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apitest/src/solutions/dynamicstreaming/gl/mappersistent.cpp
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| #include "pch.h" | |
| #include "problems/dynamicstreaming.h" | |
| #include "mappersistent.h" | |
| #include "framework/gfx_gl.h" | |
| // -------------------------------------------------------------------------------------------------------------------- | |
| // -------------------------------------------------------------------------------------------------------------------- | |
| // -------------------------------------------------------------------------------------------------------------------- | |
| DynamicStreamingGLMapPersistent::DynamicStreamingGLMapPersistent() | |
| : mUniformBuffer() | |
| , mVertexBuffer() | |
| , mProgram() | |
| , mStartDestOffset() | |
| , mParticleBufferSize() | |
| , mBufferLockManager(true) | |
| { } | |
| // -------------------------------------------------------------------------------------------------------------------- | |
| DynamicStreamingGLMapPersistent::~DynamicStreamingGLMapPersistent() | |
| { } | |
| // -------------------------------------------------------------------------------------------------------------------- | |
| bool DynamicStreamingGLMapPersistent::Init(size_t _maxVertexCount) | |
| { | |
| if (glBufferStorage == nullptr) { | |
| console::warn("Unable to initialize solution '%s', glBufferStorage() unavailable.", GetName().c_str()); | |
| return false; | |
| } | |
| // Uniform Buffer | |
| glGenBuffers(1, &mUniformBuffer); | |
| // Program | |
| const char* kUniformNames[] = { "CB0", nullptr }; | |
| mProgram = CreateProgramT("streaming_vb_gl_vs.glsl", | |
| "streaming_vb_gl_fs.glsl", | |
| kUniformNames, &mUniformLocation); | |
| if (mProgram == 0) { | |
| console::warn("Unable to initialize solution '%s', shader compilation/linking failed.", GetName().c_str()); | |
| return false; | |
| } | |
| // Dynamic vertex buffer | |
| glGenBuffers(1, &mVertexBuffer); | |
| glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); | |
| mParticleBufferSize = kTripleBuffer * sizeof(Vec2) * _maxVertexCount; | |
| const GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT; | |
| glBufferStorage(GL_ARRAY_BUFFER, mParticleBufferSize, NULL, flags); | |
| mVertexDataPtr = glMapBufferRange(GL_ARRAY_BUFFER, 0, mParticleBufferSize, flags); | |
| glGenVertexArrays(1, &mVAO); | |
| glBindVertexArray(mVAO); | |
| return glGetError() == GL_NO_ERROR; | |
| } | |
| // -------------------------------------------------------------------------------------------------------------------- | |
| void DynamicStreamingGLMapPersistent::Render(const std::vector<Vec2>& _vertices) | |
| { | |
| // Program | |
| glUseProgram(mProgram); | |
| // Uniforms | |
| Constants cb; | |
| cb.width = 2.0f / mWidth; | |
| cb.height = -2.0f / mHeight; | |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); | |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(Constants), &cb, GL_DYNAMIC_DRAW); | |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); | |
| // Input Layout | |
| glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); | |
| glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vec2), (void*)offsetof(Vec2, x)); | |
| glEnableVertexAttribArray(0); | |
| // Rasterizer State | |
| glDisable(GL_CULL_FACE); | |
| glCullFace(GL_FRONT); | |
| glDisable(GL_SCISSOR_TEST); | |
| glViewport(0, 0, mWidth, mHeight); | |
| // Blend State | |
| glDisable(GL_BLEND); | |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | |
| // Depth Stencil State | |
| glDisable(GL_DEPTH_TEST); | |
| glDepthMask(0); | |
| const int kParticleCount = int(_vertices.size()) / kVertsPerParticle; | |
| const int kParticleSizeBytes = int(kVertsPerParticle * sizeof(Vec2)); | |
| const int kStartIndex = mStartDestOffset / sizeof(Vec2); | |
| // Need to wait for this area to become available. If we've sized things properly, it will always be | |
| // available right away. | |
| mBufferLockManager.WaitForLockedRange(mStartDestOffset, _vertices.size() * sizeof(Vec2)); | |
| for (int i = 0; i < kParticleCount; ++i) | |
| { | |
| const int vertexOffset = i * kVertsPerParticle; | |
| const int srcOffset = vertexOffset; | |
| const int dstOffset = mStartDestOffset + (i * kParticleSizeBytes); | |
| void* dst = (unsigned char*) mVertexDataPtr + dstOffset; | |
| memcpy(dst, &_vertices[vertexOffset], kParticleSizeBytes); | |
| glDrawArrays(GL_TRIANGLES, kStartIndex + vertexOffset, kVertsPerParticle); | |
| } | |
| // Lock this area for the future. | |
| mBufferLockManager.LockRange(mStartDestOffset, _vertices.size() * sizeof(Vec2)); | |
| mStartDestOffset = (mStartDestOffset + (kParticleCount * kParticleSizeBytes)) % mParticleBufferSize; | |
| } | |
| // -------------------------------------------------------------------------------------------------------------------- | |
| void DynamicStreamingGLMapPersistent::Shutdown() | |
| { | |
| glDisableVertexAttribArray(0); | |
| glDeleteVertexArrays(1, &mVAO); | |
| glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); | |
| glUnmapBuffer(GL_ARRAY_BUFFER); | |
| glDeleteBuffers(1, &mVertexBuffer); | |
| glDeleteBuffers(1, &mUniformBuffer); | |
| glDeleteProgram(mProgram); | |
| } | |