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gl2shim: more refactoring

pull/2/head
mittorn 1 year ago committed by Alibek Omarov
parent
commit
4114d2f24d
  1. 335
      ref/gl/gl2_shim/gl2_shim.c

335
ref/gl/gl2_shim/gl2_shim.c

@ -1,6 +1,6 @@ @@ -1,6 +1,6 @@
/*
gl2wrap_shim.c - vitaGL custom immediate mode shim
Copyright (C) 2023 fgsfds
gl2_shim.c - GL CORE/ES2+ FFP emulation
Copyright (C) 2023 mittorn, fgsfds
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@ -14,9 +14,21 @@ GNU General Public License for more details. @@ -14,9 +14,21 @@ GNU General Public License for more details.
*/
/*
this is a "replacement" for vitaGL's immediate mode tailored specifically for xash
this will only provide performance gains if vitaGL is built with DRAW_SPEEDHACK=1
since that makes it assume that all vertex data pointers are GPU-mapped
based on vglshim, as it has almost all needed for using glbegins on gles
BufStorage mode should work similar to vglshim with vitagl's DRAW_SPEEDHACK
as it uses gpu-mapped in similar way
gl2shim will not give much performance gain. It does not batch small drawcalls, just do little copy optimization
It just allows to draw similar way as in native legacy context, but in es/core contexts
Limitations:
1. Matrix support is very limited, only combined MVP
2. No TexEnv support, multitexture always works in MODULATE mode
3. DrawElements with client pointers will not work on CORE/WEBGL contexts, DrawRangeElements will
4. No quads in arrays drawing (simple DrawArrays(GL_QUADS) may be implemented, but DrawElements not)
5. Textures are enabled with texcoord attribs, not glEnable (can be changed, but who cares?)
6. Begin/End limited to 8192 vertices. It is possible to support more, but need change glVertex logic to split drawcals, which may make it slower
7. Textures internalformat ignored except of removing alpha from RGB textures
*/
#include "gl_local.h"
@ -27,6 +39,7 @@ GNU General Public License for more details. @@ -27,6 +39,7 @@ GNU General Public License for more details.
#define MAX_SHADERLEN 4096
// increase this when adding more attributes
#define MAX_PROGS 32
// must be LESS GL2_MAX_VERTS
#define MAX_BEGINEND_VERTS 8192
void* (APIENTRY* _pglMapBufferRange)(GLenum target, GLsizei offset, GLsizei length, GLbitfield access);
void* (APIENTRY* _pglFlushMappedBufferRange)(GLenum target, GLsizei offset, GLsizei length);
@ -35,15 +48,15 @@ void (APIENTRY*_pglBufferStorage)( GLenum target, @@ -35,15 +48,15 @@ void (APIENTRY*_pglBufferStorage)( GLenum target,
GLsizei size,
const GLvoid * data,
GLbitfield flags);
void (*_pglWaitSync)( void * sync,
void (APIENTRY*_pglWaitSync)( void * sync,
GLbitfield flags,
uint64_t timeout);
GLuint (*_pglClientWaitSync)( void * sync,
GLuint (APIENTRY*_pglClientWaitSync)( void * sync,
GLbitfield flags,
uint64_t timeout);
void *(*_pglFenceSync)( GLenum condition,
void *(APIENTRY*_pglFenceSync)( GLenum condition,
GLbitfield flags);
void (*_pglDeleteSync)( void * sync );
void (APIENTRY*_pglDeleteSync)( void * sync );
extern ref_api_t gEngfuncs;
@ -120,7 +133,7 @@ static struct @@ -120,7 +133,7 @@ static struct
qboolean async; // enable MAP_UNSYNCHRONIZED_BIT on temporary mappings
qboolean force_flush; // enable MAP_FLUSH_EXPLICIT_BIT and FlushMappedBufferRange calls
uint32_t cycle_buffers; // cycle N buffers during draw to reduce locking in non-incremental mode
