- allow different render modes if persistent buffers are not available (untested!)

This commit is contained in:
Christoph Oelckers 2014-07-26 10:23:07 +02:00
parent e0b756e511
commit 6c9a818220
2 changed files with 28 additions and 6 deletions

View file

@ -96,21 +96,21 @@ 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;
}
else
{
vbo_shadowdata.Reserve(BUFFER_SIZE);
map = &vbo_shadowdata[0];
FFlatVertex fill[20];
for (int i = 0; i < 20; i++)
{
fill[i].Set(0, 0, 0, 100001.f, i);
map[i].Set(0, 0, 0, 100001.f, i);
}
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, 20 * sizeof(FFlatVertex), fill, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, BUFFER_SIZE * sizeof(FFlatVertex), map, GL_STREAM_DRAW);
mIndex = mCurIndex = 20;
}
mIndex = mCurIndex = 0;
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
@ -136,15 +136,23 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
//
//==========================================================================
CUSTOM_CVAR(Int, gl_rendermethod, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_rendermethod, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
int newself = self;
if (newself < 0) newself = 0;
if (newself == 0 && (gl.flags & RFL_COREPROFILE)) newself = 1;
if (newself > 3) newself = 3;
}
void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count)
{
// this will only get called if we can't acquire a persistently mapped buffer.
// Any of the provided methods are rather shitty, with immediate mode being the most reliable across different hardware.
// Still, allow this to be set per CVAR, just in case. Fortunately for newer hardware all this nonsense is not needed anymore.
switch (gl_rendermethod)
{
case 0:
// trusty old immediate mode
#ifndef CORE_PROFILE
if (!(gl.flags & RFL_COREPROFILE))
{
@ -159,6 +167,7 @@ void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offs
}
#endif
case 1:
// uniform array
if (count > 20)
{
int start = offset;
@ -195,9 +204,21 @@ void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offs
case 2:
// glBufferSubData
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferSubData(GL_ARRAY_BUFFER, offset * sizeof(FFlatVertex), count * sizeof(FFlatVertex), &vbo_shadowdata[offset]);
glDrawArrays(primtype, offset, count);
break;
case 3:
// glMapBufferRange
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
void *p = glMapBufferRange(GL_ARRAY_BUFFER, offset * sizeof(FFlatVertex), count * sizeof(FFlatVertex), GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
if (p != NULL)
{
memcpy(p, &vbo_shadowdata[offset], count * sizeof(FFlatVertex));
glUnmapBuffer(GL_ARRAY_BUFFER);
glDrawArrays(primtype, offset, count);
}
break;
}
}

View file

@ -51,6 +51,7 @@ class FFlatVertexBuffer : public FVertexBuffer
void CheckPlanes(sector_t *sector);
const unsigned int BUFFER_SIZE = 2000000;
const unsigned int BUFFER_SIZE_TO_USE = 1999500;
void ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count);
@ -74,7 +75,7 @@ public:
unsigned int diff = newofs - mCurIndex;
*poffset = mCurIndex;
mCurIndex = newofs;
if (mCurIndex >= BUFFER_SIZE) mCurIndex = mIndex;
if (mCurIndex >= BUFFER_SIZE_TO_USE) mCurIndex = mIndex;
return diff;
}
#ifdef __GL_PCH_H // we need the system includes for this but we cannot include them ourselves without creating #define clashes. The affected files wouldn't try to draw anyway.