[cogl journal] If we are only flushing one quad use a TRIANGLE_FAN
At the moment Cogl doesn't do much batching of quads so most of the time we are flushing a single quad at a time. This patch simplifies how we submit those quads to OpenGL by using glDrawArrays with GL_TRIANGLE_FAN mode instead of sending indexed vertices using GL_TRIANGLES mode. Note: I hope to follow up soon with changes that improve our batching and also move the indices into a VBO so they don't need to be re-validated every time we call glDrawElements.
This commit is contained in:
parent
4b105deb35
commit
43623a6c44
@ -72,35 +72,6 @@ _cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
/* The indices are always the same sequence regardless of the vertices so we
|
||||
* only need to change it if there are more vertices than ever before. */
|
||||
needed_indices = batch_len * 6;
|
||||
if (needed_indices > ctx->static_indices->len)
|
||||
{
|
||||
int old_len = ctx->static_indices->len;
|
||||
int vert_num = old_len / 6 * 4;
|
||||
GLushort *q;
|
||||
|
||||
/* Add two triangles for each quad to the list of
|
||||
indices. That makes six new indices but two of the
|
||||
vertices in the triangles are shared. */
|
||||
g_array_set_size (ctx->static_indices, needed_indices);
|
||||
q = &g_array_index (ctx->static_indices, GLushort, old_len);
|
||||
|
||||
for (i = old_len;
|
||||
i < ctx->static_indices->len;
|
||||
i += 6, vert_num += 4)
|
||||
{
|
||||
*(q++) = vert_num + 0;
|
||||
*(q++) = vert_num + 1;
|
||||
*(q++) = vert_num + 3;
|
||||
|
||||
*(q++) = vert_num + 1;
|
||||
*(q++) = vert_num + 2;
|
||||
*(q++) = vert_num + 3;
|
||||
}
|
||||
}
|
||||
|
||||
/* XXX NB:
|
||||
* Our vertex data is arranged as follows:
|
||||
* 4 vertices per quad: 2 GLfloats per position,
|
||||
@ -150,11 +121,52 @@ _cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
|
||||
|
||||
GE (glVertexPointer (2, GL_FLOAT, stride, vertex_pointer));
|
||||
_cogl_current_matrix_state_flush ();
|
||||
GE (glDrawRangeElements (GL_TRIANGLES,
|
||||
0, ctx->static_indices->len - 1,
|
||||
6 * batch_len,
|
||||
GL_UNSIGNED_SHORT,
|
||||
ctx->static_indices->data));
|
||||
|
||||
|
||||
if (batch_len > 1)
|
||||
{
|
||||
/* The indices are always the same sequence regardless of the vertices so
|
||||
* we only need to change it if there are more vertices than ever before.
|
||||
*/
|
||||
needed_indices = batch_len * 6;
|
||||
if (needed_indices > ctx->static_indices->len)
|
||||
{
|
||||
int old_len = ctx->static_indices->len;
|
||||
int vert_num = old_len / 6 * 4;
|
||||
GLushort *q;
|
||||
|
||||
/* Add two triangles for each quad to the list of
|
||||
indices. That makes six new indices but two of the
|
||||
vertices in the triangles are shared. */
|
||||
g_array_set_size (ctx->static_indices, needed_indices);
|
||||
q = &g_array_index (ctx->static_indices, GLushort, old_len);
|
||||
|
||||
for (i = old_len;
|
||||
i < ctx->static_indices->len;
|
||||
i += 6, vert_num += 4)
|
||||
{
|
||||
*(q++) = vert_num + 0;
|
||||
*(q++) = vert_num + 1;
|
||||
*(q++) = vert_num + 3;
|
||||
|
||||
*(q++) = vert_num + 1;
|
||||
*(q++) = vert_num + 2;
|
||||
*(q++) = vert_num + 3;
|
||||
}
|
||||
}
|
||||
|
||||
GE (glDrawRangeElements (GL_TRIANGLES,
|
||||
0, ctx->static_indices->len - 1,
|
||||
6 * batch_len,
|
||||
GL_UNSIGNED_SHORT,
|
||||
ctx->static_indices->data));
|
||||
}
|
||||
else
|
||||
{
|
||||
GE (glDrawArrays (GL_TRIANGLE_FAN,
|
||||
0, /* first */
|
||||
4)); /* n vertices */
|
||||
}
|
||||
|
||||
|
||||
/* DEBUGGING CODE XXX:
|
||||
|
Loading…
Reference in New Issue
Block a user