- reenabled the flat vertex buffer for GL 3.x NVidia hardware. On AMD and Intel it'll stay off because past tests have shown that it won't improve performance at all.

This commit is contained in:
Christoph Oelckers 2014-07-27 13:46:35 +02:00
parent c1d8f235c2
commit 97341fcb31
4 changed files with 34 additions and 28 deletions

View File

@ -96,7 +96,7 @@ FFlatVertexBuffer::FFlatVertexBuffer()
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferStorage(GL_ARRAY_BUFFER, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
mIndex = mCurIndex = 0;
mNumReserved = mIndex = mCurIndex = 0;
}
else
{
@ -109,7 +109,7 @@ FFlatVertexBuffer::FFlatVertexBuffer()
}
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, BUFFER_SIZE * sizeof(FFlatVertex), map, GL_STREAM_DRAW);
mIndex = mCurIndex = 20;
mNumReserved = mIndex = mCurIndex = 20;
}
glBindVertexArray(vao_id);
@ -390,6 +390,11 @@ void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
mapvt->z = vt->z;
}
if (!(gl.flags & RFL_BUFFER_STORAGE))
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferSubData(GL_ARRAY_BUFFER, startvt * sizeof(FFlatVertex), countvt * sizeof(FFlatVertex), &vbo_shadowdata[startvt]);
}
}
//==========================================================================
@ -400,12 +405,20 @@ void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
void FFlatVertexBuffer::CreateVBO()
{
vbo_shadowdata.Clear();
if (!(gl.flags & RFL_NOBUFFER))
{
vbo_shadowdata.Resize(mNumReserved);
CreateFlatVBO();
mCurIndex = mIndex = vbo_shadowdata.Size();
if (gl.flags & RFL_BUFFER_STORAGE)
{
CreateFlatVBO();
memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
mCurIndex = mIndex = vbo_shadowdata.Size();
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferSubData(GL_ARRAY_BUFFER, mNumReserved * sizeof(FFlatVertex), (mIndex - mNumReserved) * sizeof(FFlatVertex), &vbo_shadowdata[mNumReserved]);
}
}
else if (sectors)
{
@ -417,6 +430,7 @@ void FFlatVertexBuffer::CreateVBO()
sectors[i].vboheight[1] = sectors[i].vboheight[0] = FIXED_MIN;
}
}
}
//==========================================================================
@ -427,39 +441,28 @@ void FFlatVertexBuffer::CreateVBO()
void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
{
if (gl.flags & RFL_BUFFER_STORAGE)
{
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
{
//if (sector->ceilingdata == NULL) // only update if there's no thinker attached
{
UpdatePlaneVertices(sector, sector_t::ceiling);
sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
}
}
if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
{
//if (sector->floordata == NULL) // only update if there's no thinker attached
{
UpdatePlaneVertices(sector, sector_t::floor);
sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
}
}
}
}
//==========================================================================
//
// checks the validity of all planes attached to this sector
// and updates them if possible. Anything moving will not be
// updated unless it stops. This is to ensure that we never
// have to synchronize with the rendering process.
// and updates them if possible.
//
//==========================================================================
void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
{
if (gl.flags & RFL_BUFFER_STORAGE)
if (!(gl.flags & RFL_NOBUFFER))
{
CheckPlanes(sector);
sector_t *hs = sector->GetHeightSec();

View File

@ -47,6 +47,7 @@ class FFlatVertexBuffer : public FVertexBuffer
FFlatVertex *map;
unsigned int mIndex;
unsigned int mCurIndex;
unsigned int mNumReserved;
void CheckPlanes(sector_t *sector);

View File

@ -129,8 +129,9 @@ void gl_LoadExtensions()
gl.version = strtod(version, NULL) + 0.01f;
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
gl.vendorstring=(char*)glGetString(GL_VENDOR);
gl.vendorstring = (char*)glGetString(GL_VENDOR);
if (!strstr(gl.vendorstring, "NVIDIA Corporation")); gl.flags |= RFL_NOBUFFER;
if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
if (CheckExtension("GL_ARB_buffer_storage") && !Args->CheckParm("-nopersistentbuffers"))

View File

@ -14,6 +14,7 @@ enum RenderFlags
RFL_SHADER_STORAGE_BUFFER = 16, // to be used later for a parameter buffer
RFL_BASEINDEX = 32, // currently unused
RFL_COREPROFILE = 64,
RFL_NOBUFFER = 128, // the static buffer makes no sense on GL 3.x AMD and Intel hardware, as long as compatibility mode is on
};
enum TexMode