uint32_t version;
uint32_t version; // glsl version to use
} gl2wrap_config;
static struct
@ -435,9 +448,9 @@ static void GL2_InitTriQuads( void ) @@ -435,9 +448,9 @@ static void GL2_InitTriQuads( void )
for( i = 0; i < (!!_pglDrawRangeElementsBaseVertex?1:4); i++ )
{
int j;
GLushort triquads_array[TRIQUADS_SIZE * 6];
GLushort triquads_array[TRIQUADS_SIZE];
for( j = 0; j < TRIQUADS_SIZE; j++ )
for( j = 0; j < TRIQUADS_SIZE / 6; j++ )
{
triquads_array[j * 6] = j * 4 + i;
triquads_array[j * 6 + 1] = j * 4 + 1 + i;
@ -644,8 +657,6 @@ static void GL2_ResetPersistentBuffer( void ) @@ -644,8 +657,6 @@ static void GL2_ResetPersistentBuffer( void )
int size = GL2_MAX_VERTS * gl2wrap_attr_size[i] * sizeof( GLfloat );
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap.attrbufobj[i][gl2wrap.attrbufcycle] );
if(gl2wrap_config.buf_storage)
{
pglUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
@ -718,8 +729,17 @@ static void APIENTRY GL2_Begin( GLenum prim ) @@ -718,8 +729,17 @@ static void APIENTRY GL2_Begin( GLenum prim )
// pos always enabled
gl2wrap.cur_flags |= 1 << GL2_ATTR_POS;
}
void (*_pglMemoryBarrier)(GLbitfield barriers);
void (APIENTRY*_pglMemoryBarrier)(GLbitfield barriers);
/*
==============================
UpdateIncrementalBuffer
glBufferStorage allows to write directly without mapping buffer every time before draw
This allows keep VAO unchanged and fastly build needed pipeline in driver for every program variant
When buffer storage not supported, we still may use cached VAO, but map/unmap it every time writing new data
==============================
*/
static void GL2_UpdateIncrementalBuffer( gl2wrap_prog_t *prog, int count )
{
int i;
@ -750,6 +770,7 @@ static void GL2_UpdateIncrementalBuffer( gl2wrap_prog_t *prog, int count ) @@ -750,6 +770,7 @@ static void GL2_UpdateIncrementalBuffer( gl2wrap_prog_t *prog, int count )
}
else if(!gl2wrap_config.coherent)
{
// non-coherent buffers anyway require unmapping or flushing after write
for( i = 0; i < GL2_ATTR_MAX; i++)
{
if ( prog->attridx[i] >= 0 )
@ -852,10 +873,18 @@ void GL2_FlushPrims( void ) @@ -852,10 +873,18 @@ void GL2_FlushPrims( void )
if(gl2wrap.prim == GL_QUADS)
{
// simple case, one quad may draw like polygon(4)
if(count == 4)
rpglDrawArrays( GL_TRIANGLE_FAN, startindex, count );
else if(_pglDrawRangeElementsBaseVertex)
{
/*
* Opengl deprecated QUADS, but made some workarounds availiable
* idea: bound static index array that will repeat 0 1 2 0 2 3 4 5 6 4 6 7...
* sequence and draw source arrays. But our array may have different offset
* When DrawRangeElementsBaseVertex unavailiable, we need build 4 different index arrays (as sequence have period 4)
* or just put 0-4 offset when it's availiable
* */
pglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, gl2wrap.triquads_ibo[0] );
_pglDrawRangeElementsBaseVertex( GL_TRIANGLES, startindex, startindex + count, Q_min(count / 4 * 6,TRIQUADS_SIZE * 6 - startindex), GL_UNSIGNED_SHORT, (void*)(size_t)(startindex / 4 * 6 * 2), startindex % 4 );
pglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
@ -873,15 +902,17 @@ void GL2_FlushPrims( void ) @@ -873,15 +902,17 @@ void GL2_FlushPrims( void )
pglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
}
}
else if( gl2wrap.prim == GL_POLYGON )
else if( gl2wrap.prim == GL_POLYGON ) // does it have any difference with TRIFAN?
