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@ -48,26 +48,48 @@ IVertexBufferGL3::~IVertexBufferGL3()
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// ***************************************************************************
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// ***************************************************************************
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static inline GLsizei vbgl3BufferForType(CVertexBuffer::TPreferredMemory mem)
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{
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switch (mem)
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{
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case CVertexBuffer::AGPVolatile:
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case CVertexBuffer::RAMVolatile:
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return NL3D_GL3_BUFFER_QUEUE_MAX;
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default:
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return 1;
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}
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}
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CVertexBufferGL3::CVertexBufferGL3(CDriverGL3 *drv, uint size, uint numVertices, CVertexBuffer::TPreferredMemory preferred, CVertexBuffer *vb)
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: IVertexBufferGL3(drv, vb, IVertexBufferGL3::GL3),
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m_VertexPtr(NULL),
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m_VertexObjectId(0),
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m_FrameInFlight(NL3D_GL3_BUFFER_NOT_IN_FLIGHT)
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m_CurrentIndex(0),
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m_CurrentInFlight(false),
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#if NL3D_GL3_VERTEX_BUFFER_INFLIGHT_DEBUG
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m_ReuseCount(0),
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m_InvalidateCount(0),
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#endif
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m_MemType(preferred)
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{
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H_AUTO_OGL(CVertexBufferGLARB_CVertexBufferGLARB)
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H_AUTO_OGL(CVertexBufferGLARB_CVertexBufferGLARB);
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// Create id and bind
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GLuint vertexBufferID;
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nglGenBuffers(1, &vertexBufferID);
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drv->_DriverGLStates.forceBindARBVertexBuffer(vertexBufferID);
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for (GLsizei i = 0; i < NL3D_GL3_BUFFER_QUEUE_MAX; ++i)
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{
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m_VertexObjectId[i] = 0;
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m_FrameInFlight[i] = NL3D_GL3_BUFFER_NOT_IN_FLIGHT;
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}
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// Create ids
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GLsizei nbBuff = vbgl3BufferForType(preferred);
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nglGenBuffers(nbBuff, m_VertexObjectId);
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// Initialize
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for (GLsizei i = 0; i < nbBuff; ++i)
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{
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drv->_DriverGLStates.forceBindARBVertexBuffer(m_VertexObjectId[i]);
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nglBufferData(GL_ARRAY_BUFFER, size, NULL, drv->vertexBufferUsageGL3(preferred));
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m_VertexObjectId = vertexBufferID;
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m_MemType = preferred;
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// Unbind
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drv->_DriverGLStates.forceBindARBVertexBuffer(0);
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}
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}
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// ***************************************************************************
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@ -77,17 +99,24 @@ CVertexBufferGL3::~CVertexBufferGL3()
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H_AUTO_OGL(CVertexBufferGLARB_CVertexBufferGLARBDtor)
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if (m_Driver && m_VertexObjectId)
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{
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if (m_Driver->_DriverGLStates.getCurrBoundARBVertexBuffer() == m_VertexObjectId)
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GLsizei nbBuff = vbgl3BufferForType(m_MemType);
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for (GLsizei i = 0; i < nbBuff; ++i)
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{
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if (m_Driver->_DriverGLStates.getCurrBoundARBVertexBuffer() == m_VertexObjectId[i])
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{
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m_Driver->_DriverGLStates.forceBindARBVertexBuffer(0);
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}
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}
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if (m_VertexObjectId)
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}
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for (GLsizei i = 0; i < NL3D_GL3_BUFFER_QUEUE_MAX; ++i)
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{
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GLuint id = (GLuint)m_VertexObjectId;
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if (m_VertexObjectId[i])
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{
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GLuint id = m_VertexObjectId[i];
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nlassert(nglIsBuffer(id));
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nglDeleteBuffers(1, &id);
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}
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}
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if (m_Driver)
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{
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if (m_Invalid)
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@ -118,28 +147,33 @@ void *CVertexBufferGL3::lock()
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nlassert(!m_DummyVB.empty());
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return &m_DummyVB[0];
