ogl device buffer creation

now ogl mirrors dx side with ubo creation and clearing pushed up to the device level.
This commit is contained in:
marauder2k7 2024-03-14 14:23:08 +00:00
parent 1e8841e6b5
commit 11d8604d8e
5 changed files with 52 additions and 17 deletions

View file

@ -155,6 +155,14 @@ GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
}
mBufferMap.clear(); // Clear the map
for (U32 i = 0; i < 6; i++)
{
for (U32 j = 0; j < 16; j++)
{
mBoundBuffers[i][j] = nullptr;
}
}
if (mShader)
mShader->_unlinkBuffer(this);
}

View file

@ -292,6 +292,11 @@ GFXGLDevice::~GFXGLDevice()
mTextureManager->kill();
}
// Free device buffers
DeviceBufferMap::Iterator bufferIter = mDeviceBufferMap.begin();
for (; bufferIter != mDeviceBufferMap.end(); ++bufferIter)
glDeleteBuffers(1, &bufferIter->value);
GFXResource* walk = mResourceListHead;
while(walk)
{
@ -307,6 +312,23 @@ GFXGLDevice::~GFXGLDevice()
SAFE_DELETE( mOpenglStateCache );
}
GLuint GFXGLDevice::getDeviceBuffer(const GFXShaderConstDesc desc)
{
String name(desc.name + "_" + String::ToString(desc.size));
DeviceBufferMap::Iterator buf = mDeviceBufferMap.find(name);
if (buf != mDeviceBufferMap.end())
{
return mDeviceBufferMap[name];
}
GLuint uboHandle;
glGenBuffers(1, &uboHandle);
mDeviceBufferMap[name] = uboHandle;
return uboHandle;
}
void GFXGLDevice::zombify()
{
mTextureManager->zombify();

View file

@ -47,6 +47,7 @@ class GFXGLShaderConstBuffer;
class GFXGLDevice : public GFXDevice
{
public:
struct GLCapabilities
{
@ -60,6 +61,11 @@ public:
};
GLCapabilities mCapabilities;
// UBO map
typedef Map<String, GLuint> DeviceBufferMap;
// grab device buffer.
GLuint getDeviceBuffer(const GFXShaderConstDesc desc);
void zombify();
void resurrect();
GFXGLDevice(U32 adapterIndex);
@ -202,6 +208,8 @@ protected:
virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
StrongRefPtr<GFXGLShaderConstBuffer> mCurrentConstBuffer;
DeviceBufferMap mDeviceBufferMap;
private:
typedef GFXDevice Parent;

View file

@ -434,30 +434,27 @@ void GFXGLShaderConstBuffer::activate(GFXGLShaderConstBuffer* prevShaderBuffer)
mWasLost = false;
}
void GFXGLShaderConstBuffer::addBuffer(S32 bufBindingPoint, U32 size)
void GFXGLShaderConstBuffer::addBuffer(const GFXShaderConstDesc desc)
{
// if this is the global buffer set it to the highest.
if (bufBindingPoint == -1)
if (desc.bindPoint == -1)
{
// we dont create a bufferhandle for this one.
U8* buf = new U8[size];
dMemset(buf, 0, size);
U8* buf = new U8[desc.size];
dMemset(buf, 0, desc.size);
mBufferMap[-1].data = buf;
mBufferMap[-1].size = size;
mBufferMap[-1].size = desc.size;
mBufferMap[-1].isDirty = true;
}
else
{
U8* buf = new U8[size];
dMemset(buf, 0, size);
mBufferMap[bufBindingPoint].data = buf;
mBufferMap[bufBindingPoint].size = size;
mBufferMap[bufBindingPoint].isDirty = true;
U8* buf = new U8[desc.size];
dMemset(buf, 0, desc.size);
mBufferMap[desc.bindPoint].data = buf;
mBufferMap[desc.bindPoint].size = desc.size;
mBufferMap[desc.bindPoint].isDirty = true;
GLuint uboHandle;
glGenBuffers(1, &uboHandle);
mBufferMap[bufBindingPoint].bufHandle = uboHandle;
mBufferMap[desc.bindPoint].bufHandle = GFXGL->getDeviceBuffer(desc);
}
}
@ -478,7 +475,7 @@ void GFXGLShaderConstBuffer::onShaderReload(GFXGLShader* shader)
for (GFXGLShader::BufferMap::Iterator i = shader->mBuffers.begin(); i != shader->mBuffers.end(); ++i)
{
// add our buffer descriptions to the full const buffer.
this->addBuffer(i->value.bindPoint, i->value.size);
this->addBuffer(i->value);
}
mWasLost = true;
@ -1161,7 +1158,7 @@ GFXShaderConstBufferRef GFXGLShader::allocConstBuffer()
for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
{
// add our buffer descriptions to the full const buffer.
buffer->addBuffer(i->value.bindPoint, i->value.size);
buffer->addBuffer(i->value);
}
buffer->registerResourceWithDevice(getOwningDevice());

View file

@ -111,7 +111,7 @@ public:
/// Called by GFXGLDevice to activate this buffer.
void activate(GFXGLShaderConstBuffer* prevShaderBuffer);
void addBuffer(S32 bufBindingPoint, U32 size);
void addBuffer(const GFXShaderConstDesc desc);
/// Called when the shader this buffer references is reloaded.
void onShaderReload(GFXGLShader* shader);