Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.

change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
This commit is contained in:
rodolfoosvaldobogado
2012-10-26 11:34:02 -03:00
parent 7006cd1217
commit eaa1ea71c1
11 changed files with 431 additions and 193 deletions

View File

@ -41,39 +41,39 @@ namespace DX11
// TODO: Find sensible values for these two
const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
const UINT MAXVBUFFER_COUNT = 2;
const UINT MAX_VBUFFER_COUNT = 2;
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_vertexDrawOffset = 0;
m_triangleDrawIndex = 0;
m_lineDrawIndex = 0;
m_pointDrawIndex = 0;
m_indexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
m_vertexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
for (m_activeIndexBuffer = 0; m_activeIndexBuffer < MAXVBUFFER_COUNT; m_activeIndexBuffer++)
m_vertex_draw_offset = 0;
m_triangle_draw_index = 0;
m_line_draw_index = 0;
m_point_draw_index = 0;
m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
{
m_indexBuffers[m_activeIndexBuffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffers[m_activeIndexBuffer])),
m_index_buffers[m_current_index_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
"Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffers[m_activeIndexBuffer], "index buffer of VertexManager");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
}
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = VBUFFER_SIZE;
for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
m_vertexBuffers[m_activeVertexBuffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffers[m_activeVertexBuffer])),
m_vertex_buffers[m_current_vertex_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
"Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffers[m_activeVertexBuffer], "Vertex buffer of VertexManager");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
}
m_activeVertexBuffer = 0;
m_activeIndexBuffer = 0;
m_indexBufferCursor = IBUFFER_SIZE;
m_vertexBufferCursor = VBUFFER_SIZE;
m_current_vertex_buffer = 0;
m_current_index_buffer = 0;
m_index_buffer_cursor = IBUFFER_SIZE;
m_vertex_buffer_cursor = VBUFFER_SIZE;
m_lineShader.Init();
m_pointShader.Init();
}
@ -82,10 +82,10 @@ void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
SAFE_RELEASE(m_vertexBuffers[m_activeVertexBuffer]);
SAFE_RELEASE(m_indexBuffers[m_activeVertexBuffer]);
SAFE_RELEASE(m_vertex_buffers[m_current_vertex_buffer]);
SAFE_RELEASE(m_index_buffers[m_current_vertex_buffer]);
}
}
@ -100,47 +100,47 @@ VertexManager::~VertexManager()
DestroyDeviceObjects();
}
void VertexManager::LoadBuffers()
void VertexManager::PrepareDrawBuffers()
{
D3D11_MAPPED_SUBRESOURCE map;
UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
if (m_vertex_buffer_cursor + vSize >= VBUFFER_SIZE)
{
// Wrap around
m_activeVertexBuffer = (m_activeVertexBuffer + 1) % MAXVBUFFER_COUNT;
m_vertexBufferCursor = 0;
m_current_vertex_buffer = (m_current_vertex_buffer + 1) % MAX_VBUFFER_COUNT;
m_vertex_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
D3D::context->Map(m_vertexBuffers[m_activeVertexBuffer], 0, MapType, 0, &map);
D3D::context->Map(m_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map);
memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
D3D::context->Unmap(m_vertexBuffers[m_activeVertexBuffer], 0);
m_vertexDrawOffset = m_vertexBufferCursor;
m_vertexBufferCursor += vSize;
memcpy((u8*)map.pData + m_vertex_buffer_cursor, LocalVBuffer, vSize);
D3D::context->Unmap(m_vertex_buffers[m_current_vertex_buffer], 0);
m_vertex_draw_offset = m_vertex_buffer_cursor;
m_vertex_buffer_cursor += vSize;
UINT iCount = IndexGenerator::GetTriangleindexLen() +
IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_indexBufferCursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
{
// Wrap around
m_activeIndexBuffer = (m_activeIndexBuffer + 1) % MAXVBUFFER_COUNT;
m_indexBufferCursor = 0;
m_current_index_buffer = (m_current_index_buffer + 1) % MAX_VBUFFER_COUNT;
m_index_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
D3D::context->Map(m_indexBuffers[m_activeIndexBuffer], 0, MapType, 0, &map);
D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
m_triangleDrawIndex = m_indexBufferCursor;
m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
m_pointDrawIndex = m_lineDrawIndex + IndexGenerator::GetLineindexLen();
memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
D3D::context->Unmap(m_indexBuffers[m_activeIndexBuffer], 0);
m_indexBufferCursor += iCount;
m_triangle_draw_index = m_index_buffer_cursor;
m_line_draw_index = m_triangle_draw_index + IndexGenerator::GetTriangleindexLen();
m_point_draw_index = m_line_draw_index + IndexGenerator::GetLineindexLen();
memcpy((u16*)map.pData + m_triangle_draw_index, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_line_draw_index, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_point_draw_index, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
m_index_buffer_cursor += iCount;
}
static const float LINE_PT_TEX_OFFSETS[8] = {
@ -149,13 +149,13 @@ static const float LINE_PT_TEX_OFFSETS[8] = {
void VertexManager::Draw(UINT stride)
{
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffers[m_activeVertexBuffer], &stride, &m_vertexDrawOffset);
D3D::context->IASetIndexBuffer(m_indexBuffers[m_activeIndexBuffer], DXGI_FORMAT_R16_UINT, 0);
D3D::context->IASetVertexBuffers(0, 1, &m_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset);
D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0);
if (IndexGenerator::GetNumTriangles() > 0)
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangle_draw_index, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
// Disable culling for lines and points
@ -177,7 +177,7 @@ void VertexManager::Draw(UINT stride)
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_line_draw_index, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
@ -199,7 +199,7 @@ void VertexManager::Draw(UINT stride)
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_point_draw_index, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
@ -270,7 +270,7 @@ void VertexManager::vFlush()
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
LoadBuffers();
PrepareDrawBuffers();
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
g_renderer->ApplyState(useDstAlpha);