diff options
author | Alon Zakai <alonzakai@gmail.com> | 2013-03-07 15:08:50 -0800 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2013-03-07 15:08:50 -0800 |
commit | be863c59c1f682b35e181f46a80a7689ddd13f30 (patch) | |
tree | 77aacc71f84088a058b39fb1b8307df06dab4c43 /src/library_gl.js | |
parent | d56cfae83a486f4bdb70c48c56bf053e33e1a778 (diff) |
refactor gl temporary buffer code
Diffstat (limited to 'src/library_gl.js')
-rw-r--r-- | src/library_gl.js | 140 |
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); }, |