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}
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// recreate a vb
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GLuint vertexBufferID;
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// Create ids
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glGetError();
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nglGenBuffers(1, &vertexBufferID);
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GLsizei nbBuff = vbgl3BufferForType(m_MemType);
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nglGenBuffers(nbBuff, m_VertexObjectId);
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if (glGetError() != GL_NO_ERROR)
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{
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m_Driver->incrementResetCounter();
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return &m_DummyVB[0];
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}
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m_Driver->_DriverGLStates.forceBindARBVertexBuffer(vertexBufferID);
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for (GLsizei i = 0; i < nbBuff; ++i)
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{
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m_Driver->_DriverGLStates.forceBindARBVertexBuffer(m_VertexObjectId[i]);
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nglBufferData(GL_ARRAY_BUFFER, size, NULL, m_Driver->vertexBufferUsageGL3(m_MemType));
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m_Driver->_DriverGLStates.forceBindARBVertexBuffer(0);
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if (glGetError() != GL_NO_ERROR)
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{
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m_Driver->incrementResetCounter();
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nglDeleteBuffers(1, &vertexBufferID);
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return &m_DummyVB[0];;
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nglDeleteBuffers(1, &m_VertexObjectId[i]);
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return &m_DummyVB[0];
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}
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}
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m_VertexObjectId = vertexBufferID;
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NLMISC::contReset(m_DummyVB); // free vector memory for real
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nlassert(m_VertexObjectId);
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nlassert(m_VertexObjectId[m_CurrentIndex]);
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m_Invalid = false;
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m_Driver->_LostVBList.erase(m_IteratorInLostVBList);
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// continue to standard mapping code below ..
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@ -149,7 +183,6 @@ void *CVertexBufferGL3::lock()
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{
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beforeLock= CTime::getPerformanceTime();
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}
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m_Driver->_DriverGLStates.bindARBVertexBuffer(m_VertexObjectId);
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// m_VertexPtr = nglMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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@ -165,16 +198,43 @@ void *CVertexBufferGL3::lock()
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{
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case CVertexBuffer::AGPVolatile:
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case CVertexBuffer::RAMVolatile:
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{
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if (m_CurrentInFlight)
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{
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++m_CurrentIndex;
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m_CurrentIndex %= NL3D_GL3_BUFFER_QUEUE_MAX;
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m_CurrentInFlight = false;
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}
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m_Driver->_DriverGLStates.bindARBVertexBuffer(m_VertexObjectId[m_CurrentIndex]);
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if (m_FrameInFlight[m_CurrentIndex] != NL3D_GL3_BUFFER_NOT_IN_FLIGHT
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&& m_FrameInFlight[m_CurrentIndex] >= m_Driver->getSwapBufferInFlight())
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{
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#if NL3D_GL3_VERTEX_BUFFER_INFLIGHT_DEBUG
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++m_InvalidateCount;
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nldebug("GL: Vertex buffer already in flight (reused: %u, invalidated: %u)", m_ReuseCount, m_InvalidateCount);
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#endif
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// NOTE: GL_MAP_INVALIDATE_BUFFER_BIT removes the cost of waiting for synchronization (major performance impact),
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// but adds the cost of allocating a new buffer (which hast a much lower performance impact)
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m_VertexPtr = nglMapBufferRange(GL_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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}
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else
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{
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#if NL3D_GL3_VERTEX_BUFFER_INFLIGHT_DEBUG
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++m_ReuseCount;
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nldebug("GL: Vertex buffer can be reused (reused: %u, invalidated: %u)", m_ReuseCount, m_InvalidateCount);
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#endif
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m_VertexPtr = nglMapBufferRange(GL_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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}
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break;
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}
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case CVertexBuffer::RAMPreferred:
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m_Driver->_DriverGLStates.bindARBVertexBuffer(m_VertexObjectId[m_CurrentIndex]);
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// m_VertexPtr = nglMapBufferRange(GL_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_READ_BIT | GL_MAP_PERSISTENT | GL_MAP_COHERENT);
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// NOTE: Persistent / Coherent is only available in OpenGL 4.4 (2013/2014 hardware with recent drivers)
