optimize OSGVertexBuffer by double buffering the vertex array instead of recreating it on every modification

pull/129/head
scrawl 8 years ago
parent cc19b4bd8a
commit ac61535d2c

@ -210,7 +210,7 @@ public:
osg::ref_ptr<osg::VertexBufferObject> mVertexBuffer; osg::ref_ptr<osg::VertexBufferObject> mVertexBuffer;
// need to hold on to this too as the mVertexBuffer does not hold a ref to its own array // need to hold on to this too as the mVertexBuffer does not hold a ref to its own array
osg::ref_ptr<osg::UByteArray> mArray; osg::ref_ptr<osg::Array> mArray;
// optional // optional
osg::ref_ptr<osg::StateSet> mStateSet; osg::ref_ptr<osg::StateSet> mStateSet;
@ -244,21 +244,25 @@ private:
class OSGVertexBuffer : public MyGUI::IVertexBuffer class OSGVertexBuffer : public MyGUI::IVertexBuffer
{ {
osg::ref_ptr<osg::VertexBufferObject> mBuffer; osg::ref_ptr<osg::VertexBufferObject> mBuffer[2];
osg::ref_ptr<osg::UByteArray> mVertexArray; osg::ref_ptr<osg::UByteArray> mVertexArray[2];
size_t mNeedVertexCount; size_t mNeedVertexCount;
bool mQueuedForDrawing; unsigned int mCurrentBuffer;
bool mUsed; // has the mCurrentBuffer been submitted to the rendering thread
void destroy(); void destroy();
void create(); osg::UByteArray* create();
public: public:
OSGVertexBuffer(); OSGVertexBuffer();
virtual ~OSGVertexBuffer(); virtual ~OSGVertexBuffer() {}
void markAsQueuedForDrawing(); void markUsed();
osg::Array* getVertexArray();
osg::VertexBufferObject* getVertexBuffer();
virtual void setVertexCount(size_t count); virtual void setVertexCount(size_t count);
virtual size_t getVertexCount(); virtual size_t getVertexCount();
@ -266,26 +270,18 @@ public:
virtual MyGUI::Vertex *lock(); virtual MyGUI::Vertex *lock();
virtual void unlock(); virtual void unlock();
/*internal:*/
osg::VertexBufferObject *getBuffer() const { return mBuffer.get(); }
osg::UByteArray *getArray() const { return mVertexArray.get(); }
}; };
OSGVertexBuffer::OSGVertexBuffer() OSGVertexBuffer::OSGVertexBuffer()
: mNeedVertexCount(0) : mNeedVertexCount(0)
, mQueuedForDrawing(false) , mCurrentBuffer(0)
{ , mUsed(false)
}
OSGVertexBuffer::~OSGVertexBuffer()
{ {
destroy();
} }
void OSGVertexBuffer::markAsQueuedForDrawing() void OSGVertexBuffer::markUsed()
{ {
mQueuedForDrawing = true; mUsed = true;
} }
void OSGVertexBuffer::setVertexCount(size_t count) void OSGVertexBuffer::setVertexCount(size_t count)
@ -303,48 +299,51 @@ size_t OSGVertexBuffer::getVertexCount()
MyGUI::Vertex *OSGVertexBuffer::lock() MyGUI::Vertex *OSGVertexBuffer::lock()
{ {
if (mQueuedForDrawing || !mVertexArray) if (mUsed)
{ {
// Force recreating the buffer, to make sure we are not modifying a buffer currently mCurrentBuffer = (mCurrentBuffer+1)%2;
// queued for rendering in the last frame's draw thread. mUsed = false;
// a more efficient solution might be double buffering
destroy();
create();
mQueuedForDrawing = false;
} }
else osg::UByteArray* array = mVertexArray[mCurrentBuffer];
if (!array)
{ {
mVertexArray->resize(mNeedVertexCount * sizeof(MyGUI::Vertex)); array = create();
}
else if (array->size() != mNeedVertexCount * sizeof(MyGUI::Vertex))
{
array->resize(mNeedVertexCount * sizeof(MyGUI::Vertex));
} }
MYGUI_PLATFORM_ASSERT(mBuffer.valid(), "Vertex buffer is not created"); return (MyGUI::Vertex*)&(*array)[0];
return (MyGUI::Vertex*)&(*mVertexArray)[0];
} }
void OSGVertexBuffer::unlock() void OSGVertexBuffer::unlock()
{ {
mVertexArray->dirty(); mVertexArray[mCurrentBuffer]->dirty();
mBuffer->dirty(); mBuffer[mCurrentBuffer]->dirty();
} }
void OSGVertexBuffer::destroy() osg::UByteArray* OSGVertexBuffer::create()
{ {
mBuffer = nullptr; mVertexArray[mCurrentBuffer] = new osg::UByteArray(mNeedVertexCount*sizeof(MyGUI::Vertex));
mVertexArray = nullptr;
mBuffer[mCurrentBuffer] = new osg::VertexBufferObject;
mBuffer[mCurrentBuffer]->setDataVariance(osg::Object::DYNAMIC);
mBuffer[mCurrentBuffer]->setUsage(GL_DYNAMIC_DRAW);
// NB mBuffer does not own the array
mBuffer[mCurrentBuffer]->setArray(0, mVertexArray[mCurrentBuffer].get());
return mVertexArray[mCurrentBuffer];
} }
void OSGVertexBuffer::create() osg::Array* OSGVertexBuffer::getVertexArray()
{ {
MYGUI_PLATFORM_ASSERT(!mBuffer.valid(), "Vertex buffer already exist"); return mVertexArray[mCurrentBuffer];
}
mVertexArray = new osg::UByteArray(mNeedVertexCount*sizeof(MyGUI::Vertex));
mBuffer = new osg::VertexBufferObject; osg::VertexBufferObject* OSGVertexBuffer::getVertexBuffer()
mBuffer->setDataVariance(osg::Object::DYNAMIC); {
mBuffer->setUsage(GL_DYNAMIC_DRAW); return mBuffer[mCurrentBuffer];
// NB mBuffer does not own the array
mBuffer->setArray(0, mVertexArray.get());
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@ -438,9 +437,9 @@ void RenderManager::doRender(MyGUI::IVertexBuffer *buffer, MyGUI::ITexture *text
{ {
Drawable::Batch batch; Drawable::Batch batch;
batch.mVertexCount = count; batch.mVertexCount = count;
batch.mVertexBuffer = static_cast<OSGVertexBuffer*>(buffer)->getBuffer(); batch.mVertexBuffer = static_cast<OSGVertexBuffer*>(buffer)->getVertexBuffer();
static_cast<OSGVertexBuffer*>(buffer)->markAsQueuedForDrawing(); batch.mArray = static_cast<OSGVertexBuffer*>(buffer)->getVertexArray();
batch.mArray = static_cast<OSGVertexBuffer*>(buffer)->getArray(); static_cast<OSGVertexBuffer*>(buffer)->markUsed();
if (texture) if (texture)
{ {
batch.mTexture = static_cast<OSGTexture*>(texture)->getTexture(); batch.mTexture = static_cast<OSGTexture*>(texture)->getTexture();

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