OpenGLRenderer/CommandBuffer: Replace std::visit by a switch (to improve performance)
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parent
97f1c2c56c
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3957687a31
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@ -8,6 +8,7 @@
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#define NAZARA_OPENGLRENDERER_OPENGLCOMMANDBUFFER_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <NazaraUtils/TypeList.hpp>
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Math/Rect.hpp>
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#include <Nazara/OpenGLRenderer/Config.hpp>
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@ -79,17 +80,57 @@ namespace Nz
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struct DrawStates;
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struct ShaderBindings;
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#define NAZARA_OPENGL_FOREACH_COMMANDS(cb, lastCb) \
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cb(BeginDebugRegionCommand) \
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cb(BlitTextureCommand) \
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cb(CopyBufferCommand) \
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cb(CopyBufferFromMemoryCommand) \
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cb(CopyTextureCommand) \
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cb(DispatchCommand) \
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cb(DrawCommand) \
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cb(DrawIndexedCommand) \
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cb(EndDebugRegionCommand) \
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cb(MemoryBarrier) \
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lastCb(SetFrameBufferCommand) \
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#define NAZARA_OPENGL_COMMAND_CALLBACK(Command) struct Command;
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NAZARA_OPENGL_FOREACH_COMMANDS(NAZARA_OPENGL_COMMAND_CALLBACK, NAZARA_OPENGL_COMMAND_CALLBACK)
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#undef NAZARA_OPENGL_COMMAND_CALLBACK
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using CommandList = TypeList<
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#define NAZARA_OPENGL_COMMAND_CALLBACK(Command) Command,
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#define NAZARA_OPENGL_COMMAND_CALLBACK_LAST(Command) Command
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NAZARA_OPENGL_FOREACH_COMMANDS(NAZARA_OPENGL_COMMAND_CALLBACK, NAZARA_OPENGL_COMMAND_CALLBACK_LAST)
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#undef NAZARA_OPENGL_COMMAND_CALLBACK_LAST
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#undef NAZARA_OPENGL_COMMAND_CALLBACK
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>;
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void ApplyBindings(const GL::Context& context, const ShaderBindings& bindings);
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void ApplyStates(const GL::Context& context, const DrawStates& states);
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inline void Execute(const GL::Context* context, const BeginDebugRegionCommand& command);
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inline void Execute(const GL::Context* context, const BlitTextureCommand& command);
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inline void Execute(const GL::Context* context, const CopyBufferCommand& command);
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inline void Execute(const GL::Context* context, const CopyBufferFromMemoryCommand& command);
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inline void Execute(const GL::Context* context, const CopyTextureCommand& command);
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inline void Execute(const GL::Context* context, const DispatchCommand& command);
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inline void Execute(const GL::Context* context, const DrawCommand& command);
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inline void Execute(const GL::Context* context, const DrawIndexedCommand& command);
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inline void Execute(const GL::Context* context, const EndDebugRegionCommand& command);
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inline void Execute(const GL::Context* context, const MemoryBarrier& command);
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inline void Execute(const GL::Context*& context, const SetFrameBufferCommand& command);
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void Release() override;
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struct BeginDebugRegionData
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struct BeginDebugRegionCommand
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{
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std::string regionName;
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Color color;
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};
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struct BlitTextureData
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struct BlitTextureCommand
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{
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const OpenGLTexture* source;
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const OpenGLTexture* target;
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@ -103,7 +144,7 @@ namespace Nz
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const OpenGLComputePipeline* pipeline = nullptr;
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};
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struct CopyBufferData
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struct CopyBufferCommand
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{
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GLuint source;
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GLuint target;
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@ -112,7 +153,7 @@ namespace Nz
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UInt64 targetOffset;
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};
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struct CopyTextureData
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struct CopyTextureCommand
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{
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const OpenGLTexture* source;
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const OpenGLTexture* target;
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@ -120,7 +161,7 @@ namespace Nz
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Vector3ui targetPoint;
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};
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struct CopyBufferFromMemoryData
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struct CopyBufferFromMemoryCommand
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{
