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authorAlon Zakai <alonzakai@gmail.com>2013-03-07 15:08:50 -0800
committerAlon Zakai <alonzakai@gmail.com>2013-03-07 15:08:50 -0800
commitbe863c59c1f682b35e181f46a80a7689ddd13f30 (patch)
tree77aacc71f84088a058b39fb1b8307df06dab4c43
parentd56cfae83a486f4bdb70c48c56bf053e33e1a778 (diff)
refactor gl temporary buffer code
-rw-r--r--src/library_gl.js140
1 files changed, 72 insertions, 68 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index 6ba42a38..12ec0a12 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -58,6 +58,65 @@ var LibraryGL = {
return ret;
},
+ // Temporary buffers
+ MAX_TEMP_BUFFER_SIZE: {{{ GL_MAX_TEMP_BUFFER_SIZE }}},
+ tempBufferIndexLookup: null,
+ tempVertexBuffers: null,
+ tempIndexBuffers: null,
+ tempQuadIndexBuffer: null,
+
+ generateTempBuffers: function(quads) {
+ this.tempBufferIndexLookup = new Uint8Array(this.MAX_TEMP_BUFFER_SIZE+1);
+ this.tempVertexBuffers = [];
+ this.tempIndexBuffers = [];
+ var last = -1, curr = -1;
+ var size = 1;
+ for (var i = 0; i <= this.MAX_TEMP_BUFFER_SIZE; i++) {
+ if (i > size) {
+ size <<= 1;
+ }
+ if (size != last) {
+ curr++;
+ this.tempVertexBuffers[curr] = Module.ctx.createBuffer();
+ Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, this.tempVertexBuffers[curr]);
+ Module.ctx.bufferData(Module.ctx.ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW);
+ Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, null);
+ this.tempIndexBuffers[curr] = Module.ctx.createBuffer();
+ Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempIndexBuffers[curr]);
+ Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW);
+ Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null);
+ last = size;
+ }
+ this.tempBufferIndexLookup[i] = curr;
+ }
+
+ if (quads) {
+ // GL_QUAD indexes can be precalculated
+ this.tempQuadIndexBuffer = Module.ctx.createBuffer();
+ Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempQuadIndexBuffer);
+ var numIndexes = this.MAX_TEMP_BUFFER_SIZE >> 1;
+ var quadIndexes = new Uint16Array(numIndexes);
+ var i = 0, v = 0;
+ while (1) {
+ quadIndexes[i++] = v;
+ if (i >= numIndexes) break;
+ quadIndexes[i++] = v+1;
+ if (i >= numIndexes) break;
+ quadIndexes[i++] = v+2;
+ if (i >= numIndexes) break;
+ quadIndexes[i++] = v;
+ if (i >= numIndexes) break;
+ quadIndexes[i++] = v+2;
+ if (i >= numIndexes) break;
+ quadIndexes[i++] = v+3;
+ if (i >= numIndexes) break;
+ v += 4;
+ }
+ Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, quadIndexes, Module.ctx.STATIC_DRAW);
+ Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null);
+ }
+ },
+
// Linear lookup in one of the tables (buffers, programs, etc.). TODO: consider using a weakmap to make this faster, if it matters
scan: function(table, object) {
for (var item in table) {
@@ -208,6 +267,7 @@ var LibraryGL = {
preDrawHandleClientVertexAttribBindings: function(count) {
GL.resetBufferBinding = false;
+
for (var i = 0; i < GL.maxVertexAttribs; ++i) {
var cb = GL.clientBuffers[i];
if (!cb.enabled) continue;
@@ -1696,62 +1756,6 @@ var LibraryGL = {
this.modifiedClientAttributes = true;
},
- // Temporary buffers
- MAX_TEMP_BUFFER_SIZE: {{{ GL_MAX_TEMP_BUFFER_SIZE }}},
- tempBufferIndexLookup: null,
- tempVertexBuffers: null,
- tempIndexBuffers: null,
- tempQuadIndexBuffer: null,
-
- generateTempBuffers: function() {
- this.tempBufferIndexLookup = new Uint8Array(this.MAX_TEMP_BUFFER_SIZE+1);
- this.tempVertexBuffers = [];
- this.tempIndexBuffers = [];
- var last = -1, curr = -1;
- var size = 1;
- for (var i = 0; i <= this.MAX_TEMP_BUFFER_SIZE; i++) {
- if (i > size) {
- size <<= 1;
- }
- if (size != last) {
- curr++;
- this.tempVertexBuffers[curr] = Module.ctx.createBuffer();
- Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, this.tempVertexBuffers[curr]);
- Module.ctx.bufferData(Module.ctx.ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW);
- Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, null);
- this.tempIndexBuffers[curr] = Module.ctx.createBuffer();
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempIndexBuffers[curr]);
- Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW);
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null);
- last = size;
- }
- this.tempBufferIndexLookup[i] = curr;
- }
- // GL_QUAD indexes can be precalculated
- this.tempQuadIndexBuffer = Module.ctx.createBuffer();
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempQuadIndexBuffer);
