- added lock/unlock methods to the buffer implementations.

These are not interchangeable with Map/Unmap!
Map/Unmap is for mapping a buffer for updating on old hardware, Lock/Unlock are for manually copying some initialization data directly into a static buffer.
This commit is contained in:
Christoph Oelckers 2018-10-27 16:04:28 +02:00
commit 5201501534
3 changed files with 61 additions and 2 deletions

View file

@ -60,7 +60,7 @@ void GLVertexBuffer::SetData(size_t size, void *data, bool staticdata)
}
else
{
mPersistent = screen->BuffersArePersistent();
mPersistent = screen->BuffersArePersistent() && !staticdata;
if (mPersistent)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
@ -70,7 +70,7 @@ void GLVertexBuffer::SetData(size_t size, void *data, bool staticdata)
else
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_STREAM_DRAW);
glBufferData(GL_ARRAY_BUFFER, size, NULL, staticdata ? GL_STATIC_DRAW : GL_STREAM_DRAW);
map = nullptr;
}
nomap = false;
@ -143,6 +143,31 @@ void GLVertexBuffer::Bind(int *offsets)
}
}
//===========================================================================
//
//
//
//===========================================================================
void *GLVertexBuffer::Lock(unsigned int size)
{
SetData(size, nullptr, true);
return glMapBufferRange(GL_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
}
//===========================================================================
//
//
//
//===========================================================================
void GLVertexBuffer::Unlock()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_RenderState.ResetVertexBuffer();
}
//==========================================================================
//
// Index buffer implementation
@ -180,3 +205,29 @@ void GLIndexBuffer::Bind()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
}
//===========================================================================
//
//
//
//===========================================================================
void *GLIndexBuffer::Lock(unsigned int size)
{
SetData(size, nullptr, true);
return glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
}
//===========================================================================
//
//
//
//===========================================================================
void GLIndexBuffer::Unlock()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
gl_RenderState.ResetVertexBuffer();
}