render perf improvement: BufferSubData, and don't use the same buffer back-to-back
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@@ -14,26 +14,18 @@ namespace OpenRA.Graphics
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{
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public class SpriteRenderer
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{
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IVertexBuffer<Vertex> vertexBuffer;
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IIndexBuffer indexBuffer;
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Renderer renderer;
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IShader shader;
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const int spritesPerBatch = 1024;
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Vertex[] vertices = new Vertex[4 * spritesPerBatch];
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ushort[] indices = new ushort[6 * spritesPerBatch];
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Vertex[] vertices = new Vertex[Renderer.TempBufferSize];
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ushort[] indices = new ushort[Renderer.TempBufferSize];
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Sheet currentSheet = null;
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int sprites = 0;
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int nv = 0, ni = 0;
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public SpriteRenderer(Renderer renderer, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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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 SpriteRenderer(Renderer renderer)
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@@ -41,14 +33,16 @@ namespace OpenRA.Graphics
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public void Flush()
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{
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if (sprites > 0)
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if (ni > 0)
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{
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shader.SetValue( "DiffuseTexture", currentSheet.Texture );
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shader.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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new Range<int>(0, nv),
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new Range<int>(0, ni),
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PrimitiveType.TriangleList,
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@@ -57,7 +51,6 @@ namespace OpenRA.Graphics
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nv = 0; ni = 0;
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currentSheet = null;
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sprites = 0;
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}
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}
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@@ -76,11 +69,14 @@ namespace OpenRA.Graphics
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if (s.sheet != currentSheet)
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Flush();
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if( nv + 4 > Renderer.TempBufferSize )
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Flush();
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if( ni + 6 > Renderer.TempBufferSize )
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Flush();
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currentSheet = s.sheet;
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Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, paletteIndex, nv, ni, size);
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nv += 4; ni += 6;
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if (++sprites >= spritesPerBatch)
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Flush();
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}
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