@ -87,7 +87,10 @@ void *CVertexBufferGL::lock()
{
H_AUTO_OGL ( CVertexBufferGLARB_lock ) ;
if ( m_VertexPtr ) return m_VertexPtr ; // already locked
if ( m_VertexPtr ) return m_VertexPtr ; // already locked :|
const uint size = VB - > getNumVertices ( ) * VB - > getVertexSize ( ) ;
if ( m_Invalid )
{
if ( VB - > getLocation ( ) ! = CVertexBuffer : : NotResident )
@ -106,7 +109,6 @@ void *CVertexBufferGL::lock()
m_Driver - > incrementResetCounter ( ) ;
return & m_DummyVB [ 0 ] ;
}
const uint size = VB - > getNumVertices ( ) * VB - > getVertexSize ( ) ;
m_Driver - > _DriverGLStates . forceBindARBVertexBuffer ( vertexBufferID ) ;
nglBufferData ( GL_ARRAY_BUFFER , size , NULL , m_Driver - > vertexBufferUsageGL3 ( m_MemType ) ) ;
if ( glGetError ( ) ! = GL_NO_ERROR )
@ -130,7 +132,27 @@ void *CVertexBufferGL::lock()
m_Driver - > _DriverGLStates . bindARBVertexBuffer ( VertexObjectId ) ;
m_VertexPtr = nglMapBuffer ( GL_ARRAY_BUFFER , GL_WRITE_ONLY ) ;
// m_VertexPtr = nglMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
// PERFORMANCE: AMD: This brings framerate from 24fps to 38fps, glitches with volatile buffers such as animated models and gui, likely glitches with others
// m_VertexPtr = nglMapBufferRange(GL_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
// PERFORMANCE: AMD: This brings framerate from 24fps to 38fps, glitches with landscape rendering
// m_VertexPtr = nglMapBufferRange(GL_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
// Invalidate when updating volatile buffers, framerate from 24fps to 38fps in reference test on AMD platform
// TODO: Find where we can optimize with GL_MAP_UNSYNCHRONIZED_BIT
switch ( m_MemType )
{
case CVertexBuffer : : AGPVolatile :
case CVertexBuffer : : RAMVolatile :
m_VertexPtr = nglMapBufferRange ( GL_ARRAY_BUFFER , 0 , size , GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT ) ;
break ;
default :
m_VertexPtr = nglMapBuffer ( GL_ARRAY_BUFFER , GL_WRITE_ONLY ) ;
break ;
}
if ( ! m_VertexPtr )
{
nglUnmapBuffer ( GL_ARRAY_BUFFER ) ;