences for FFlatVertexBuffer between both operating modes, now the only difference is where the buffer is located.
This commit is contained in:
parent
346badf25f
commit
2e555e6dab
4 changed files with 46 additions and 42 deletions
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@ -78,9 +78,9 @@ FVertexBuffer::~FVertexBuffer()
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//==========================================================================
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FFlatVertexBuffer::FFlatVertexBuffer()
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: FVertexBuffer(!!(gl.flags & RFL_BUFFER_STORAGE))
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: FVertexBuffer(gl.buffermethod == BM_PERSISTENT)
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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if (gl.buffermethod == BM_PERSISTENT)
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{
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unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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@ -91,19 +91,24 @@ FFlatVertexBuffer::FFlatVertexBuffer()
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{
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// The fallback path uses immediate mode rendering and does not set up an actual vertex buffer
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vbo_shadowdata.Reserve(BUFFER_SIZE);
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map = &vbo_shadowdata[0];
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map = new FFlatVertex[BUFFER_SIZE];
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}
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mNumReserved = mIndex = mCurIndex = 0;
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}
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FFlatVertexBuffer::~FFlatVertexBuffer()
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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if (vbo_id != 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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else
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{
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delete[] map;
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}
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map = nullptr;
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}
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@ -116,14 +121,15 @@ void FFlatVertexBuffer::BindVBO()
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{
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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}
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else
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{
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glDisableVertexAttribArray(VATTR_VERTEX);
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glDisableVertexAttribArray(VATTR_TEXCOORD);
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// If we cannot use a hardware buffer, use an old-style client array.
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &map->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &map->u);
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}
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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glDisableVertexAttribArray(VATTR_COLOR);
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glDisableVertexAttribArray(VATTR_VERTEX2);
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}
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@ -346,24 +352,10 @@ void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
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void FFlatVertexBuffer::CreateVBO()
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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vbo_shadowdata.Resize(mNumReserved);
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CreateFlatVBO();
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mCurIndex = mIndex = vbo_shadowdata.Size();
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memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
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}
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else if (sectors)
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{
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// set all VBO info to invalid values so that we can save some checks in the rendering code
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for(int i=0;i<numsectors;i++)
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{
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sectors[i].vboindex[3] = sectors[i].vboindex[2] =
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sectors[i].vboindex[1] = sectors[i].vboindex[0] = -1;
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sectors[i].vboheight[1] = sectors[i].vboheight[0] = FLT_MIN;
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}
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}
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}
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//==========================================================================
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@ -395,12 +387,9 @@ void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
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void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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CheckPlanes(sector);
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sector_t *hs = sector->GetHeightSec();
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if (hs != NULL) CheckPlanes(hs);
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for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
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CheckPlanes(sector->e->XFloor.ffloors[i]->model);
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}
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}
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@ -85,14 +85,7 @@ public:
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void RenderArray(unsigned int primtype, unsigned int offset, unsigned int count)
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{
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drawcalls.Clock();
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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glDrawArrays(primtype, offset, count);
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}
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else
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{
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ImmRenderBuffer(primtype, offset, count);
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}
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drawcalls.Unclock();
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}
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@ -167,6 +167,7 @@ void gl_LoadExtensions()
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gl.vendorstring = (char*)glGetString(GL_VENDOR);
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gl.lightmethod = LM_SOFTWARE;
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gl.buffermethod = BM_CLIENTARRAY;
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if ((gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
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{
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@ -177,6 +178,10 @@ void gl_LoadExtensions()
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if (gl.version > 3.0f && (gl.version >= 3.3f || CheckExtension("GL_ARB_uniform_buffer_object")))
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{
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gl.lightmethod = LM_DEFERRED;
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// Only Apple requires the core profile for GL 3.x+.
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// #ifdef __APPLE__
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// gl.buffermethod = BM_DEFERRED;
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// #endif
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}
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
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@ -222,6 +227,7 @@ void gl_LoadExtensions()
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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else
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{
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@ -236,6 +242,13 @@ void gl_LoadExtensions()
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if (!stricmp(lm, "textured")) gl.lightmethod = LM_SOFTWARE;
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}
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lm = Args->CheckValue("-buffermethod");
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if (lm != NULL)
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{
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//if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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if (!stricmp(lm, "clientarray")) gl.buffermethod = BM_CLIENTARRAY;
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}
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int v;
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if (gl.lightmethod != LM_SOFTWARE && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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@ -44,6 +44,14 @@ enum ELightMethod
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LM_DIRECT = 2, // calculate lights on the fly along with the render data
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};
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enum EBufferMethod
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{
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BM_CLIENTARRAY = 0, // use a client array instead of a hardware buffer
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BM_DEFERRED = 1, // use a temporarily mapped buffer (only necessary on GL 3.x core profile, i.e. Apple)
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BM_PERSISTENT = 2 // use a persistently mapped buffer
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};
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struct RenderContext
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{
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unsigned int flags;
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@ -51,6 +59,7 @@ struct RenderContext
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unsigned int maxuniformblock;
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unsigned int uniformblockalignment;
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int lightmethod;
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int buffermethod;
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float version;
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float glslversion;
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int max_texturesize;
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