rpglDrawArrays( GL_TRIANGLE_FAN, startindex, count );
else
else // TRIANGLES, LINES, TRISTRIP, TRIFAN supported anyway
rpglDrawArrays( gl2wrap.prim, startindex, count );
_leave:
if(gl2wrap_config.vao_mandatory)
{
pglBindVertexArray(0);
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
}
gl2wrap.prim = GL_NONE;
gl2wrap.begin = gl2wrap.end;
@ -1027,12 +1058,7 @@ static void APIENTRY GL2_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) @@ -1027,12 +1058,7 @@ static void APIENTRY GL2_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
if ( gl2wrap.prim )
{
// HACK: enable color attribute if we're using color inside a Begin-End pair
GLfloat *p = gl2wrap.attrbuf[GL2_ATTR_COLOR] + gl2wrap.end * 4;
gl2wrap.cur_flags |= 1 << GL2_ATTR_COLOR;
*p++ = r;
*p++ = g;
*p++ = b;
*p++ = a;
}
}
@ -1137,6 +1163,15 @@ static void APIENTRY GL2_Disable( GLenum e ) @@ -1137,6 +1163,15 @@ static void APIENTRY GL2_Disable( GLenum e )
rpglDisable(e);
}
/*
===========================
Limited matrix emulation
===========================
*/
static void APIENTRY GL2_MatrixMode( GLenum m )
{
// if(gl2wrap_matrix.mode == m)
@ -1221,6 +1256,7 @@ static void GL2_Mul4x4(const GLfloat *in0, const GLfloat *in1, GLfloat *out) @@ -1221,6 +1256,7 @@ static void GL2_Mul4x4(const GLfloat *in0, const GLfloat *in1, GLfloat *out)
static void GL2_UpdateMVP( gl2wrap_prog_t *prog )
{
// use bitset to determine if need update matrix for this prog
if( gl2wrap_matrix.update & ( 1U << prog->flags ) )
{
gl2wrap_matrix.update &= ~( 1U << prog->flags );
@ -1242,6 +1278,13 @@ static void APIENTRY GL2_DepthRange(GLdouble far, GLdouble near) @@ -1242,6 +1278,13 @@ static void APIENTRY GL2_DepthRange(GLdouble far, GLdouble near)
_pglDepthRangef(far, near);
}
/*
======================
Array drawing
=====================
*/
typedef struct gl2wrap_arraypointer_s
{
const void *userptr;
@ -1318,6 +1361,148 @@ static void APIENTRY GL2_DisableClientState( GLenum array ) @@ -1318,6 +1361,148 @@ static void APIENTRY GL2_DisableClientState( GLenum array )
gl2wrap_arrays.flags &= ~(1 << idx);
}
/*
===========================
UploadBufferData
Dumb buffer upload
Used when uploading very large buffers or when persistent/incremental buffers disabled (MapBuffer unavailiable?)
