diff options
| author | degasus <wickmarkus@web.de> | 2014-01-23 00:47:49 +0100 |
|---|---|---|
| committer | degasus <wickmarkus@web.de> | 2014-01-23 15:12:31 +0100 |
| commit | 128fcdac26a9f7b6eb5174b88483c7ca023f210b (patch) | |
| tree | f26c550d4be4198991cec77d212f8e3a0f9ceae0 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | |
| parent | be1fee6d7476459a4c1fa09e1cb5b42dc005da54 (diff) | |
OpenGL: refactor all of our StreamBuffers
The old way was to use big switch/case statements based on a type of buffer.
The new one is to use inheritance.
This change prohibits us to change the buffer type while running, but I doubt we'll ever do so.
Performance should also be a bit better. Also a nice cleanup.
Added some comments about this different kind of buffers.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp index 8f3a545261..000398c787 100644 --- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp +++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp @@ -193,18 +193,18 @@ void ProgramShaderCache::UploadConstants() { if(PixelShaderManager::dirty || VertexShaderManager::dirty) { - u8* buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align); + auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align); - memcpy(buffer, + memcpy(buffer.first, &PixelShaderManager::constants, sizeof(PixelShaderConstants)); - memcpy(buffer + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align), + memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align), &VertexShaderManager::constants, sizeof(VertexShaderConstants)); - size_t offset = s_buffer->Unmap(s_ubo_buffer_size); - glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, + s_buffer->Unmap(s_ubo_buffer_size); + glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second, sizeof(PixelShaderConstants)); - glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align), + glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align), sizeof(VertexShaderConstants)); PixelShaderManager::dirty = false; @@ -471,7 +471,7 @@ void ProgramShaderCache::Init(void) // We multiply by *4*4 because we need to get down to basic machine units. // So multiply by four to get how many floats we have from vec4s // Then once more to get bytes - s_buffer = new StreamBuffer(GL_UNIFORM_BUFFER, UBO_LENGTH); + s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH); } // Read our shader cache, only if supported |
