allow disabling texture unit optimization by command, also use

drawelements instead of drawarrays for quads
This commit is contained in:
Jupeyy 2017-09-14 02:49:35 +02:00
parent a530764ec1
commit 77b3c39553
3 changed files with 69 additions and 27 deletions

View file

@ -470,14 +470,14 @@ void *CCommandProcessorFragment_OpenGL3_3::Rescale(int Width, int Height, int Ne
void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState &State, CGLSLTWProgram* pProgram)
{
if(State.m_BlendMode != m_LastBlendMode/* && State.m_BlendMode != CCommandBuffer::BLEND_NONE*/)
if(State.m_BlendMode != m_LastBlendMode && State.m_BlendMode != CCommandBuffer::BLEND_NONE)
{
// blend
switch(State.m_BlendMode)
{
case CCommandBuffer::BLEND_NONE:
//we don't really need this anymore
glDisable(GL_BLEND);
//glDisable(GL_BLEND);
break;
case CCommandBuffer::BLEND_ALPHA:
glEnable(GL_BLEND);
@ -513,9 +513,16 @@ void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState
{
int Slot = State.m_Texture % m_MaxTextureUnits;
if(!IsAndUpdateTextureSlotBound(Slot, State.m_Texture))
if(g_Config.m_GfxEnableTextureUnitOptimization)
{
glActiveTexture(GL_TEXTURE0 + Slot);
if(!IsAndUpdateTextureSlotBound(Slot, State.m_Texture))
{
glActiveTexture(GL_TEXTURE0 + Slot);
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
}
} else {
Slot = 0;
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
}
@ -574,6 +581,11 @@ void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState
void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand)
{
if(!g_Config.m_GfxEnableTextureUnitOptimization)
{
glActiveTexture(GL_TEXTURE0);
}
m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage;
m_LastBlendMode = -1;
m_LastClipEnable = false;
@ -770,6 +782,23 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
m_TextureSlotBoundToUnit[i].m_LastWrapMode = -1;
}
glGenBuffers(1, &m_PrimitiveDrawIndexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_PrimitiveDrawIndexBufferID);
unsigned int Indices[CCommandBuffer::MAX_VERTICES/4 * 6];
int Primq = 0;
for(int i = 0; i < CCommandBuffer::MAX_VERTICES/4 * 6; i+=6)
{
Indices[i] = Primq;
Indices[i+1] = Primq + 1;
Indices[i+2] = Primq + 3;
Indices[i+3] = Primq + 1;
Indices[i+4] = Primq + 2;
Indices[i+5] = Primq + 3;
Primq+=4;
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * CCommandBuffer::MAX_VERTICES/4 * 6, Indices, GL_STATIC_DRAW);
mem_zero(m_aTextures, sizeof(m_aTextures));
}
@ -813,10 +842,13 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
{
int Slot = pCommand->m_Slot % m_MaxTextureUnits;
//just tell, that we using this texture now
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
if(g_Config.m_GfxEnableTextureUnitOptimization)
{
int Slot = pCommand->m_Slot % m_MaxTextureUnits;
//just tell, that we using this texture now
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
}
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height,
TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pCommand->m_pData);
@ -825,9 +857,13 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Update(const CCommandBuffe
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
{
int Slot = pCommand->m_Slot % m_MaxTextureUnits;
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
int Slot = 0;
if(g_Config.m_GfxEnableTextureUnitOptimization)
{
Slot = pCommand->m_Slot % m_MaxTextureUnits;
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindSampler(Slot, 0);
m_TextureSlotBoundToUnit[Slot].m_TextureSlot = -1;
@ -888,16 +924,19 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Create(const CCommandBuffe
}
}
#endif
int Slot = pCommand->m_Slot % m_MaxTextureUnits;
//just tell, that we using this texture now
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
int Slot = 0;
if(g_Config.m_GfxEnableTextureUnitOptimization)
{
Slot = pCommand->m_Slot % m_MaxTextureUnits;
//just tell, that we using this texture now
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
}
glGenTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
glGenSamplers(1, &m_aTextures[pCommand->m_Slot].m_Sampler);
glBindSampler(Slot, m_aTextures[pCommand->m_Slot].m_Sampler);
if(Oglformat == GL_RED)
{
@ -950,20 +989,20 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Render(const CCommandBuffer::SComm
case CCommandBuffer::PRIMTYPE_LINES:
Count = pCommand->m_PrimCount*2;
break;
case CCommandBuffer::PRIMTYPE_TRIANGLES:
Count = pCommand->m_PrimCount*3;
case CCommandBuffer::PRIMTYPE_QUADS:
Count = pCommand->m_PrimCount*4;
break;
default:
return;
};
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 9 * Count, (char*)pCommand->m_pVertices, GL_STREAM_DRAW);
glBindVertexArray(m_PrimitiveDrawVertexID);
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertex) * Count, (char*)pCommand->m_pVertices, GL_STREAM_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 3));
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 5));
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 2));
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 4));
switch(pCommand->m_PrimType)
{
@ -971,8 +1010,9 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Render(const CCommandBuffer::SComm
case CCommandBuffer::PRIMTYPE_LINES:
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2);
break;
case CCommandBuffer::PRIMTYPE_TRIANGLES:
glDrawArrays(GL_TRIANGLES, 0, pCommand->m_PrimCount*3);
case CCommandBuffer::PRIMTYPE_QUADS:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_PrimitiveDrawIndexBufferID);
glDrawElements(GL_TRIANGLES, pCommand->m_PrimCount*6, GL_UNSIGNED_INT, 0);
break;
default:
dbg_msg("render", "unknown primtype %d\n", pCommand->m_Cmd);
@ -1488,7 +1528,7 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt
}
m_UseOpenGL3_3 = false;
if (!g_Config.m_ClForceOldOpenGL && SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE) == 0)
if (!g_Config.m_GfxForceOldOpenGL && SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE) == 0)
{
if (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3) == 0 && SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3) == 0)
{

View file

@ -148,6 +148,7 @@ class CCommandProcessorFragment_OpenGL3_3
GLuint m_PrimitiveDrawVertexID;
GLuint m_PrimitiveDrawBufferID;
GLuint m_PrimitiveDrawIndexBufferID;
GLint m_MaxTextureUnits;

View file

@ -399,5 +399,6 @@ MACRO_CONFIG_INT(ClDemoSliceEnd, cl_demo_slice_end, -1, 0, 0, CFGFLAG_SAVE|CFGFL
MACRO_CONFIG_INT(ClDemoShowSpeed, cl_demo_show_speed, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Show speed meter on change")
//opengl
MACRO_CONFIG_INT(ClForceOldOpenGL, cl_force_old_opengl, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Forces to use the old opengl version.")
MACRO_CONFIG_INT(GfxForceOldOpenGL, gfx_force_old_opengl, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Forces to use the old opengl version.")
MACRO_CONFIG_INT(GfxEnableTextureUnitOptimization, gfx_enable_texture_unit_optimization, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Use multiple texture units, instead of only one.")
#endif