render perf improvement: BufferSubData, and don't use the same buffer back-to-back
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@@ -16,42 +16,41 @@ namespace OpenRA.Graphics
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public class LineRenderer
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{
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Renderer renderer;
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IVertexBuffer<Vertex> vertexBuffer;
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IIndexBuffer indexBuffer; /* kindof a waste of space, but the GPU likes indexing, oh well */
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const int linesPerBatch = 1024;
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Vertex[] vertices = new Vertex[ 2 * linesPerBatch ];
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ushort[] indices = new ushort[ 2 * linesPerBatch ];
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int lines = 0;
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Vertex[] vertices = new Vertex[ Renderer.TempBufferSize ];
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ushort[] indices = new ushort[ Renderer.TempBufferSize ];
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int nv = 0, ni = 0;
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public LineRenderer( Renderer renderer )
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{
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this.renderer = renderer;
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vertexBuffer = renderer.Device.CreateVertexBuffer(vertices.Length );
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indexBuffer = renderer.Device.CreateIndexBuffer( indices.Length );
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}
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public void Flush()
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{
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if( lines > 0 )
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if( ni > 0 )
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{
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renderer.LineShader.Render( () =>
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{
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vertexBuffer.SetData( vertices );
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indexBuffer.SetData( indices );
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renderer.DrawBatch( vertexBuffer, indexBuffer,
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var vb = renderer.GetTempVertexBuffer();
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var ib = renderer.GetTempIndexBuffer();
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vb.SetData( vertices, nv );
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ib.SetData( indices, ni );
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renderer.DrawBatch( vb, ib,
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nv, ni / 2, PrimitiveType.LineList );
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} );
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nv = 0; ni = 0;
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lines = 0;
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}
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}
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public void DrawLine( float2 start, float2 end, Color startColor, Color endColor )
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{
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if( ni + 2 > Renderer.TempBufferSize )
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Flush();
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if( nv + 2 > Renderer.TempBufferSize )
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Flush();
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indices[ ni++ ] = (ushort)nv;
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vertices[ nv++ ] = new Vertex( start,
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@@ -63,9 +62,6 @@ namespace OpenRA.Graphics
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vertices[ nv++ ] = new Vertex( end,
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new float2( endColor.R / 255.0f, endColor.G / 255.0f ),
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new float2( endColor.B / 255.0f, endColor.A / 255.0f ) );
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if( ++lines >= linesPerBatch )
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Flush();
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}
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public void FillRect( RectangleF r, Color color )
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