===========================
*/
static void GL2_UploadBufferData( gl2wrap_prog_t *prog, int size, GLuint start, GLuint end, int stride, int attr )
{
if( !gl2wrap_arrays.ptr[attr].vbo_fb )
{
gl2wrap_arrays.ptr[attr].vbo_fb = malloc(4 * gl2wrap_config.cycle_buffers);
pglGenBuffersARB( gl2wrap_config.cycle_buffers, gl2wrap_arrays.ptr[attr].vbo_fb );
}
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.ptr[attr].vbo_fb[gl2wrap_arrays.ptr[attr].vbo_cycle] );
gl2wrap_arrays.ptr[attr].vbo_cycle = (gl2wrap_arrays.ptr[attr].vbo_cycle + 1) % gl2wrap_config.cycle_buffers;
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, end * stride, gl2wrap_arrays.ptr[attr].userptr, GL_STREAM_DRAW_ARB );
pglVertexAttribPointerARB( prog->attridx[attr], gl2wrap_arrays.ptr[attr].size, gl2wrap_arrays.ptr[attr].type, attr == GL2_ATTR_COLOR, gl2wrap_arrays.ptr[attr].stride, 0 );
}
/*
===========================
UpdatePersistentArrayBuffer
Persistent array always mapped to stream_pointer with BufferStorage
just memcopy it into and flush when overflowed
===========================
*/
static void GL2_UpdatePersistentArrayBuffer( gl2wrap_prog_t *prog, int size, int offset, GLuint start, GLuint end, int stride, int attr )
{
if(gl2wrap_arrays.stream_counter + size > GL2_MAX_VERTS * 64)
{
pglUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
gl2wrap_arrays.stream_counter = 0;
gl2wrap_arrays.stream_pointer = _pglMapBufferRange(GL_ARRAY_BUFFER_ARB,
0,
GL2_MAX_VERTS * 64,
0x0002 //GL_MAP_WRITE_BIT
// | 0x0004// GL_MAP_INVALIDATE_RANGE_BIT.
// | 0x0008 // GL_MAP_INVALIDATE_BUFFER_BIT
// |0x0020 //GL_MAP_UNSYNCHRONIZED_BIT
|(!gl2wrap_config.coherent?0x0010:0) // GL_MAP_FLUSH_EXPLICIT_BIT
| 0X40
| (gl2wrap_config.coherent?0x00000080:0) // GL_MAP_COHERENT_BIT
);
//i = -1;
//continue;
size = end * stride, offset = 0;
}
memcpy(((char*)gl2wrap_arrays.stream_pointer) + gl2wrap_arrays.stream_counter, ((char*)gl2wrap_arrays.ptr[attr].userptr) + offset, size);
if( !gl2wrap_config.coherent )
_pglFlushMappedBufferRange( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.stream_counter, size );
pglVertexAttribPointerARB( prog->attridx[attr], gl2wrap_arrays.ptr[attr].size, gl2wrap_arrays.ptr[attr].type, attr == GL2_ATTR_COLOR, gl2wrap_arrays.ptr[attr].stride, (void*)(gl2wrap_arrays.stream_counter - offset) );
gl2wrap_arrays.stream_counter += size;
}
/*
===========================
UpdateIncrementalArrayBuffer
Like persistent buffer, but map every time when copying data when BufferStorage unavailiable
===========================
*/
static void GL2_UpdateIncrementalArrayBuffer( gl2wrap_prog_t *prog, int size, int offset, GLuint start, GLuint end, int stride, int attr )
{
void *mem;
qboolean inv = false;
if(gl2wrap_arrays.stream_counter + size > GL2_MAX_VERTS * 64)
size = end * stride, offset = 0, gl2wrap_arrays.stream_counter = 0, inv = true;
mem = _pglMapBufferRange(GL_ARRAY_BUFFER_ARB,
gl2wrap_arrays.stream_counter,
size,
0x0002 //GL_MAP_WRITE_BIT
| 0x0004// GL_MAP_INVALIDATE_RANGE_BIT.