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const void* memory;
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GLuint target;
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@ -133,7 +174,7 @@ namespace Nz
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std::vector<std::pair<const OpenGLRenderPipelineLayout*, const OpenGLShaderBinding*>> shaderBindings;
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};
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struct DispatchData
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struct DispatchCommand
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{
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ComputeStates states;
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ShaderBindings bindings;
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@ -160,7 +201,7 @@ namespace Nz
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bool shouldFlipY = false;
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};
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struct DrawData
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struct DrawCommand
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{
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DrawStates states;
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ShaderBindings bindings;
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@ -170,7 +211,7 @@ namespace Nz
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UInt32 vertexCount;
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};
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struct DrawIndexedData
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struct DrawIndexedCommand
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{
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DrawStates states;
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ShaderBindings bindings;
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@ -180,7 +221,7 @@ namespace Nz
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UInt32 instanceCount;
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};
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struct EndDebugRegionData
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struct EndDebugRegionCommand
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{
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};
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@ -189,26 +230,14 @@ namespace Nz
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GLbitfield barriers;
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};
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struct SetFrameBufferData
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struct SetFrameBufferCommand
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{
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std::array<CommandBufferBuilder::ClearValues, 16> clearValues; //< TODO: Remove hard limit?
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const OpenGLFramebuffer* framebuffer;
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const OpenGLRenderPass* renderpass;
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};
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using CommandData = std::variant<
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BeginDebugRegionData,
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BlitTextureData,
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CopyBufferData,
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CopyBufferFromMemoryData,
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CopyTextureData,
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DispatchData,
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DrawData,
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DrawIndexedData,
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EndDebugRegionData,
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MemoryBarrier,
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SetFrameBufferData
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>;
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using CommandData = TypeListInstantiate<CommandList, std::variant>;
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ComputeStates m_currentComputeStates;
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DrawStates m_currentDrawStates;
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@ -25,7 +25,7 @@ namespace Nz
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inline void OpenGLCommandBuffer::BeginDebugRegion(const std::string_view& regionName, const Color& color)
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{
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BeginDebugRegionData beginDebugRegion;
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BeginDebugRegionCommand beginDebugRegion;
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beginDebugRegion.color = color;
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beginDebugRegion.regionName = regionName;
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@ -77,7 +77,7 @@ namespace Nz
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inline void OpenGLCommandBuffer::BlitTexture(const OpenGLTexture& source, const Boxui& sourceBox, const OpenGLTexture& target, const Boxui& targetBox, SamplerFilter filter)
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{
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BlitTextureData blitTexture = {
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BlitTextureCommand blitTexture = {
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&source,
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&target,
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sourceBox,
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@ -90,7 +90,7 @@ namespace Nz
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inline void OpenGLCommandBuffer::CopyBuffer(GLuint source, GLuint target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset)
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{
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CopyBufferData copyBuffer = {
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CopyBufferCommand copyBuffer = {
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source,
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target,
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size,
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@ -103,7 +103,7 @@ namespace Nz
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inline void OpenGLCommandBuffer::CopyBuffer(const UploadPool::Allocation& allocation, GLuint target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset)
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{
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CopyBufferFromMemoryData copyBuffer = {
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CopyBufferFromMemoryCommand copyBuffer = {
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static_cast<const UInt8*>(allocation.mappedPtr) + sourceOffset,
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target,
