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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
Use OpenGL to allocate the canvas buffer to avoid a costly memcpy
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parent
cd21d017fb
commit
df3f5ae882
2 changed files with 77 additions and 37 deletions
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@ -1093,7 +1093,24 @@ bool OpenGLSWFrameBuffer::Lock(bool buffered)
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}
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assert(!In2D);
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Accel2D = vid_hw2d;
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Buffer = MemBuffer;
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if (UseMappedMemBuffer)
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{
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if (!MappedMemBuffer)
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{
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BindFBBuffer();
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MappedMemBuffer = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
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Pitch = Width;
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if (MappedMemBuffer == nullptr)
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return true;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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Buffer = (uint8_t*)MappedMemBuffer;
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}
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else
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{
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Buffer = MemBuffer;
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}
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return false;
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}
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@ -1269,54 +1286,73 @@ bool OpenGLSWFrameBuffer::PaintToWindow()
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//
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//==========================================================================
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void OpenGLSWFrameBuffer::BindFBBuffer()
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{
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int usage = UseMappedMemBuffer ? GL_DYNAMIC_DRAW : GL_STREAM_DRAW;
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int pixelsize = IsBgra() ? 4 : 1;
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int size = Width * Height * pixelsize;
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if (FBTexture->Buffers[0] == 0)
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{
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glGenBuffers(2, (GLuint*)FBTexture->Buffers);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, FBTexture->Buffers[1]);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, size, nullptr, usage);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, FBTexture->Buffers[0]);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, size, nullptr, usage);
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}
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else
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, FBTexture->Buffers[FBTexture->CurrentBuffer]);
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}
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}
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void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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{
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if (copy3d)
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{
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int pixelsize = IsBgra() ? 4 : 1;
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int size = Width * Height * pixelsize;
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BindFBBuffer();
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FBTexture->CurrentBuffer = (FBTexture->CurrentBuffer + 1) & 1;
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if (FBTexture->Buffers[0] == 0)
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if (!UseMappedMemBuffer)
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{
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glGenBuffers(2, (GLuint*)FBTexture->Buffers);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, FBTexture->Buffers[0]);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, size, nullptr, GL_STREAM_DRAW);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, FBTexture->Buffers[1]);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, size, nullptr, GL_STREAM_DRAW);
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}
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else
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, FBTexture->Buffers[FBTexture->CurrentBuffer]);
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FBTexture->CurrentBuffer = (FBTexture->CurrentBuffer + 1) & 1;
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}
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int pixelsize = IsBgra() ? 4 : 1;
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int size = Width * Height * pixelsize;
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uint8_t *dest = (uint8_t*)MapBuffer(GL_PIXEL_UNPACK_BUFFER, size);
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if (dest)
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{
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if (Pitch == Width)
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uint8_t *dest = (uint8_t*)MapBuffer(GL_PIXEL_UNPACK_BUFFER, size);
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if (dest)
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{
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memcpy(dest, MemBuffer, Width * Height * pixelsize);
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}
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else
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{
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uint8_t *src = MemBuffer;
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for (int y = 0; y < Height; y++)
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if (Pitch == Width)
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{
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memcpy(dest, src, Width * pixelsize);
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dest += Width * pixelsize;
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src += Pitch * pixelsize;
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memcpy(dest, MemBuffer, Width * Height * pixelsize);
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}
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else
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{
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uint8_t *src = MemBuffer;
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for (int y = 0; y < Height; y++)
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{
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memcpy(dest, src, Width * pixelsize);
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dest += Width * pixelsize;
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src += Pitch * pixelsize;
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}
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}
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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}
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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GLint oldBinding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
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glBindTexture(GL_TEXTURE_2D, FBTexture->Texture);
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if (IsBgra())
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_BGRA, GL_UNSIGNED_BYTE, 0);
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else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RED, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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}
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else if (MappedMemBuffer)
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{
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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MappedMemBuffer = nullptr;
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}
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GLint oldBinding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
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glBindTexture(GL_TEXTURE_2D, FBTexture->Texture);
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if (IsBgra())
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_BGRA, GL_UNSIGNED_BYTE, 0);
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else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RED, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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@ -194,6 +194,10 @@ private:
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void DrawTriangleList(int minIndex, int numVertices, int startIndex, int primitiveCount);
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void Present();
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void BindFBBuffer();
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void *MappedMemBuffer = nullptr;
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bool UseMappedMemBuffer = true;
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static uint32_t ColorARGB(uint32_t a, uint32_t r, uint32_t g, uint32_t b) { return ((a & 0xff) << 24) | ((r & 0xff) << 16) | ((g & 0xff) << 8) | ((b) & 0xff); }
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static uint32_t ColorRGBA(uint32_t r, uint32_t g, uint32_t b, uint32_t a) { return ColorARGB(a, r, g, b); }
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static uint32_t ColorXRGB(uint32_t r, uint32_t g, uint32_t b) { return ColorARGB(0xff, r, g, b); }
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