| (inv?0x0008:0) // GL_MAP_INVALIDATE_BUFFER_BIT
|(gl2wrap_config.async ? 0x0020:0) //GL_MAP_UNSYNCHRONIZED_BIT
|(gl2wrap_config.force_flush ? 0x0010:0) // GL_MAP_FLUSH_EXPLICIT_BIT
// GL_MAP_COHERENT_BIT
);
memcpy(mem, ((char*)gl2wrap_arrays.ptr[attr].userptr) + offset, size);
if(gl2wrap_config.force_flush)
_pglFlushMappedBufferRange(GL_ARRAY_BUFFER_ARB, 0, size);
pglUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
pglVertexAttribPointerARB( prog->attridx[attr], gl2wrap_arrays.ptr[attr].size, gl2wrap_arrays.ptr[attr].type, attr == GL2_ATTR_COLOR, gl2wrap_arrays.ptr[attr].stride, (void*)(gl2wrap_arrays.stream_counter - offset) );
gl2wrap_arrays.stream_counter += size;
}
/*
===========================
AllocArrayPersistenStorage
Prepare BufferStorage
===========================
*/
static void GL2_AllocArrayPersistenStorage( void )
{
pglGenBuffersARB( 1, &gl2wrap_arrays.stream_buffer );
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.stream_buffer );
_pglBufferStorage( GL_ARRAY_BUFFER_ARB, GL2_MAX_VERTS * 64, NULL,
0x0002 //GL_MAP_WRITE_BIT
| (gl2wrap_config.coherent?0x00000080:0)
| 0x40
);
gl2wrap_arrays.stream_pointer = _pglMapBufferRange(GL_ARRAY_BUFFER_ARB,
0,
GL2_MAX_VERTS * 64,
0x0002 //GL_MAP_WRITE_BIT
// | 0x0004// GL_MAP_INVALIDATE_RANGE_BIT.
// | 0x0008 // GL_MAP_INVALIDATE_BUFFER_BIT
// |0x0020 //GL_MAP_UNSYNCHRONIZED_BIT
// |0x0010 // GL_MAP_FLUSH_EXPLICIT_BIT
| (!gl2wrap_config.coherent?0x0010:0)
| 0X40
| (gl2wrap_config.coherent?0x00000080:0) // GL_MAP_COHERENT_BIT
);
}
static void GL2_AllocArrays( void )
{
if( gl2wrap_config.buf_storage && !gl2wrap_arrays.stream_pointer )
GL2_AllocArrayPersistenStorage();
else if(!gl2wrap_config.buf_storage && gl2wrap_config.incremental && !gl2wrap_arrays.stream_buffer)
{
// prepare incremental buffer
pglGenBuffersARB( 1, &gl2wrap_arrays.stream_buffer );
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.stream_buffer );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, GL2_MAX_VERTS * 64, NULL, GL_STREAM_DRAW_ARB );
}
}
/*
======================
SetupArrays
If vao usage mandatory, use persistent/incremental buffers when possible
else just set client pointers to default VAO
Usage of client pointers is forbidden with non-default VAO and unavailiable in Core
======================
*/
static void GL2_SetupArrays( GLuint start, GLuint end )
{
gl2wrap_prog_t *prog;
@ -1347,9 +1532,11 @@ static void GL2_SetupArrays( GLuint start, GLuint end ) @@ -1347,9 +1532,11 @@ static void GL2_SetupArrays( GLuint start, GLuint end )
{
if(prog->attridx[i] < 0)
continue;
if( flags & (1 << i) )
if( flags & (1 << i) ) // attribute is enabled
{
pglEnableVertexAttribArrayARB( prog->attridx[i] );
// sometimes usage of client pointers may be faster, sometimes not
// anyway gl core disallows that, so try use streaming
if( gl2wrap_config.vao_mandatory && !gl2wrap_arrays.ptr[i].vbo )
{
// detect stride by type
@ -1364,41 +1551,12 @@ static void GL2_SetupArrays( GLuint start, GLuint end ) @@ -1364,41 +1551,12 @@ static void GL2_SetupArrays( GLuint start, GLuint end )
stride = gl2wrap_arrays.ptr[i].size * 4;
}
if( gl2wrap_config.buf_storage && !gl2wrap_arrays.stream_pointer )
{
pglGenBuffersARB( 1, &gl2wrap_arrays.stream_buffer );
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.stream_buffer );
_pglBufferStorage( GL_ARRAY_BUFFER_ARB, GL2_MAX_VERTS * 64, NULL,
0x0002 //GL_MAP_WRITE_BIT
| (gl2wrap_config.coherent?0x00000080:0)
| 0x40
);
gl2wrap_arrays.stream_pointer = _pglMapBufferRange(GL_ARRAY_BUFFER_ARB,
0,
GL2_MAX_VERTS * 64,
0x0002 //GL_MAP_WRITE_BIT
// | 0x0004// GL_MAP_INVALIDATE_RANGE_BIT.