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size,
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@ -115,7 +115,7 @@ namespace Nz
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inline void OpenGLCommandBuffer::CopyTexture(const OpenGLTexture& source, const Boxui& sourceBox, const OpenGLTexture& target, const Vector3ui& targetPoint)
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{
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CopyTextureData copyTexture = {
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CopyTextureCommand copyTexture = {
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&source,
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&target,
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sourceBox,
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@ -130,7 +130,7 @@ namespace Nz
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if (!m_currentComputeStates.pipeline)
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throw std::runtime_error("no pipeline bound");
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DispatchData dispatch;
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DispatchCommand dispatch;
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dispatch.bindings = m_currentComputeShaderBindings;
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dispatch.states = m_currentComputeStates;
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dispatch.numGroupsX = numGroupsX;
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@ -145,7 +145,7 @@ namespace Nz
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if (!m_currentDrawStates.pipeline)
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throw std::runtime_error("no pipeline bound");
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DrawData draw;
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DrawCommand draw;
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draw.bindings = m_currentGraphicsShaderBindings;
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draw.states = m_currentDrawStates;
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draw.firstInstance = firstInstance;
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if (!m_currentDrawStates.pipeline)
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throw std::runtime_error("no pipeline bound");
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DrawIndexedData draw;
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DrawIndexedCommand draw;
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draw.bindings = m_currentGraphicsShaderBindings;
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draw.states = m_currentDrawStates;
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draw.firstIndex = firstIndex;
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@ -174,7 +174,7 @@ namespace Nz
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inline void OpenGLCommandBuffer::EndDebugRegion()
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{
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m_commands.emplace_back(EndDebugRegionData{});
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m_commands.emplace_back(EndDebugRegionCommand{});
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}
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inline std::size_t OpenGLCommandBuffer::GetBindingIndex() const
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@ -214,7 +214,7 @@ namespace Nz
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{
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m_maxColorBufferCount = std::max(m_maxColorBufferCount, framebuffer.GetColorBufferCount());
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SetFrameBufferData setFramebuffer;
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SetFrameBufferCommand setFramebuffer;
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setFramebuffer.framebuffer = &framebuffer;
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setFramebuffer.renderpass = &renderPass;
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@ -62,39 +62,108 @@ namespace Nz
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{
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const GL::Context* context = GL::Context::GetCurrentContext();
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StackArray<std::size_t> colorIndexes = NazaraStackArrayNoInit(std::size_t, m_maxColorBufferCount);
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for (const auto& commandVariant : m_commands)
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{
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std::visit([&](auto&& command)
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switch (commandVariant.index())
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{
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using T = std::decay_t<decltype(command)>;
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#define NAZARA_OPENGL_COMMAND_CALLBACK(Command) \
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case TypeListFind<CommandList, Command>: \
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Execute(context, std::get<TypeListFind<CommandList, Command>>(commandVariant)); \
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break;
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if constexpr (std::is_same_v<T, BeginDebugRegionData>)
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NAZARA_OPENGL_FOREACH_COMMANDS(NAZARA_OPENGL_COMMAND_CALLBACK, NAZARA_OPENGL_COMMAND_CALLBACK)
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#undef NAZARA_OPENGL_COMMAND_CALLBACK
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}
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}
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}
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void OpenGLCommandBuffer::UpdateDebugName(std::string_view /*name*/)
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{
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// No OpenGL object to name
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}
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void OpenGLCommandBuffer::ApplyBindings(const GL::Context& context, const ShaderBindings& states)
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{
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unsigned int setIndex = 0;
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for (const auto& [pipelineLayout, shaderBinding] : states.shaderBindings)
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{
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if (shaderBinding)
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shaderBinding->Apply(*pipelineLayout, setIndex, context);
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else
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NazaraWarning("no shader binding for set #" + std::to_string(setIndex));
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setIndex++;
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}
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}
