- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.

- cleaned up gl_interface and removed gl.compatibility.
This commit is contained in:
Christoph Oelckers 2016-04-26 16:26:34 +02:00
commit 3b1500438d
11 changed files with 82 additions and 56 deletions

View file

@ -57,12 +57,10 @@
//
//==========================================================================
FVertexBuffer::FVertexBuffer()
FVertexBuffer::FVertexBuffer(bool wantbuffer)
{
vao_id = vbo_id = 0;
glGenBuffers(1, &vbo_id);
glGenVertexArrays(1, &vao_id);
vbo_id = 0;
if (wantbuffer) glGenBuffers(1, &vbo_id);
}
FVertexBuffer::~FVertexBuffer()
@ -71,15 +69,6 @@ FVertexBuffer::~FVertexBuffer()
{
glDeleteBuffers(1, &vbo_id);
}
if (vao_id != 0)
{
glDeleteVertexArrays(1, &vao_id);
}
}
void FVertexBuffer::BindVBO()
{
glBindVertexArray(vao_id);
}
//==========================================================================
@ -89,7 +78,7 @@ void FVertexBuffer::BindVBO()
//==========================================================================
FFlatVertexBuffer::FFlatVertexBuffer()
: FVertexBuffer()
: FVertexBuffer(!!(gl.flags & RFL_BUFFER_STORAGE))
{
if (gl.flags & RFL_BUFFER_STORAGE)
{
@ -97,17 +86,10 @@ FFlatVertexBuffer::FFlatVertexBuffer()
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferStorage(GL_ARRAY_BUFFER, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexAttribPointer(VATTR_VERTEX, 3,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glBindVertexArray(0);
}
else
{
// The fallback path uses immediate mode rendering and does not set up an actual vertex buffer
vbo_shadowdata.Reserve(BUFFER_SIZE);
map = &vbo_shadowdata[0];
}
@ -124,6 +106,26 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
}
}
void FFlatVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
if (vbo_id != 0) // set this up only if there is an actual buffer.
{
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
}
else
{
glDisableVertexAttribArray(VATTR_VERTEX);
glDisableVertexAttribArray(VATTR_TEXCOORD);
}
glDisableVertexAttribArray(VATTR_COLOR);
glDisableVertexAttribArray(VATTR_VERTEX2);
}
//==========================================================================
//
// immediate mode fallback for drivers without GL_ARB_buffer_storage
@ -138,7 +140,7 @@ void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offs
// this will only get called if we can't acquire a persistently mapped buffer.
#ifndef CORE_PROFILE
glBegin(primtype);
if (gl.compatibility > CMPT_GL2)
if (gl.glslversion > 0)
{
for (unsigned int i = 0; i < count; i++)
{