render perf improvement: BufferSubData, and don't use the same buffer back-to-back

This commit is contained in:
Bob
2010-09-24 14:55:28 +12:00
parent c77c63a380
commit cdcfeb6276
7 changed files with 83 additions and 52 deletions

View File

@@ -16,42 +16,41 @@ namespace OpenRA.Graphics
public class LineRenderer
{
Renderer renderer;
IVertexBuffer<Vertex> vertexBuffer;
IIndexBuffer indexBuffer; /* kindof a waste of space, but the GPU likes indexing, oh well */
const int linesPerBatch = 1024;
Vertex[] vertices = new Vertex[ 2 * linesPerBatch ];
ushort[] indices = new ushort[ 2 * linesPerBatch ];
int lines = 0;
Vertex[] vertices = new Vertex[ Renderer.TempBufferSize ];
ushort[] indices = new ushort[ Renderer.TempBufferSize ];
int nv = 0, ni = 0;
public LineRenderer( Renderer renderer )
{
this.renderer = renderer;
vertexBuffer = renderer.Device.CreateVertexBuffer(vertices.Length );
indexBuffer = renderer.Device.CreateIndexBuffer( indices.Length );
}
public void Flush()
{
if( lines > 0 )
if( ni > 0 )
{
renderer.LineShader.Render( () =>
{
vertexBuffer.SetData( vertices );
indexBuffer.SetData( indices );
renderer.DrawBatch( vertexBuffer, indexBuffer,
var vb = renderer.GetTempVertexBuffer();
var ib = renderer.GetTempIndexBuffer();
vb.SetData( vertices, nv );
ib.SetData( indices, ni );
renderer.DrawBatch( vb, ib,
nv, ni / 2, PrimitiveType.LineList );
} );
nv = 0; ni = 0;
lines = 0;
}
}
public void DrawLine( float2 start, float2 end, Color startColor, Color endColor )
{
if( ni + 2 > Renderer.TempBufferSize )
Flush();
if( nv + 2 > Renderer.TempBufferSize )
Flush();
indices[ ni++ ] = (ushort)nv;
vertices[ nv++ ] = new Vertex( start,
@@ -63,9 +62,6 @@ namespace OpenRA.Graphics
vertices[ nv++ ] = new Vertex( end,
new float2( endColor.R / 255.0f, endColor.G / 255.0f ),
new float2( endColor.B / 255.0f, endColor.A / 255.0f ) );
if( ++lines >= linesPerBatch )
Flush();
}
public void FillRect( RectangleF r, Color color )