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void OpenGLCommandBuffer::ApplyStates(const GL::Context& context, const DrawStates& states)
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{
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states.pipeline->Apply(context, states.shouldFlipY);
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if (states.scissorRegion)
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context.SetScissorBox(states.scissorRegion->x, states.scissorRegion->y, states.scissorRegion->width, states.scissorRegion->height);
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if (states.viewportRegion)
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context.SetViewport(states.viewportRegion->x, states.viewportRegion->y, states.viewportRegion->width, states.viewportRegion->height);
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GL::OpenGLVaoSetup vaoSetup;
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vaoSetup.indexBuffer = states.indexBuffer;
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std::uint32_t locationIndex = 0;
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const std::uint8_t* originPtr = 0;
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for (const auto& bufferData : states.pipeline->GetPipelineInfo().vertexBuffers)
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{
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assert(bufferData.binding < states.vertexBuffers.size());
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const auto& vertexBufferInfo = states.vertexBuffers[bufferData.binding];
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GLsizei stride = GLsizei(bufferData.declaration->GetStride());
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for (const auto& componentInfo : bufferData.declaration->GetComponents())
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{
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auto& bufferAttribute = vaoSetup.vertexAttribs[locationIndex++].emplace();
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BuildAttrib(bufferAttribute, componentInfo.type);
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bufferAttribute.pointer = originPtr + vertexBufferInfo.offset + componentInfo.offset;
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bufferAttribute.stride = stride;
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bufferAttribute.vertexBuffer = vertexBufferInfo.vertexBuffer;
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}
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}
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const GL::VertexArray& vao = context.GetVaoCache().Get(vaoSetup);
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context.BindVertexArray(vao.GetObjectId());
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}
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const BeginDebugRegionCommand& command)
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{
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if (context->glPushDebugGroup)
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context->glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, GLsizei(command.regionName.size()), command.regionName.data());
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}
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else if constexpr (std::is_same_v<T, BlitTextureData>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const BlitTextureCommand& command)
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{
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context->BlitTexture(*command.source, *command.target, command.sourceBox, command.targetBox, command.filter);
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}
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else if constexpr (std::is_same_v<T, CopyBufferData>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const CopyBufferCommand& command)
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{
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context->BindBuffer(GL::BufferTarget::CopyRead, command.source);
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context->BindBuffer(GL::BufferTarget::CopyWrite, command.target);
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context->glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, command.sourceOffset, command.targetOffset, command.size);
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}
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else if constexpr (std::is_same_v<T, CopyBufferFromMemoryData>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const CopyBufferFromMemoryCommand& command)
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{
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context->BindBuffer(GL::BufferTarget::CopyWrite, command.target);
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context->glBufferSubData(GL_COPY_WRITE_BUFFER, command.targetOffset, command.size, command.memory);
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}
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else if constexpr (std::is_same_v<T, CopyTextureData>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const CopyTextureCommand& command)
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{
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context->CopyTexture(*command.source, *command.target, command.sourceBox, command.targetPoint);
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}
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else if constexpr (std::is_same_v<T, DispatchData>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const DispatchCommand& command)
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{
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if (!context->glDispatchCompute)
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throw std::runtime_error("compute shaders are not supported on this device");
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@ -103,13 +172,15 @@ namespace Nz
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ApplyBindings(*context, command.bindings);
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context->glDispatchCompute(command.numGroupsX, command.numGroupsY, command.numGroupsZ);
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}
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else if constexpr (std::is_same_v<T, DrawData>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const DrawCommand& command)
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{
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ApplyStates(*context, command.states);
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ApplyBindings(*context, command.bindings);
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context->glDrawArraysInstanced(ToOpenGL(command.states.pipeline->GetPipelineInfo().primitiveMode), command.firstVertex, command.vertexCount, command.instanceCount);
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}
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else if constexpr (std::is_same_v<T, DrawIndexedData>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const DrawIndexedCommand& command)
