- added lock/unlock methods to the buffer implementations.

These are not interchangeable with Map/Unmap!
Map/Unmap is for mapping a buffer for updating on old hardware, Lock/Unlock are for manually copying some initialization data directly into a static buffer.
This commit is contained in:
Christoph Oelckers 2018-10-27 16:04:28 +02:00
parent 5a4e5a8038
commit 5201501534
3 changed files with 61 additions and 2 deletions

View file

@ -60,7 +60,7 @@ void GLVertexBuffer::SetData(size_t size, void *data, bool staticdata)
}
else
{
mPersistent = screen->BuffersArePersistent();
mPersistent = screen->BuffersArePersistent() && !staticdata;
if (mPersistent)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
@ -70,7 +70,7 @@ void GLVertexBuffer::SetData(size_t size, void *data, bool staticdata)
else
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_STREAM_DRAW);
glBufferData(GL_ARRAY_BUFFER, size, NULL, staticdata ? GL_STATIC_DRAW : GL_STREAM_DRAW);
map = nullptr;
}
nomap = false;
@ -143,6 +143,31 @@ void GLVertexBuffer::Bind(int *offsets)
}
}
//===========================================================================
//
//
//
//===========================================================================
void *GLVertexBuffer::Lock(unsigned int size)
{
SetData(size, nullptr, true);
return glMapBufferRange(GL_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
}
//===========================================================================
//
//
//
//===========================================================================
void GLVertexBuffer::Unlock()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_RenderState.ResetVertexBuffer();
}
//==========================================================================
//
// Index buffer implementation
@ -180,3 +205,29 @@ void GLIndexBuffer::Bind()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
}
//===========================================================================
//
//
//
//===========================================================================
void *GLIndexBuffer::Lock(unsigned int size)
{
SetData(size, nullptr, true);
return glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
}
//===========================================================================
//
//
//
//===========================================================================
void GLIndexBuffer::Unlock()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
gl_RenderState.ResetVertexBuffer();
}

View file

@ -27,6 +27,8 @@ public:
void Bind(int *offsets);
void Map() override;
void Unmap() override;
void *Lock(unsigned int size) override;
void Unlock() override;
};
class GLIndexBuffer : public IIndexBuffer
@ -38,5 +40,7 @@ public:
~GLIndexBuffer();
void SetData(size_t size, void *data, bool staticdata) override;
void Bind();
void *Lock(unsigned int size) override;
void Unlock() override;
};

View file

@ -43,6 +43,8 @@ public:
virtual ~IVertexBuffer() {}
virtual void SetData(size_t size, void *data, bool staticdata = true) = 0;
virtual void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) = 0;
virtual void *Lock(unsigned int size) = 0;
virtual void Unlock() = 0;
virtual void Map() {} // Only needed by old OpenGL but this needs to be in the interface.
virtual void Unmap() {}
void *Memory() { assert(map); return map; }
@ -59,5 +61,7 @@ protected:
public:
virtual ~IIndexBuffer() {}
virtual void SetData(size_t size, void *data, bool staticdata = true) = 0;
virtual void *Lock(unsigned int size) = 0;
virtual void Unlock() = 0;
};