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

@@ -14,26 +14,18 @@ namespace OpenRA.Graphics
{
public class SpriteRenderer
{
IVertexBuffer<Vertex> vertexBuffer;
IIndexBuffer indexBuffer;
Renderer renderer;
IShader shader;
const int spritesPerBatch = 1024;
Vertex[] vertices = new Vertex[4 * spritesPerBatch];
ushort[] indices = new ushort[6 * spritesPerBatch];
Vertex[] vertices = new Vertex[Renderer.TempBufferSize];
ushort[] indices = new ushort[Renderer.TempBufferSize];
Sheet currentSheet = null;
int sprites = 0;
int nv = 0, ni = 0;
public SpriteRenderer(Renderer renderer, IShader shader)
{
this.renderer = renderer;
this.shader = shader;
vertexBuffer = renderer.Device.CreateVertexBuffer( vertices.Length );
indexBuffer = renderer.Device.CreateIndexBuffer( indices.Length );
}
public SpriteRenderer(Renderer renderer)
@@ -41,14 +33,16 @@ namespace OpenRA.Graphics
public void Flush()
{
if (sprites > 0)
if (ni > 0)
{
shader.SetValue( "DiffuseTexture", currentSheet.Texture );
shader.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,
new Range<int>(0, nv),
new Range<int>(0, ni),
PrimitiveType.TriangleList,
@@ -57,7 +51,6 @@ namespace OpenRA.Graphics
nv = 0; ni = 0;
currentSheet = null;
sprites = 0;
}
}
@@ -76,11 +69,14 @@ namespace OpenRA.Graphics
if (s.sheet != currentSheet)
Flush();
if( nv + 4 > Renderer.TempBufferSize )
Flush();
if( ni + 6 > Renderer.TempBufferSize )
Flush();
currentSheet = s.sheet;
Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, paletteIndex, nv, ni, size);
nv += 4; ni += 6;
if (++sprites >= spritesPerBatch)
Flush();
}