Improve glBufferSubData usage where safe

This commit is contained in:
clayjohn 2019-11-10 10:51:56 -08:00
parent 7afa1a64ec
commit 1253a33423
7 changed files with 49 additions and 9 deletions

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@ -291,6 +291,10 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con
void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
uint32_t buffer_ofs = 0;
@ -339,6 +343,11 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
if (storage->config.support_32_bits_indices) { //should check for
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
@ -358,6 +367,10 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun
void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
uint32_t buffer_ofs = 0;
@ -435,6 +448,10 @@ void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_v
}
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
@ -883,7 +900,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
}
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, buffer, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
@ -2034,6 +2051,8 @@ void RasterizerCanvasGLES2::initialize() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
data.polygon_index_buffer_size = index_size;
}
// ninepatch buffers

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@ -65,6 +65,7 @@ public:
GLuint polygon_index_buffer;
uint32_t polygon_buffer_size;
uint32_t polygon_index_buffer_size;
GLuint ninepatch_vertices;
GLuint ninepatch_elements;

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@ -2704,7 +2704,7 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
}
glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW);
// bind sky vertex array....
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0);

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@ -128,7 +128,7 @@ void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInternal::UBOData), &li->ubo_data);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
@ -326,6 +326,12 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBindVertexArray(data.polygon_buffer_pointer_array);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffers to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
uint32_t buffer_ofs = 0;
//vertex
@ -417,6 +423,12 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count
glBindVertexArray(data.polygon_buffer_pointer_array);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffers to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
uint32_t buffer_ofs = 0;
//vertex
@ -508,6 +520,11 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v
}
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
//TODO the below call may need to be replaced with: glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), &b[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
glDrawArrays(prim[p_points], 0, p_points);
@ -1882,7 +1899,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
state.canvas_item_ubo_data.time = storage->frame.time[0];
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.canvas_texscreen_used = false;
@ -2109,6 +2126,8 @@ void RasterizerCanvasGLES3::initialize() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
data.polygon_index_buffer_size = index_size;
}
store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);

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@ -64,6 +64,7 @@ public:
GLuint particle_quad_array;
uint32_t polygon_buffer_size;
uint32_t polygon_index_buffer_size;
} data;

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@ -2550,7 +2550,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
}
glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glBindVertexArray(state.sky_array);
@ -2690,7 +2690,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
}
glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data);
glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
//fill up environment
@ -2698,7 +2698,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);
glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
@ -2808,7 +2808,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
}
glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), &ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
directional_light = li;

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@ -3099,7 +3099,7 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
}
glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
glBufferSubData(GL_UNIFORM_BUFFER, 0, material->ubo_size, local_ubo);
glBufferData(GL_UNIFORM_BUFFER, material->ubo_size, local_ubo, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}