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{
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const UInt8* origin = 0; //< For an easy way to cast an integer to a pointer
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origin += command.states.indexBufferOffset;
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@ -125,21 +196,24 @@ namespace Nz
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ApplyBindings(*context, command.bindings);
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context->glDrawElementsInstanced(ToOpenGL(command.states.pipeline->GetPipelineInfo().primitiveMode), command.indexCount, ToOpenGL(command.states.indexBufferType), origin, command.instanceCount);
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}
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else if constexpr (std::is_same_v<T, EndDebugRegionData>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const EndDebugRegionCommand& command)
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{
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if (context->glPopDebugGroup)
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context->glPopDebugGroup();
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}
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else if constexpr (std::is_same_v<T, MemoryBarrier>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const MemoryBarrier& command)
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{
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if (context->glMemoryBarrier)
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context->glMemoryBarrier(command.barriers);
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}
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else if constexpr (std::is_same_v<T, SetFrameBufferData>)
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inline void OpenGLCommandBuffer::Execute(const GL::Context*& context, const SetFrameBufferCommand& command)
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{
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command.framebuffer->Activate();
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context = GL::Context::GetCurrentContext();
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StackArray<std::size_t> colorIndexes = NazaraStackArrayNoInit(std::size_t, m_maxColorBufferCount);
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std::size_t colorBufferCount = command.framebuffer->GetColorBufferCount();
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assert(colorBufferCount <= colorIndexes.size());
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@ -256,6 +330,9 @@ namespace Nz
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{
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assert(command.framebuffer->GetType() == FramebufferType::Window);
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// Window framebuffers have their own contexts
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context = GL::Context::GetCurrentContext();
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// glDrawBuffers doesn't accept GL_BACK on OpenGL non-ES, and glDrawBuffer must be used instead
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if (context->GetParams().type != GL::ContextType::OpenGL_ES && context->glDrawBuffer)
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context->glDrawBuffer(GL_BACK);
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@ -325,69 +402,6 @@ namespace Nz
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if (!invalidateAttachments.empty())
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context->glInvalidateFramebuffer(GL_FRAMEBUFFER, GLsizei(invalidateAttachments.size()), invalidateAttachments.data());
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}
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else
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static_assert(AlwaysFalse<T>::value, "non-exhaustive visitor");
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}, commandVariant);
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}
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}
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void OpenGLCommandBuffer::UpdateDebugName(std::string_view /*name*/)
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{
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// No OpenGL object to name
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}
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void OpenGLCommandBuffer::ApplyBindings(const GL::Context& context, const ShaderBindings& states)
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{
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unsigned int setIndex = 0;
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for (const auto& [pipelineLayout, shaderBinding] : states.shaderBindings)
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{
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if (shaderBinding)
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shaderBinding->Apply(*pipelineLayout, setIndex, context);
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||||
else
|
||||
NazaraWarning("no shader binding for set #" + std::to_string(setIndex));
|
||||
|
||||
setIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLCommandBuffer::ApplyStates(const GL::Context& context, const DrawStates& states)
|
||||
{
|
||||
states.pipeline->Apply(context, states.shouldFlipY);
|
||||
|
||||
if (states.scissorRegion)
|
||||
context.SetScissorBox(states.scissorRegion->x, states.scissorRegion->y, states.scissorRegion->width, states.scissorRegion->height);
|
||||
|
||||
if (states.viewportRegion)
|
||||
context.SetViewport(states.viewportRegion->x, states.viewportRegion->y, states.viewportRegion->width, states.viewportRegion->height);
|
||||
|
||||
GL::OpenGLVaoSetup vaoSetup;
|
||||
vaoSetup.indexBuffer = states.indexBuffer;
|
||||
|
||||
std::uint32_t locationIndex = 0;
|
||||
const std::uint8_t* originPtr = 0;
|
||||
|
||||
for (const auto& bufferData : states.pipeline->GetPipelineInfo().vertexBuffers)
|
||||
{
|
||||
assert(bufferData.binding < states.vertexBuffers.size());
|
||||
const auto& vertexBufferInfo = states.vertexBuffers[bufferData.binding];
|
||||
|
||||
GLsizei stride = GLsizei(bufferData.declaration->GetStride());
|
||||
|
||||
for (const auto& componentInfo : bufferData.declaration->GetComponents())
|
||||
{
|
||||
auto& bufferAttribute = vaoSetup.vertexAttribs[locationIndex++].emplace();
|
||||
BuildAttrib(bufferAttribute, componentInfo.type);
|
||||
|
||||
bufferAttribute.pointer = originPtr + vertexBufferInfo.offset + componentInfo.offset;
|
||||
bufferAttribute.stride = stride;
|
||||
bufferAttribute.vertexBuffer = vertexBufferInfo.vertexBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
const GL::VertexArray& vao = context.GetVaoCache().Get(vaoSetup);
|
||||
context.BindVertexArray(vao.GetObjectId());
|
||||
}
|
||||
|
||||
void OpenGLCommandBuffer::Release()
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue