render perf improvement: BufferSubData, and don't use the same buffer back-to-back
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@@ -16,6 +16,7 @@ using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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using OpenRA.Support;
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using System.Windows.Forms;
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using System.Collections.Generic;
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namespace OpenRA.Graphics
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{
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@@ -37,6 +38,12 @@ namespace OpenRA.Graphics
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public readonly SpriteFont RegularFont, BoldFont, TitleFont;
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internal const int TempBufferSize = 8192;
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const int TempBufferCount = 8;
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Queue<IVertexBuffer<Vertex>> tempBuffersV = new Queue<IVertexBuffer<Vertex>>();
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Queue<IIndexBuffer> tempBuffersI = new Queue<IIndexBuffer>();
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public Renderer()
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{
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SpriteShader = device.CreateShader(FileSystem.Open("shaders/world-shp.fx"));
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@@ -52,6 +59,12 @@ namespace OpenRA.Graphics
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RegularFont = new SpriteFont("FreeSans.ttf", 14);
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BoldFont = new SpriteFont("FreeSansBold.ttf", 14);
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TitleFont = new SpriteFont("titles.ttf", 48);
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for( int i = 0 ; i < TempBufferCount ; i++ )
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{
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tempBuffersV.Enqueue( device.CreateVertexBuffer( TempBufferSize ) );
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tempBuffersI.Enqueue( device.CreateIndexBuffer( TempBufferSize ) );
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}
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}
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public IGraphicsDevice Device { get { return device; } }
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@@ -116,10 +129,6 @@ namespace OpenRA.Graphics
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LineRenderer.Flush();
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}
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static IGraphicsDevice device;
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public static Size Resolution { get { return device.WindowSize; } }
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@@ -154,5 +163,19 @@ namespace OpenRA.Graphics
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}
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throw new NotImplementedException();
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}
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internal IVertexBuffer<Vertex> GetTempVertexBuffer()
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{
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var ret = tempBuffersV.Dequeue();
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tempBuffersV.Enqueue( ret );
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return ret;
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}
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internal IIndexBuffer GetTempIndexBuffer()
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{
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var ret = tempBuffersI.Dequeue();
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tempBuffersI.Enqueue( ret );
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return ret;
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}
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}
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}
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