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OpenGL: change StreamBuffer in a streaming way
This is a bit slower on map_and_* because of flushing and _very_ much slower on buffer(sub)?data because of a new memcpy. But this design allow us to decode directly into a gpu buffer, eg vertexloader will profit :)
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@ -193,29 +193,19 @@ void ProgramShaderCache::UploadConstants()
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{
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if(PixelShaderManager::dirty || VertexShaderManager::dirty)
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{
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s_buffer->Alloc(s_ubo_buffer_size);
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKENBUFFERSTREAM))
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{
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// This is just a hack to support our BUFFERDATA upload method
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// as it's broken to uploaded in a splited way
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static u8 *tmpbuffer = new u8[s_ubo_buffer_size];
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memcpy(tmpbuffer, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
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memcpy(tmpbuffer+ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align), &VertexShaderManager::constants, sizeof(VertexShaderConstants));
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size_t offset = s_buffer->Upload(tmpbuffer, s_ubo_buffer_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1,
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s_buffer->getBuffer(), offset, sizeof(PixelShaderConstants));
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glBindBufferRange(GL_UNIFORM_BUFFER, 2,
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s_buffer->getBuffer(), offset+ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align), sizeof(VertexShaderConstants));
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}
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else
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{
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size_t offset = s_buffer->Upload((u8*)&PixelShaderManager::constants, ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align));
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glBindBufferRange(GL_UNIFORM_BUFFER, 1,
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s_buffer->getBuffer(), offset, sizeof(PixelShaderConstants));
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offset = s_buffer->Upload((u8*)&VertexShaderManager::constants, ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align));
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glBindBufferRange(GL_UNIFORM_BUFFER, 2,
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s_buffer->getBuffer(), offset, sizeof(VertexShaderConstants));
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}
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u8* buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
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memcpy(buffer,
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&PixelShaderManager::constants, sizeof(PixelShaderConstants));
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memcpy(buffer + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
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&VertexShaderManager::constants, sizeof(VertexShaderConstants));
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size_t offset = s_buffer->Unmap(s_ubo_buffer_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset,
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sizeof(PixelShaderConstants));
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
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sizeof(VertexShaderConstants));
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PixelShaderManager::dirty = false;
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VertexShaderManager::dirty = false;
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