From: havoc Date: Wed, 19 Jun 2013 01:42:17 +0000 (+0000) Subject: gl_vbo_dynamicvertex and gl_vbo_dynamicindex now use R_BufferData_Store X-Git-Tag: xonotic-v0.8.0~181 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=f16ff0e76b3a3543a78fc0d3a6344c14fd27c9be;p=xonotic%2Fdarkplaces.git gl_vbo_dynamicvertex and gl_vbo_dynamicindex now use R_BufferData_Store rather than the much slower path they used before git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11957 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=225c8fd3bb44a70344a8994c9da3ebe3f4d19224 --- diff --git a/gl_backend.c b/gl_backend.c index 0847eb60..066dfc38 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -256,13 +256,10 @@ typedef struct gl_state_s void *preparevertices_tempdata; size_t preparevertices_tempdatamaxsize; - r_meshbuffer_t *preparevertices_dynamicvertexbuffer; r_vertexgeneric_t *preparevertices_vertexgeneric; r_vertexmesh_t *preparevertices_vertexmesh; int preparevertices_numvertices; - r_meshbuffer_t *draw_dynamicindexbuffer; - qboolean usevbo_staticvertex; qboolean usevbo_staticindex; qboolean usevbo_dynamicvertex; @@ -2742,7 +2739,7 @@ void GL_Backend_FreeProgram(unsigned int prog) // renders triangles using vertices from the active arrays int paranoidblah = 0; -void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset) +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset) { unsigned int numelements = numtriangles * 3; int bufferobject3i; @@ -2797,26 +2794,12 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (element3s) { if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex) - { - if (gl_state.draw_dynamicindexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s), false, 0); - else - gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, false, true, true); - element3s_indexbuffer = gl_state.draw_dynamicindexbuffer; - element3s_bufferoffset = 0; - } + element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset); } else if (element3i) { if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex) - { - if (gl_state.draw_dynamicindexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i), false, 0); - else - gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, false, true, false); - element3i_indexbuffer = gl_state.draw_dynamicindexbuffer; - element3i_bufferoffset = 0; - } + element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset); } bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0; bufferoffset3i = element3i_bufferoffset; @@ -4275,13 +4258,7 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con if (!gl_state.usevbo_staticvertex) vertexbuffer = NULL; if (!vertexbuffer && gl_state.usevbo_dynamicvertex) - { - if (gl_state.preparevertices_dynamicvertexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]), false, 0); - else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, false, true, false); - vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; - } + vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset); switch(vid.renderpath) { case RENDERPATH_GL20: @@ -4406,7 +4383,7 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 { case RENDERPATH_GL20: case RENDERPATH_GLES2: - if (!vid.useinterleavedarrays) + if (!vid.useinterleavedarrays && !gl_state.usevbo_dynamicvertex) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -4478,13 +4455,7 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve if (!gl_state.usevbo_staticvertex) vertexbuffer = NULL; if (!vertexbuffer && gl_state.usevbo_dynamicvertex) - { - if (gl_state.preparevertices_dynamicvertexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0); - else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false); - vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; - } + vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset); switch(vid.renderpath) { case RENDERPATH_GL20: @@ -4609,7 +4580,7 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, { case RENDERPATH_GL20: case RENDERPATH_GLES2: - if (!vid.useinterleavedarrays) + if (!vid.useinterleavedarrays && !gl_state.usevbo_dynamicvertex) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -4692,13 +4663,7 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, if (!gl_state.usevbo_staticvertex) vertexbuffer = NULL; if (!vertexbuffer && gl_state.usevbo_dynamicvertex) - { - if (gl_state.preparevertices_dynamicvertexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0); - else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false); - vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; - } + vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset); switch(vid.renderpath) { case RENDERPATH_GL20: diff --git a/gl_backend.h b/gl_backend.h index 981ae6f0..976c69cb 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -113,7 +113,7 @@ void R_Mesh_ResetTextureState(void); void R_Mesh_ClearBindingsForTexture(int texnum); // renders a mesh -void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset); +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset); // saves a section of the rendered frame to a .tga or .jpg file qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean png, qboolean gammacorrect, qboolean keep_alpha);