- rewrote vertex buffer code to require GL_ARB_BUFFER_STORAGE extension.
This means it won't work anymore on anything that doesn't support OpenGL 4.0, but I don't think this is a problem. On older NVidia cards performance gains could not be seen and on older AMDs using the vertex buffer was even worse as long as it got mixed with immediate mode rendering.
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9 changed files with 99 additions and 134 deletions
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@ -41,6 +41,7 @@
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#include "gl/system/gl_system.h"
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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@ -79,6 +80,7 @@ void FRenderState::Reset()
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mBlendEquation = GL_FUNC_ADD;
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glBlendEquation = -1;
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m2D = true;
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mVertexBuffer = mCurrentVertexBuffer = NULL;
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}
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@ -300,6 +302,12 @@ void FRenderState::Apply(bool forcenoshader)
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}
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}
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if (mVertexBuffer != mCurrentVertexBuffer)
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{
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if (mVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0);
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else mVertexBuffer->BindVBO();
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mCurrentVertexBuffer = mVertexBuffer;
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}
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if (forcenoshader || !ApplyShader())
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{
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GLRenderer->mShaderManager->SetActiveShader(NULL);
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