// | 0x0008 // GL_MAP_INVALIDATE_BUFFER_BIT
// |0x0020 //GL_MAP_UNSYNCHRONIZED_BIT
// |0x0010 // GL_MAP_FLUSH_EXPLICIT_BIT
| (!gl2wrap_config.coherent?0x0010:0)
| 0X40
| (gl2wrap_config.coherent?0x00000080:0) // GL_MAP_COHERENT_BIT
);
}
else if(!gl2wrap_config.buf_storage && gl2wrap_config.incremental && !gl2wrap_arrays.stream_buffer)
{
pglGenBuffersARB( 1, &gl2wrap_arrays.stream_buffer );
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.stream_buffer );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, GL2_MAX_VERTS * 64, NULL, GL_STREAM_DRAW_ARB );
}
else
{
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.stream_buffer );
}
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.stream_buffer );
if(!end)
{
// we cannot handle this case in VAO without known buffer length
// only workaround is scanning index array to determine buffer limits, but it is slow,
// so just do not use DrawElements when DrawRangeElements availiable
pglDisableVertexAttribArrayARB( prog->attridx[i] );
gEngfuncs.Con_Printf(S_ERROR "NON-vbo array for DrawElements call, SKIPPING!\n");
continue;
@ -1406,71 +1564,22 @@ static void GL2_SetupArrays( GLuint start, GLuint end ) @@ -1406,71 +1564,22 @@ static void GL2_SetupArrays( GLuint start, GLuint end )
size = (end - start) * stride;
offset = start * stride;
// Logical buffer start can lie before real buffer start
// but attrib pointer cannot have negative buffer offset
if( gl2wrap_arrays.stream_counter < offset )
size = end * stride, offset = 0;
if( (!gl2wrap_config.buf_storage && !gl2wrap_config.incremental) || size > GL2_MAX_VERTS * 32) /// TODO: support incremental for !buf_storage
if( (!gl2wrap_config.buf_storage && !gl2wrap_config.incremental) || size > GL2_MAX_VERTS * 32)
{
if( !gl2wrap_arrays.ptr[i].vbo_fb )
{
gl2wrap_arrays.ptr[i].vbo_fb = malloc(4 * gl2wrap_config.cycle_buffers);
pglGenBuffersARB( gl2wrap_config.cycle_buffers, gl2wrap_arrays.ptr[i].vbo_fb );
}
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.ptr[i].vbo_fb[gl2wrap_arrays.ptr[i].vbo_cycle] );
gl2wrap_arrays.ptr[i].vbo_cycle = (gl2wrap_arrays.ptr[i].vbo_cycle + 1) % gl2wrap_config.cycle_buffers;
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, end * stride, gl2wrap_arrays.ptr[i].userptr, GL_STREAM_DRAW_ARB );
pglVertexAttribPointerARB( prog->attridx[i], gl2wrap_arrays.ptr[i].size, gl2wrap_arrays.ptr[i].type, i == GL2_ATTR_COLOR, gl2wrap_arrays.ptr[i].stride, 0 );
GL2_UploadBufferData( prog, size , start, end, stride, i );
continue;
}
if(!gl2wrap_config.buf_storage && gl2wrap_config.incremental)
{
void *mem;
qboolean inv = false;
if(gl2wrap_arrays.stream_counter + size > GL2_MAX_VERTS * 64)
size = end * stride, offset = 0, gl2wrap_arrays.stream_counter = 0, inv = true;
mem = _pglMapBufferRange(GL_ARRAY_BUFFER_ARB,
gl2wrap_arrays.stream_counter,
size,
0x0002 //GL_MAP_WRITE_BIT
| 0x0004// GL_MAP_INVALIDATE_RANGE_BIT.
