Greatly improved Renderer
Separated Viewport from Scissor rect Improved performances Removed Lock/Unlock system from Shader/Texture class Former-commit-id: f54bca6de58fe9d495d9192dc0d761f92594ee86
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@@ -86,16 +86,9 @@ bool NzHardwareBuffer::Create(unsigned int size, nzBufferUsage usage)
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m_buffer = 0;
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glGenBuffers(1, &m_buffer);
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GLint previous;
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glGetIntegerv(NzOpenGL::BufferTargetBinding[m_type], &previous);
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glBindBuffer(NzOpenGL::BufferTarget[m_type], m_buffer);
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NzOpenGL::BindBuffer(m_type, m_buffer);
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glBufferData(NzOpenGL::BufferTarget[m_type], size, nullptr, NzOpenGL::BufferUsage[usage]);
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// Pour ne pas perturber le rendu, on n'interfère pas avec le binding déjà présent
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if (previous != 0)
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glBindBuffer(NzOpenGL::BufferTarget[m_type], previous);
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return true;
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}
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@@ -103,7 +96,7 @@ void NzHardwareBuffer::Destroy()
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{
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NzContext::EnsureContext();
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glDeleteBuffers(1, &m_buffer);
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NzOpenGL::DeleteBuffer(m_type, m_buffer);
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}
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bool NzHardwareBuffer::Fill(const void* data, unsigned int offset, unsigned int size, bool forceDiscard)
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@@ -115,11 +108,7 @@ bool NzHardwareBuffer::Fill(const void* data, unsigned int offset, unsigned int
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if (!forceDiscard)
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forceDiscard = (size == totalSize);
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GLuint previous;
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glGetIntegerv(NzOpenGL::BufferTargetBinding[m_type], reinterpret_cast<GLint*>(&previous));
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if (previous != m_buffer)
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glBindBuffer(NzOpenGL::BufferTarget[m_type], m_buffer);
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NzOpenGL::BindBuffer(m_type, m_buffer);
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// http://www.opengl.org/wiki/Vertex_Specification_Best_Practices
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if (forceDiscard)
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@@ -151,10 +140,6 @@ bool NzHardwareBuffer::Fill(const void* data, unsigned int offset, unsigned int
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}
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}
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// Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérations chaînées)
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if (previous != m_buffer && previous != 0)
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glBindBuffer(NzOpenGL::BufferTarget[m_type], previous);
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return true;
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}
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@@ -172,52 +157,28 @@ void* NzHardwareBuffer::Map(nzBufferAccess access, unsigned int offset, unsigned
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{
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NzContext::EnsureContext();
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// Pour ne pas perturber le rendu, on n'interfère pas avec le binding déjà présent
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GLuint previous;
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glGetIntegerv(NzOpenGL::BufferTargetBinding[m_type], reinterpret_cast<GLint*>(&previous));
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if (previous != m_buffer)
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glBindBuffer(NzOpenGL::BufferTarget[m_type], m_buffer);
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NzOpenGL::BindBuffer(m_type, m_buffer);
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if (access == nzBufferAccess_DiscardAndWrite)
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glBufferData(NzOpenGL::BufferTarget[m_type], m_parent->GetSize(), nullptr, NzOpenGL::BufferUsage[m_parent->GetUsage()]); // Discard
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void* ptr = mapBuffer(m_type, access, offset, size);
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// Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérations chaînées)
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if (previous != m_buffer && previous != 0)
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glBindBuffer(NzOpenGL::BufferTarget[m_type], previous);
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return ptr;
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return mapBuffer(m_type, access, offset, size);
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}
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bool NzHardwareBuffer::Unmap()
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{
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NzContext::EnsureContext();
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GLuint previous;
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glGetIntegerv(NzOpenGL::BufferTargetBinding[m_type], reinterpret_cast<GLint*>(&previous));
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if (previous != m_buffer)
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glBindBuffer(NzOpenGL::BufferTarget[m_type], m_buffer);
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NzOpenGL::BindBuffer(m_type, m_buffer);
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if (glUnmapBuffer(NzOpenGL::BufferTarget[m_type]) != GL_TRUE)
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{
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// Une erreur rare est survenue, nous devons réinitialiser le buffer
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NazaraError("Failed to unmap buffer, reinitialising content... (OpenGL error : 0x" + NzString::Number(glGetError(), 16) + ')');
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glBufferData(NzOpenGL::BufferTarget[m_type], m_parent->GetSize(), nullptr, NzOpenGL::BufferUsage[m_parent->GetStorage()]);
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// Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérations chaînées)
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if (previous != m_buffer && previous != 0)
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glBindBuffer(NzOpenGL::BufferTarget[m_type], previous);
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// Une erreur rare est survenue, nous devons réinitialiser le buffer
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NazaraError("Failed to unmap buffer, reinitialising content... (OpenGL error : 0x" + NzString::Number(glGetError(), 16) + ')');
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return false;
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}
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// Inutile de rebinder s'il n'y avait aucun buffer (Optimise les opérations chaînées)
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if (previous != m_buffer && previous != 0)
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glBindBuffer(NzOpenGL::BufferTarget[m_type], previous);
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return true;
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}
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