Sprite Draw: Fixed buffer update

This commit is contained in:
korenkonder
2025-06-17 15:55:58 +03:00
parent a3623f2fef
commit 050f36cbb2
9 changed files with 106 additions and 23 deletions
+23
View File
@@ -103,6 +103,29 @@ namespace GL {
return 0;
}
void ArrayBuffer::Recreate(gl_state_struct& gl_st, size_t size) {
if (DIVA_GL_VERSION_4_5) {
Destroy();
Create(gl_st, size);
}
else {
gl_st.bind_array_buffer(buffer);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
}
}
void ArrayBuffer::Recreate(gl_state_struct& gl_st, size_t size, const void* data, bool dynamic) {
if (DIVA_GL_VERSION_4_5) {
Destroy();
Create(gl_st, size, data, dynamic);
}
else {
gl_st.bind_array_buffer(buffer);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)size, data,
dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
}
}
void ArrayBuffer::UnmapMemory(gl_state_struct& gl_st) {
if (!buffer)
return;
+2
View File
@@ -34,6 +34,8 @@ namespace GL {
void Destroy();
void* MapMemory(gl_state_struct& gl_st);
void* MapMemory(p_gl_rend_state& p_gl_rend_st);
void Recreate(gl_state_struct& gl_st, size_t size);
void Recreate(gl_state_struct& gl_st, size_t size, const void* data, bool dynamic = false);
void UnmapMemory(gl_state_struct& gl_st);
void UnmapMemory(p_gl_rend_state& p_gl_rend_st);
void WriteMemory(gl_state_struct& gl_st, size_t offset, size_t size, const void* data);
+23
View File
@@ -103,6 +103,29 @@ namespace GL {
return 0;
}
void ElementArrayBuffer::Recreate(gl_state_struct& gl_st, size_t size) {
if (DIVA_GL_VERSION_4_4) {
Destroy();
Create(gl_st, size);
}
else {
gl_st.bind_element_array_buffer(buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
}
}
void ElementArrayBuffer::Recreate(gl_state_struct& gl_st, size_t size, const void* data, bool dynamic) {
if (DIVA_GL_VERSION_4_4) {
Destroy();
Create(gl_st, size, data, dynamic);
}
else {
gl_st.bind_element_array_buffer(buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, data,
dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
}
}
void ElementArrayBuffer::UnmapMemory(gl_state_struct& gl_st) {
if (!buffer)
return;
+2
View File
@@ -34,6 +34,8 @@ namespace GL {
void Destroy();
void* MapMemory(gl_state_struct& gl_st);
void* MapMemory(p_gl_rend_state& p_gl_rend_st);
void Recreate(gl_state_struct& gl_st, size_t size);
void Recreate(gl_state_struct& gl_st, size_t size, const void* data, bool dynamic = false);
void UnmapMemory(gl_state_struct& gl_st);
void UnmapMemory(p_gl_rend_state& p_gl_rend_st);
void WriteMemory(gl_state_struct& gl_st, size_t offset, size_t size, const void* data);
+23
View File
@@ -103,6 +103,29 @@ namespace GL {
return 0;
}
void ShaderStorageBuffer::Recreate(gl_state_struct& gl_st, size_t size) {
if (DIVA_GL_VERSION_4_4) {
Destroy();
Create(gl_st, size);
}
else {
gl_st.bind_shader_storage_buffer(buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
}
}
void ShaderStorageBuffer::Recreate(gl_state_struct& gl_st, size_t size, const void* data, bool dynamic) {
if (DIVA_GL_VERSION_4_4) {
Destroy();
Create(gl_st, size, data, dynamic);
}
else {
gl_st.bind_shader_storage_buffer(buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, data,
dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
}
}
void ShaderStorageBuffer::UnmapMemory(gl_state_struct& gl_st) {
if (!buffer)
return;
+2
View File
@@ -34,6 +34,8 @@ namespace GL {
void Destroy();
void* MapMemory(gl_state_struct& gl_st);
void* MapMemory(p_gl_rend_state& p_gl_rend_st);
void Recreate(gl_state_struct& gl_st, size_t size);
void Recreate(gl_state_struct& gl_st, size_t size, const void* data, bool dynamic = false);
void UnmapMemory(gl_state_struct& gl_st);
void UnmapMemory(p_gl_rend_state& p_gl_rend_st);
void WriteMemory(gl_state_struct& gl_st, size_t offset, size_t size, const void* data);
+23
View File
@@ -103,6 +103,29 @@ namespace GL {
return 0;
}
void UniformBuffer::Recreate(gl_state_struct& gl_st, size_t size) {
if (DIVA_GL_VERSION_4_4) {
Destroy();
Create(gl_st, size);
}
else {
gl_st.bind_uniform_buffer(buffer);
glBufferData(GL_UNIFORM_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
}
}
void UniformBuffer::Recreate(gl_state_struct& gl_st, size_t size, const void* data, bool dynamic) {
if (DIVA_GL_VERSION_4_4) {
Destroy();
Create(gl_st, size, data, dynamic);
}
else {
gl_st.bind_uniform_buffer(buffer);
glBufferData(GL_UNIFORM_BUFFER, (GLsizeiptr)size, data,
dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
}
}
void UniformBuffer::UnmapMemory(gl_state_struct& gl_st) {
if (!buffer)
return;
+2
View File
@@ -34,6 +34,8 @@ namespace GL {
void Destroy();
void* MapMemory(gl_state_struct& gl_st);
void* MapMemory(p_gl_rend_state& p_gl_rend_st);
void Recreate(gl_state_struct& gl_st, size_t size);
void Recreate(gl_state_struct& gl_st, size_t size, const void* data, bool dynamic = false);
void UnmapMemory(gl_state_struct& gl_st);
void UnmapMemory(p_gl_rend_state& p_gl_rend_st);
void WriteMemory(gl_state_struct& gl_st, size_t offset, size_t size, const void* data);
+6 -23
View File
@@ -261,20 +261,10 @@ namespace spr {
static const GLsizei buffer_size_uv2 = sizeof(sprite_vertex_data_uv2);
if (vbo_vertex_count < vertex_buffer.size() / sizeof(sprite_vertex_data_uv2)) {
while (vbo_vertex_count < vertex_buffer.size())
while (vbo_vertex_count < vertex_buffer.size() / sizeof(sprite_vertex_data_uv2))
vbo_vertex_count *= 2;
if (DIVA_GL_VERSION_4_4) {
vbo.Destroy();
vbo.Create(gl_state, buffer_size_uv2 * vbo_vertex_count);
gl_state.bind_array_buffer(vbo, true);
}
else {
gl_state.bind_array_buffer(vbo, true);
glBufferData(GL_ARRAY_BUFFER,
(GLsizeiptr)vbo_vertex_count, 0, GL_DYNAMIC_DRAW);
}
vbo.Recreate(gl_state, buffer_size_uv2 * vbo_vertex_count);
gl_state.bind_vertex_array(vao[0]);
gl_state.bind_array_buffer(vbo, true);
@@ -322,17 +312,7 @@ namespace spr {
while (ebo_index_count < index_buffer.size())
ebo_index_count *= 2;
if (DIVA_GL_VERSION_4_4) {
ebo.Destroy();
ebo.Create(gl_state, sizeof(uint32_t) * ebo_index_count);
gl_state.bind_element_array_buffer(ebo, true);
}
else {
gl_state.bind_element_array_buffer(ebo, true);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)(sizeof(uint32_t)
* ebo_index_count), 0, GL_DYNAMIC_DRAW);
}
ebo.Recreate(gl_state, sizeof(uint32_t) * ebo_index_count);
gl_state.bind_vertex_array(vao[0]);
gl_state.bind_element_array_buffer(ebo, true);
@@ -346,6 +326,9 @@ namespace spr {
}
ebo.WriteMemory(gl_state, 0, sizeof(uint32_t) * index_buffer.size(), index_buffer.data());
gl_state.bind_array_buffer(0);
gl_state.bind_element_array_buffer(0);
}
void SpriteManager::Draw(render_data_context& rend_data_ctx,