summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
diff options
context:
space:
mode:
authordegasus <wickmarkus@web.de>2014-01-23 18:40:56 +0100
committerdegasus <wickmarkus@web.de>2014-01-23 18:40:56 +0100
commitbfd0b7275e8dee8a72563a1b897e7e53b09c9076 (patch)
treebb20309a18244be0da333940ce61dc0329412b50 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
parent650bae12e1ddbebe992714db9b3eb9d38f2621fe (diff)
parent1ff681a41284a757db9dfaa23b93c03aeb2c88f7 (diff)
Merge branch 'StreamBuffers'
This branch drops our temporary buffer in VertexLoaderBase. Instead, every backend now must provide a buffer to convert vertices and indices. D3D just uses a temporary buffer like before. OGL maps the gpu based buffer and stream to them directly. So this will avoid an unneeded memcpy on OGL backend.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp38
1 files changed, 14 insertions, 24 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index 51b6e05063..000398c787 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -193,29 +193,19 @@ void ProgramShaderCache::UploadConstants()
{
if(PixelShaderManager::dirty || VertexShaderManager::dirty)
{
- s_buffer->Alloc(s_ubo_buffer_size);
- if (DriverDetails::HasBug(DriverDetails::BUG_BROKENBUFFERSTREAM))
- {
- // This is just a hack to support our BUFFERDATA upload method
- // as it's broken to uploaded in a splited way
- static u8 *tmpbuffer = new u8[s_ubo_buffer_size];
- memcpy(tmpbuffer, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
- memcpy(tmpbuffer+ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align), &VertexShaderManager::constants, sizeof(VertexShaderConstants));
- size_t offset = s_buffer->Upload(tmpbuffer, s_ubo_buffer_size);
- glBindBufferRange(GL_UNIFORM_BUFFER, 1,
- s_buffer->getBuffer(), offset, sizeof(PixelShaderConstants));
- glBindBufferRange(GL_UNIFORM_BUFFER, 2,
- s_buffer->getBuffer(), offset+ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align), sizeof(VertexShaderConstants));
- }
- else
- {
- size_t offset = s_buffer->Upload((u8*)&PixelShaderManager::constants, ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align));
- glBindBufferRange(GL_UNIFORM_BUFFER, 1,
- s_buffer->getBuffer(), offset, sizeof(PixelShaderConstants));
- offset = s_buffer->Upload((u8*)&VertexShaderManager::constants, ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align));
- glBindBufferRange(GL_UNIFORM_BUFFER, 2,
- s_buffer->getBuffer(), offset, sizeof(VertexShaderConstants));
- }
+ auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
+
+ memcpy(buffer.first,
+ &PixelShaderManager::constants, sizeof(PixelShaderConstants));
+
+ memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
+ &VertexShaderManager::constants, sizeof(VertexShaderConstants));
+
+ 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->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
+ sizeof(VertexShaderConstants));
PixelShaderManager::dirty = false;
VertexShaderManager::dirty = false;
@@ -481,7 +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