diff options
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java')
-rw-r--r-- | src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java | 100 |
1 files changed, 76 insertions, 24 deletions
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java b/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java index 602d283d6..1f402f48b 100644 --- a/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java +++ b/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java @@ -33,40 +33,47 @@ import java.nio.Buffer; import javax.media.opengl.GL; import javax.media.opengl.GL2ES2; -import jogamp.opengl.util.GLArrayHandler; import jogamp.opengl.util.GLArrayHandlerFlat; +import jogamp.opengl.util.GLVBOArrayHandler; import com.jogamp.opengl.util.GLArrayDataEditable; import com.jogamp.opengl.util.glsl.ShaderState; /** - * Used for 1:1 GLSL arrays, i.e. where the buffer data - * represents this array only. + * Used for 1:1 GLSL arrays, i.e. where the buffer data + * represents this array only. */ -public class GLSLArrayHandler implements GLArrayHandler { - private GLArrayDataEditable ad; +public class GLSLArrayHandler extends GLVBOArrayHandler { public GLSLArrayHandler(GLArrayDataEditable ad) { - this.ad = ad; + super(ad); } - + + @Override public final void setSubArrayVBOName(int vboName) { throw new UnsupportedOperationException(); } - + + @Override public final void addSubHandler(GLArrayHandlerFlat handler) { throw new UnsupportedOperationException(); } - - public final void syncData(GL gl, boolean enable, Object ext) { + + @Override + public final void enableState(GL gl, boolean enable, Object ext) { final GL2ES2 glsl = gl.getGL2ES2(); - final ShaderState st = (ShaderState) ext; - + if( null != ext ) { + enableShaderState(glsl, enable, (ShaderState)ext); + } else { + enableSimple(glsl, enable); + } + } + + private final void enableShaderState(GL2ES2 glsl, boolean enable, ShaderState st) { if(enable) { - final Buffer buffer = ad.getBuffer(); /* * This would be the non optimized code path: - * + * if(ad.isVBO()) { glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); if(!ad.isVBOWritten()) { @@ -78,6 +85,7 @@ public class GLSLArrayHandler implements GLArrayHandler { } st.vertexAttribPointer(glsl, ad); */ + final Buffer buffer = ad.getBuffer(); if(ad.isVBO()) { // bind and refresh the VBO / vertex-attr only if necessary if(!ad.isVBOWritten()) { @@ -87,6 +95,7 @@ public class GLSLArrayHandler implements GLArrayHandler { } ad.setVBOWritten(true); st.vertexAttribPointer(glsl, ad); + glsl.glBindBuffer(ad.getVBOTarget(), 0); } else if(st.getAttribLocation(glsl, ad) >= 0) { // didn't experience a performance hit on this query .. // (using ShaderState's location query above to validate the location) @@ -95,26 +104,69 @@ public class GLSLArrayHandler implements GLArrayHandler { if(ad.getVBOName() != qi[0]) { glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); st.vertexAttribPointer(glsl, ad); + glsl.glBindBuffer(ad.getVBOTarget(), 0); } } } else if(null!=buffer) { st.vertexAttribPointer(glsl, ad); } - } else if(ad.isVBO()) { - glsl.glBindBuffer(ad.getVBOTarget(), 0); - } - } - - public final void enableState(GL gl, boolean enable, Object ext) { - final GL2ES2 glsl = gl.getGL2ES2(); - final ShaderState st = (ShaderState) ext; - - if(enable) { + st.enableVertexAttribArray(glsl, ad); } else { st.disableVertexAttribArray(glsl, ad); } } + private final void enableSimple(GL2ES2 glsl, boolean enable) { + final int location = ad.getLocation(); + if( 0 > location ) { + return; + } + if(enable) { + /* + * This would be the non optimized code path: + * + if(ad.isVBO()) { + glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); + if(!ad.isVBOWritten()) { + if(null!=buffer) { + glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage()); + } + ad.setVBOWritten(true); + } + } + st.vertexAttribPointer(glsl, ad); + */ + final Buffer buffer = ad.getBuffer(); + if(ad.isVBO()) { + // bind and refresh the VBO / vertex-attr only if necessary + if(!ad.isVBOWritten()) { + glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); + if(null!=buffer) { + glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage()); + } + ad.setVBOWritten(true); + glsl.glVertexAttribPointer(ad); + glsl.glBindBuffer(ad.getVBOTarget(), 0); + } else { + // didn't experience a performance hit on this query .. + // (using ShaderState's location query above to validate the location) + final int[] qi = new int[1]; + glsl.glGetVertexAttribiv(location, GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, qi, 0); + if(ad.getVBOName() != qi[0]) { + glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); + glsl.glVertexAttribPointer(ad); + glsl.glBindBuffer(ad.getVBOTarget(), 0); + } + } + } else if(null!=buffer) { + glsl.glVertexAttribPointer(ad); + } + + glsl.glEnableVertexAttribArray(location); + } else { + glsl.glDisableVertexAttribArray(location); + } + } } |