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- 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:
parent
c1d8f235c2
commit
97341fcb31
4 changed files with 34 additions and 28 deletions
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@ -96,7 +96,7 @@ FFlatVertexBuffer::FFlatVertexBuffer()
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferStorage(GL_ARRAY_BUFFER, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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mIndex = mCurIndex = 0;
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mNumReserved = mIndex = mCurIndex = 0;
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}
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else
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{
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@ -109,7 +109,7 @@ FFlatVertexBuffer::FFlatVertexBuffer()
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, BUFFER_SIZE * sizeof(FFlatVertex), map, GL_STREAM_DRAW);
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mIndex = mCurIndex = 20;
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mNumReserved = mIndex = mCurIndex = 20;
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}
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glBindVertexArray(vao_id);
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@ -390,6 +390,11 @@ void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
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if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
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mapvt->z = vt->z;
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}
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if (!(gl.flags & RFL_BUFFER_STORAGE))
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferSubData(GL_ARRAY_BUFFER, startvt * sizeof(FFlatVertex), countvt * sizeof(FFlatVertex), &vbo_shadowdata[startvt]);
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}
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}
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//==========================================================================
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@ -400,12 +405,20 @@ void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
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void FFlatVertexBuffer::CreateVBO()
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{
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vbo_shadowdata.Clear();
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if (gl.flags & RFL_BUFFER_STORAGE)
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if (!(gl.flags & RFL_NOBUFFER))
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{
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vbo_shadowdata.Resize(mNumReserved);
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CreateFlatVBO();
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memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
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mCurIndex = mIndex = vbo_shadowdata.Size();
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferSubData(GL_ARRAY_BUFFER, mNumReserved * sizeof(FFlatVertex), (mIndex - mNumReserved) * sizeof(FFlatVertex), &vbo_shadowdata[mNumReserved]);
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}
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}
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else if (sectors)
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{
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@ -417,6 +430,7 @@ void FFlatVertexBuffer::CreateVBO()
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sectors[i].vboheight[1] = sectors[i].vboheight[0] = FIXED_MIN;
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}
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}
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}
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//==========================================================================
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@ -427,39 +441,28 @@ void FFlatVertexBuffer::CreateVBO()
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void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
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{
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if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
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{
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//if (sector->ceilingdata == NULL) // only update if there's no thinker attached
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{
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UpdatePlaneVertices(sector, sector_t::ceiling);
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sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
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}
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}
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if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
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{
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//if (sector->floordata == NULL) // only update if there's no thinker attached
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{
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UpdatePlaneVertices(sector, sector_t::floor);
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sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
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}
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}
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UpdatePlaneVertices(sector, sector_t::ceiling);
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sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
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}
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if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
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{
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UpdatePlaneVertices(sector, sector_t::floor);
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sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
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}
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}
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//==========================================================================
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//
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// checks the validity of all planes attached to this sector
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// and updates them if possible. Anything moving will not be
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// updated unless it stops. This is to ensure that we never
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// have to synchronize with the rendering process.
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// and updates them if possible.
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//
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//==========================================================================
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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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if (!(gl.flags & RFL_NOBUFFER))
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{
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CheckPlanes(sector);
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sector_t *hs = sector->GetHeightSec();
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@ -47,6 +47,7 @@ class FFlatVertexBuffer : public FVertexBuffer
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FFlatVertex *map;
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unsigned int mIndex;
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unsigned int mCurIndex;
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unsigned int mNumReserved;
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void CheckPlanes(sector_t *sector);
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@ -120,7 +120,7 @@ void gl_LoadExtensions()
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// Don't even start if it's lower than 3.0
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if (strcmp(version, "3.0") < 0)
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if (strcmp(version, "3.0") < 0)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least GL 3.0 is required to run " GAMENAME ".\n");
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}
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@ -129,8 +129,9 @@ void gl_LoadExtensions()
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gl.version = strtod(version, NULL) + 0.01f;
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gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
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gl.vendorstring=(char*)glGetString(GL_VENDOR);
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gl.vendorstring = (char*)glGetString(GL_VENDOR);
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if (!strstr(gl.vendorstring, "NVIDIA Corporation")); gl.flags |= RFL_NOBUFFER;
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (CheckExtension("GL_ARB_buffer_storage") && !Args->CheckParm("-nopersistentbuffers"))
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@ -14,6 +14,7 @@ enum RenderFlags
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RFL_SHADER_STORAGE_BUFFER = 16, // to be used later for a parameter buffer
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RFL_BASEINDEX = 32, // currently unused
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RFL_COREPROFILE = 64,
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RFL_NOBUFFER = 128, // the static buffer makes no sense on GL 3.x AMD and Intel hardware, as long as compatibility mode is on
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};
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enum TexMode
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