- var numIndexes = this.MAX_TEMP_BUFFER_SIZE >> 1;
- var quadIndexes = new Uint16Array(numIndexes);
- var i = 0, v = 0;
- while (1) {
- quadIndexes[i++] = v;
- if (i >= numIndexes) break;
- quadIndexes[i++] = v+1;
- if (i >= numIndexes) break;
- quadIndexes[i++] = v+2;
- if (i >= numIndexes) break;
- quadIndexes[i++] = v;
- if (i >= numIndexes) break;
- quadIndexes[i++] = v+2;
- if (i >= numIndexes) break;
- quadIndexes[i++] = v+3;
- if (i >= numIndexes) break;
- v += 4;
- }
- Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, quadIndexes, Module.ctx.STATIC_DRAW);
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null);
- },
-
// Renderers
addRendererComponent: function(name, size, type) {
if (!this.rendererComponents[name]) {
@@ -1972,8 +1976,8 @@ var LibraryGL = {
if (!GL.currArrayBuffer) {
var start = GL.immediate.firstVertex*GL.immediate.stride;
var end = GL.immediate.lastVertex*GL.immediate.stride;
- assert(end <= GL.immediate.MAX_TEMP_BUFFER_SIZE, 'too much vertex data');
- arrayBuffer = GL.immediate.tempVertexBuffers[GL.immediate.tempBufferIndexLookup[end]];
+ assert(end <= GL.MAX_TEMP_BUFFER_SIZE, 'too much vertex data');
+ arrayBuffer = GL.tempVertexBuffers[GL.tempBufferIndexLookup[end]];
// TODO: consider using the last buffer we bound, if it was larger. downside is larger buffer, but we might avoid rebinding and preparing
} else {
arrayBuffer = GL.currArrayBuffer;
@@ -2164,12 +2168,12 @@ var LibraryGL = {
this.rendererCache = this.rendererCacheItemTemplate.slice();
// Buffers for data
- this.tempData = new Float32Array(this.MAX_TEMP_BUFFER_SIZE >> 2);
- this.indexData = new Uint16Array(this.MAX_TEMP_BUFFER_SIZE >> 1);
+ this.tempData = new Float32Array(GL.MAX_TEMP_BUFFER_SIZE >> 2);
+ this.indexData = new Uint16Array(GL.MAX_TEMP_BUFFER_SIZE >> 1);
this.vertexDataU8 = new Uint8Array(this.tempData.buffer);
- this.generateTempBuffers();
+ GL.generateTempBuffers(true);
this.clientColor = new Float32Array([1, 1, 1, 1]);
},
@@ -2212,7 +2216,7 @@ var LibraryGL = {
#if ASSERTIONS
Runtime.warnOnce('Unpacking/restriding attributes, this is not fast');
#endif
- if (!GL.immediate.restrideBuffer) GL.immediate.restrideBuffer = _malloc(GL.immediate.MAX_TEMP_BUFFER_SIZE);
+ if (!GL.immediate.restrideBuffer) GL.immediate.restrideBuffer = _malloc(GL.MAX_TEMP_BUFFER_SIZE);
start = GL.immediate.restrideBuffer;
#if ASSERTIONS
assert(start % 4 == 0);
@@ -2227,7 +2231,7 @@ var LibraryGL = {
bytes += size;
}
#if ASSERTIONS
- assert(count*bytes <= GL.immediate.MAX_TEMP_BUFFER_SIZE);
+ assert(count*bytes <= GL.MAX_TEMP_BUFFER_SIZE);
#endif
// copy out the data (we need to know the stride for that, and define attribute.pointer
for (var i = 0; i < attributes.length; i++) {
@@ -2301,8 +2305,8 @@ var LibraryGL = {
}
if (!GL.currElementArrayBuffer) {
// If no element array buffer is bound, then indices is a literal pointer to clientside data
- assert(numProvidedIndexes << 1 <= GL.immediate.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (a)');
- var indexBuffer = GL.immediate.tempIndexBuffers[GL.immediate.tempBufferIndexLookup[numProvidedIndexes << 1]];
+ assert(numProvidedIndexes << 1 <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (a)');
+ var indexBuffer = GL.tempIndexBuffers[GL.tempBufferIndexLookup[numProvidedIndexes << 1]];
Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, indexBuffer);
Module.ctx.bufferSubData(Module.ctx.ELEMENT_ARRAY_BUFFER, 0, {{{ makeHEAPView('U16', 'ptr', 'ptr + (numProvidedIndexes << 1)') }}});
ptr = 0;
@@ -2317,8 +2321,8 @@ var LibraryGL = {
ptr = GL.immediate.firstVertex*3;
var numQuads = numVertexes / 4;
numIndexes = numQuads * 6; // 0 1 2, 0 2 3 pattern
- assert(ptr + (numIndexes << 1) <= GL.immediate.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (b)');
- Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempQuadIndexBuffer);
+ assert(ptr + (numIndexes << 1) <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (b)');
+ Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer);
emulatedElementArrayBuffer = true;
}
@@ -2372,7 +2376,7 @@ var LibraryGL = {
GL.immediate.vertexData[GL.immediate.vertexCounter++] = y;
GL.immediate.vertexData[GL.immediate.vertexCounter++] = z || 0;
#if ASSERTIONS
- assert(GL.immediate.vertexCounter << 2 < GL.immediate.MAX_TEMP_BUFFER_SIZE);
+ assert(GL.immediate.vertexCounter << 2 < GL.MAX_TEMP_BUFFER_SIZE);
#endif
GL.immediate.addRendererComponent(GL.immediate.VERTEX, 3, Module.ctx.FLOAT);
},