| (inv?0x0008:0) // GL_MAP_INVALIDATE_BUFFER_BIT
|(gl2wrap_config.async ? 0x0020:0) //GL_MAP_UNSYNCHRONIZED_BIT
|(gl2wrap_config.force_flush ? 0x0010:0) // GL_MAP_FLUSH_EXPLICIT_BIT
// GL_MAP_COHERENT_BIT
);
memcpy(mem, ((char*)gl2wrap_arrays.ptr[i].userptr) + offset, size);
if(gl2wrap_config.force_flush)
_pglFlushMappedBufferRange(GL_ARRAY_BUFFER_ARB, 0, size);
pglUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
pglVertexAttribPointerARB( prog->attridx[i], gl2wrap_arrays.ptr[i].size, gl2wrap_arrays.ptr[i].type, i == GL2_ATTR_COLOR, gl2wrap_arrays.ptr[i].stride, (void*)(gl2wrap_arrays.stream_counter - offset) );
gl2wrap_arrays.stream_counter += size;
GL2_UpdateIncrementalArrayBuffer( prog, size, offset, start, end, stride, i);
continue;
}
if(gl2wrap_arrays.stream_counter + size > GL2_MAX_VERTS * 64)
{
pglUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
gl2wrap_arrays.stream_counter = 0;
gl2wrap_arrays.stream_pointer = _pglMapBufferRange(GL_ARRAY_BUFFER_ARB,
0,
GL2_MAX_VERTS * 64,
0x0002 //GL_MAP_WRITE_BIT
// | 0x0004// GL_MAP_INVALIDATE_RANGE_BIT.
// | 0x0008 // GL_MAP_INVALIDATE_BUFFER_BIT
// |0x0020 //GL_MAP_UNSYNCHRONIZED_BIT
|(!gl2wrap_config.coherent?0x0010:0) // GL_MAP_FLUSH_EXPLICIT_BIT
| 0X40
| (gl2wrap_config.coherent?0x00000080:0) // GL_MAP_COHERENT_BIT
);
//i = -1;
//continue;
size = end * stride, offset = 0;
}
memcpy(((char*)gl2wrap_arrays.stream_pointer) + gl2wrap_arrays.stream_counter, ((char*)gl2wrap_arrays.ptr[i].userptr) + offset, size);
if( !gl2wrap_config.coherent )
_pglFlushMappedBufferRange( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.stream_counter, size );
pglVertexAttribPointerARB( prog->attridx[i], gl2wrap_arrays.ptr[i].size, gl2wrap_arrays.ptr[i].type, i == GL2_ATTR_COLOR, gl2wrap_arrays.ptr[i].stride, (void*)(gl2wrap_arrays.stream_counter - offset) );
gl2wrap_arrays.stream_counter += size;
GL2_UpdatePersistentArrayBuffer( prog, size, offset, start, end, stride, i);
}
else
{
@ -1489,6 +1598,7 @@ static void GL2_SetupArrays( GLuint start, GLuint end ) @@ -1489,6 +1598,7 @@ static void GL2_SetupArrays( GLuint start, GLuint end )
pglDisableVertexAttribArrayARB( prog->attridx[i] );
}
}
// restore state
rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_state.vbo );
}
@ -1621,5 +1731,6 @@ void GL2_ShimInstall( void ) @@ -1621,5 +1731,6 @@ void GL2_ShimInstall( void )
#ifdef QUAD_BATCH
GL2_OVERRIDE_PTR_B( BindTexture )
#endif
GL2_AllocArrays();
}
#endif

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