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m_VertexPtr = nglMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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break;
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default:
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m_Driver->_DriverGLStates.bindARBVertexBuffer(m_VertexObjectId[m_CurrentIndex]);
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// m_VertexPtr = nglMapBufferRange(GL_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT);
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m_VertexPtr = nglMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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break;
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@ -183,7 +243,7 @@ void *CVertexBufferGL3::lock()
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if (!m_VertexPtr)
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{
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nglUnmapBuffer(GL_ARRAY_BUFFER);
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nlassert(nglIsBuffer((GLuint)m_VertexObjectId));
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nlassert(nglIsBuffer(m_VertexObjectId[m_CurrentIndex]));
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invalidate();
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return &m_DummyVB[0];
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}
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@ -211,13 +271,13 @@ void CVertexBufferGL3::unlock()
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m_VertexPtr = NULL;
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if (m_Invalid) return;
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if (!m_VertexObjectId) return;
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if (!m_VertexObjectId[m_CurrentIndex]) return;
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TTicks beforeLock = 0;
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if (m_Driver->_VBHardProfiling)
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{
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beforeLock= CTime::getPerformanceTime();
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}
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m_Driver->_DriverGLStates.bindARBVertexBuffer(m_VertexObjectId);
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m_Driver->_DriverGLStates.bindARBVertexBuffer(m_VertexObjectId[m_CurrentIndex]);
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// double start = CTime::ticksToSecond(CTime::getPerformanceTime());
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#ifdef NL_DEBUG
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_Unmapping = true;
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@ -271,7 +331,7 @@ void CVertexBufferGL3::enable()
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H_AUTO_OGL(CVertexBufferGLARB_enable)
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if (m_Driver->_CurrentVertexBufferGL != this)
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{
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m_Driver->_CurrentVertexBufferGL= this;
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m_Driver->_CurrentVertexBufferGL = this;
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}
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}
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@ -282,16 +342,17 @@ void CVertexBufferGL3::disable()
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H_AUTO_OGL(CVertexBufferGLARB_disable)
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if (m_Driver->_CurrentVertexBufferGL != NULL)
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{
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m_Driver->_CurrentVertexBufferGL= NULL;
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m_Driver->_CurrentVertexBufferGL = NULL;
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}
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}
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// ***************************************************************************
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void CVertexBufferGL3::setupVBInfos(CVertexBufferInfo &vb)
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GLuint CVertexBufferGL3::getGLuint()
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{
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H_AUTO_OGL(CVertexBufferGLARB_setupVBInfos)
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vb.VertexObjectId = m_VertexObjectId;
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H_AUTO_OGL(CVertexBufferGLARB_getGLuint);
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return m_VertexObjectId[m_CurrentIndex];
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}
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// ***************************************************************************
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@ -300,7 +361,9 @@ void CVertexBufferGL3::setFrameInFlight(uint64 swapBufferCounter)
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{
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H_AUTO_OGL(CVertexBufferGL3_setFrameInFlight);
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m_FrameInFlight = swapBufferCounter;
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// Set buffer frame in flight
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m_FrameInFlight[m_CurrentIndex] = swapBufferCounter;
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m_CurrentInFlight = true;
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}
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// ***************************************************************************
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@ -507,11 +570,11 @@ void CVertexBufferAMDPinned::disable()
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// ***************************************************************************
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void CVertexBufferAMDPinned::setupVBInfos(CVertexBufferInfo &vb)
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GLuint CVertexBufferAMDPinned::getGLuint()
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{
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H_AUTO_OGL(CVertexBufferAMDPinned_setupVBInfos);
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H_AUTO_OGL(CVertexBufferAMDPinned_getGLuint);
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vb.VertexObjectId = m_VertexObjectId;
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return m_VertexObjectId;
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}
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// ***************************************************************************
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