mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
- implemented buffers for GL 3.x. These only get mapped during the data collection pass so the order of some things is different here.
This commit is contained in:
parent
e0e43ee7b3
commit
0f0dc2c852
7 changed files with 74 additions and 16 deletions
|
@ -126,6 +126,7 @@ void FSimpleVertexBuffer::EnableColorArray(bool on)
|
|||
void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
gl_RenderState.ResetVertexBuffer();
|
||||
gl_RenderState.SetVertexBuffer(this);
|
||||
glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
|
||||
}
|
||||
|
@ -139,18 +140,32 @@ void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
|
|||
FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
|
||||
: FVertexBuffer(gl.buffermethod != BM_CLIENTARRAY)
|
||||
{
|
||||
if (gl.buffermethod != BM_CLIENTARRAY)
|
||||
switch (gl.buffermethod)
|
||||
{
|
||||
case BM_PERSISTENT:
|
||||
{
|
||||
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
|
||||
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);
|
||||
break;
|
||||
}
|
||||
else
|
||||
|
||||
case BM_DEFERRED:
|
||||
{
|
||||
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
glBufferData(GL_ARRAY_BUFFER, bytesize, NULL, GL_STREAM_DRAW);
|
||||
map = nullptr;
|
||||
break;
|
||||
}
|
||||
|
||||
case BM_CLIENTARRAY:
|
||||
{
|
||||
// The fallback path uses immediate mode rendering and does not set up an actual vertex buffer
|
||||
vbo_shadowdata.Reserve(BUFFER_SIZE);
|
||||
map = new FFlatVertex[BUFFER_SIZE];
|
||||
break;
|
||||
}
|
||||
}
|
||||
mIndex = mCurIndex = 0;
|
||||
mNumReserved = NUM_RESERVED;
|
||||
|
@ -185,6 +200,13 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
|
|||
vbo_shadowdata[18].Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[19].Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
|
||||
|
||||
if (gl.buffermethod == BM_DEFERRED)
|
||||
{
|
||||
Map();
|
||||
memcpy(map, &vbo_shadowdata[0], mNumReserved * sizeof(FFlatVertex));
|
||||
Unmap();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
FFlatVertexBuffer::~FFlatVertexBuffer()
|
||||
|
@ -195,7 +217,7 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
|
|||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
else
|
||||
if (gl.buffermethod == BM_CLIENTARRAY)
|
||||
{
|
||||
delete[] map;
|
||||
}
|
||||
|
@ -208,7 +230,7 @@ void FFlatVertexBuffer::BindVBO()
|
|||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
if (gl.glslversion > 0)
|
||||
{
|
||||
if (vbo_id != 0) // set this up only if there is an actual buffer.
|
||||
if (gl.buffermethod != BM_CLIENTARRAY)
|
||||
{
|
||||
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
|
||||
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
|
||||
|
@ -226,12 +248,37 @@ void FFlatVertexBuffer::BindVBO()
|
|||
}
|
||||
else
|
||||
{
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(FFlatVertex), &map->x);
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(FFlatVertex), &map->u);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
void FFlatVertexBuffer::Map()
|
||||
{
|
||||
if (gl.buffermethod == BM_DEFERRED)
|
||||
{
|
||||
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
gl_RenderState.ResetVertexBuffer();
|
||||
map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
|
||||
}
|
||||
}
|
||||
|
||||
void FFlatVertexBuffer::Unmap()
|
||||
{
|
||||
if (gl.buffermethod == BM_DEFERRED)
|
||||
{
|
||||
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
gl_RenderState.ResetVertexBuffer();
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
map = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Initialize a single vertex
|
||||
|
@ -412,7 +459,9 @@ void FFlatVertexBuffer::CreateVBO()
|
|||
vbo_shadowdata.Resize(mNumReserved);
|
||||
CreateFlatVBO();
|
||||
mCurIndex = mIndex = vbo_shadowdata.Size();
|
||||
Map();
|
||||
memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
|
||||
Unmap();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -149,6 +149,9 @@ public:
|
|||
mCurIndex = mIndex;
|
||||
}
|
||||
|
||||
void Map();
|
||||
void Unmap();
|
||||
|
||||
private:
|
||||
int CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor);
|
||||
int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor);
|
||||
|
|
|
@ -114,7 +114,7 @@ void FGLRenderer::RenderScreenQuad()
|
|||
{
|
||||
mVBO->BindVBO();
|
||||
gl_RenderState.ResetVertexBuffer();
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
@ -163,8 +163,8 @@ void GLPortal::DrawPortalStencil()
|
|||
}
|
||||
if (NeedCap() && lines.Size() > 1)
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILTOP_INDEX, 4);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILBOTTOM_INDEX, 4);
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILTOP_INDEX, 4);
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILBOTTOM_INDEX, 4);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1178,9 +1178,9 @@ void GLHorizonPortal::DrawContents()
|
|||
|
||||
for (unsigned i = 0; i < vcount; i += 4)
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, voffset + i, 4);
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, voffset + i, 4);
|
||||
}
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, voffset + vcount, 10);
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, voffset + vcount, 10);
|
||||
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
PortalAll.Unclock();
|
||||
|
|
|
@ -284,6 +284,7 @@ void FGLRenderer::CreateScene()
|
|||
for(unsigned i=0;i<portals.Size(); i++) portals[i]->glportal = NULL;
|
||||
gl_spriteindex=0;
|
||||
Bsp.Clock();
|
||||
GLRenderer->mVBO->Map();
|
||||
R_SetView();
|
||||
validcount++; // used for processing sidedefs only once by the renderer.
|
||||
gl_RenderBSPNode (nodes + numnodes - 1);
|
||||
|
@ -295,6 +296,7 @@ void FGLRenderer::CreateScene()
|
|||
gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
|
||||
gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
|
||||
gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks
|
||||
GLRenderer->mVBO->Unmap();
|
||||
|
||||
ProcessAll.Unclock();
|
||||
|
||||
|
@ -525,7 +527,7 @@ void gl_FillScreen()
|
|||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.Apply();
|
||||
// The fullscreen quad is stored at index 4 in the main vertex buffer.
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -125,7 +125,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n";
|
||||
}
|
||||
}
|
||||
//if (gl.buffermethod == BM_DEFERRED)
|
||||
if (gl.buffermethod == BM_DEFERRED)
|
||||
{
|
||||
vp_comb << "#define USE_QUAD_DRAWER\n";
|
||||
}
|
||||
|
|
|
@ -204,8 +204,12 @@ void gl_LoadExtensions()
|
|||
}
|
||||
else if (gl.version < 3.0f)
|
||||
{
|
||||
//if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
|
||||
//else gl.glslversion = 0;
|
||||
if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
|
||||
else
|
||||
{
|
||||
gl.buffermethod = BM_CLIENTARRAY;
|
||||
gl.glslversion = 0;
|
||||
}
|
||||
|
||||
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
|
||||
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
|
||||
|
|
Loading…
Reference in a new issue