create StreamBuffer class for ogl upload

This commit is contained in:
degasus 2013-01-31 23:11:53 +01:00
parent 011e326698
commit 30170575c8
9 changed files with 199 additions and 124 deletions

View file

@ -17,6 +17,7 @@
#include "ProgramShaderCache.h"
#include "MathUtil.h"
#include "StreamBuffer.h"
namespace OGL
{
@ -25,10 +26,8 @@ static const u32 UBO_LENGTH = 1024*1024;
GLuint ProgramShaderCache::CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
GLuint ProgramShaderCache::s_ps_vs_ubo;
u32 ProgramShaderCache::s_ubo_iterator;
GLintptr ProgramShaderCache::s_vs_data_offset;
float *ProgramShaderCache::s_ubo_buffer;
u8 *ProgramShaderCache::s_ubo_buffer;
u32 ProgramShaderCache::s_ubo_buffer_size;
bool ProgramShaderCache::s_ubo_dirty;
@ -39,6 +38,8 @@ GLuint ProgramShaderCache::PCacheEntry::prog_format = 0;
u64 ProgramShaderCache::CurrentShaderProgram;
static StreamBuffer *s_buffer;
u64 Create_Pair(u32 key1, u32 key2)
{
return (((u64)key1) << 32) | key2;
@ -195,36 +196,23 @@ void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
s_ubo_dirty = true;
memcpy(s_ubo_buffer+(offset*4), f, count*4*sizeof(float));
memcpy(s_ubo_buffer+(offset*4*sizeof(float)), f, count*4*sizeof(float));
}
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
s_ubo_dirty = true;
memcpy(s_ubo_buffer+(offset*4)+s_vs_data_offset/sizeof(float), f, count*4*sizeof(float));
memcpy(s_ubo_buffer+(offset*4*sizeof(float))+s_vs_data_offset, f, count*4*sizeof(float));
}
void ProgramShaderCache::UploadConstants()
{
if(s_ubo_dirty) {
if(s_ubo_iterator + s_ubo_buffer_size >= UBO_LENGTH) {
glBufferData(GL_UNIFORM_BUFFER, UBO_LENGTH, NULL, GL_STREAM_READ);
s_ubo_iterator = 0;
}
void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, s_ubo_iterator, s_ubo_buffer_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
if(ubo) {
memcpy(ubo, s_ubo_buffer, s_ubo_buffer_size);
glUnmapBuffer(GL_UNIFORM_BUFFER);
} else {
glBufferSubData(GL_UNIFORM_BUFFER, s_ubo_iterator, s_ubo_buffer_size, s_ubo_buffer);
}
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, s_ubo_iterator, s_vs_data_offset);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_ubo_iterator + s_vs_data_offset, s_ubo_buffer_size - s_vs_data_offset);
s_ubo_iterator += s_ubo_buffer_size;
size_t offset = s_buffer->Upload(s_ubo_buffer, s_ubo_buffer_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_vs_data_offset);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_ubo_buffer_size - s_vs_data_offset);
s_ubo_dirty = false;
}
s_ubo_dirty = false;
}
GLuint ProgramShaderCache::GetCurrentProgram(void)
@ -255,12 +243,9 @@ void ProgramShaderCache::Init(void)
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
glGenBuffers(1, &s_ps_vs_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
glBufferData(GL_UNIFORM_BUFFER, UBO_LENGTH, NULL, GL_STREAM_READ);
s_ubo_iterator = 0;
s_buffer = new StreamBuffer(GL_UNIFORM_BUFFER, UBO_LENGTH);
s_ubo_buffer = new float[s_ubo_buffer_size/sizeof(float)];
s_ubo_buffer = new u8[s_ubo_buffer_size];
memset(s_ubo_buffer, 0, s_ubo_buffer_size);
s_ubo_dirty = true;
}
@ -306,9 +291,8 @@ void ProgramShaderCache::Shutdown(void)
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glDeleteBuffers(1, &s_ps_vs_ubo);
s_ps_vs_ubo = 0;
delete s_buffer;
s_buffer = 0;
delete [] s_ubo_buffer;
s_ubo_buffer = 0;
}