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feat: use bgfx::TransientVertexBuffer / TransientIndexBuffer #35

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63 changes: 25 additions & 38 deletions src/vg.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1097,47 +1097,36 @@ void end(Context* ctx)

// Update bgfx vertex buffers...
const uint32_t numVertexBuffers = ctx->m_NumVertexBuffers;
bgfx::TransientVertexBuffer posBuffers[numVertexBuffers];
bgfx::TransientVertexBuffer uvBuffers[numVertexBuffers];
bgfx::TransientVertexBuffer colorBuffers[numVertexBuffers];
bgfx::TransientIndexBuffer indexBuffer;

for (uint32_t iVB = ctx->m_FirstVertexBufferID; iVB < numVertexBuffers; ++iVB) {
VertexBuffer* vb = &ctx->m_VertexBuffers[iVB];
GPUVertexBuffer* gpuvb = &ctx->m_GPUVertexBuffers[iVB];

const uint32_t maxVBVertices = ctx->m_Config.m_MaxVBVertices;
if (!bgfx::isValid(gpuvb->m_PosBufferHandle)) {
gpuvb->m_PosBufferHandle = bgfx::createDynamicVertexBuffer(maxVBVertices, ctx->m_PosVertexDecl, 0);
}
if (!bgfx::isValid(gpuvb->m_UVBufferHandle)) {
gpuvb->m_UVBufferHandle = bgfx::createDynamicVertexBuffer(maxVBVertices, ctx->m_UVVertexDecl, 0);
}
if (!bgfx::isValid(gpuvb->m_ColorBufferHandle)) {
gpuvb->m_ColorBufferHandle = bgfx::createDynamicVertexBuffer(maxVBVertices, ctx->m_ColorVertexDecl, 0);
}

const bgfx::Memory* posMem = bgfx::makeRef(vb->m_Pos, sizeof(float) * 2 * vb->m_Count, releaseVertexBufferDataCallback_Vec2, ctx);
const bgfx::Memory* colorMem = bgfx::makeRef(vb->m_Color, sizeof(uint32_t) * vb->m_Count, releaseVertexBufferDataCallback_Uint32, ctx);
bgfx::allocTransientVertexBuffer(&posBuffers[iVB], vb->m_Count, ctx->m_PosVertexDecl);
bx::memCopy(posBuffers[iVB].data, vb->m_Pos, sizeof(float) * 2 * vb->m_Count);
releaseVertexBufferData_Vec2(ctx, vb->m_Pos);

bgfx::allocTransientVertexBuffer(&uvBuffers[iVB], vb->m_Count, ctx->m_UVVertexDecl);
bx::memCopy(uvBuffers[iVB].data, vb->m_UV, sizeof(uv_t) * 2 * vb->m_Count);
#if VG_CONFIG_UV_INT16
const bgfx::Memory* uvMem = bgfx::makeRef(vb->m_UV, sizeof(int16_t) * 2 * vb->m_Count, releaseVertexBufferDataCallback_UV, ctx);
releaseVertexBufferData_UV(ctx, vb->m_UV);
#else
const bgfx::Memory* uvMem = bgfx::makeRef(vb->m_UV, sizeof(float) * 2 * vb->m_Count, releaseVertexBufferDataCallback_Vec2, ctx);
releaseVertexBufferData_Vec2(ctx, vb->m_UV);
#endif

bgfx::update(gpuvb->m_PosBufferHandle, 0, posMem);
bgfx::update(gpuvb->m_UVBufferHandle, 0, uvMem);
bgfx::update(gpuvb->m_ColorBufferHandle, 0, colorMem);

vb->m_Pos = nullptr;
vb->m_UV = nullptr;
vb->m_Color = nullptr;
bgfx::allocTransientVertexBuffer(&colorBuffers[iVB], vb->m_Count, ctx->m_ColorVertexDecl);
bx::memCopy(colorBuffers[iVB].data, vb->m_Color, sizeof(uint32_t) * vb->m_Count);
releaseVertexBufferData_Uint32(ctx, vb->m_Color);
}

// Update bgfx index buffer...
IndexBuffer* ib = &ctx->m_IndexBuffers[ctx->m_ActiveIndexBufferID];
GPUIndexBuffer* gpuib = &ctx->m_GPUIndexBuffers[ctx->m_ActiveIndexBufferID];
const bgfx::Memory* indexMem = bgfx::makeRef(&ib->m_Indices[0], sizeof(uint16_t) * ib->m_Count, releaseIndexBufferCallback, ctx);
if (!bgfx::isValid(gpuib->m_bgfxHandle)) {
gpuib->m_bgfxHandle = bgfx::createDynamicIndexBuffer(indexMem, BGFX_BUFFER_ALLOW_RESIZE);
} else {
bgfx::update(gpuib->m_bgfxHandle, 0, indexMem);
}
bgfx::allocTransientIndexBuffer(&indexBuffer, ib->m_Count);
bx::memCopy(indexBuffer.data, ib->m_Indices, sizeof(int16_t) * ib->m_Count);
releaseIndexBuffer(ctx, ib->m_Indices);

const uint16_t viewID = ctx->m_ViewID;
const uint16_t canvasWidth = ctx->m_CanvasWidth;
Expand Down Expand Up @@ -1169,9 +1158,8 @@ void end(Context* ctx)

DrawCommand* clipCmd = &ctx->m_ClipCommands[cmdClipState->m_FirstCmdID + iClip];

GPUVertexBuffer* gpuvb = &ctx->m_GPUVertexBuffers[clipCmd->m_VertexBufferID];
bgfx::setVertexBuffer(0, gpuvb->m_PosBufferHandle, clipCmd->m_FirstVertexID, clipCmd->m_NumVertices);
bgfx::setIndexBuffer(gpuib->m_bgfxHandle, clipCmd->m_FirstIndexID, clipCmd->m_NumIndices);
bgfx::setVertexBuffer(0, &posBuffers[cmd->m_VertexBufferID], clipCmd->m_FirstVertexID, clipCmd->m_NumVertices);
bgfx::setIndexBuffer(&indexBuffer, clipCmd->m_FirstIndexID, clipCmd->m_NumIndices);

// Set scissor.
{
Expand Down Expand Up @@ -1215,10 +1203,9 @@ void end(Context* ctx)
}
}

GPUVertexBuffer* gpuvb = &ctx->m_GPUVertexBuffers[cmd->m_VertexBufferID];
bgfx::setVertexBuffer(0, gpuvb->m_PosBufferHandle, cmd->m_FirstVertexID, cmd->m_NumVertices);
bgfx::setVertexBuffer(1, gpuvb->m_ColorBufferHandle, cmd->m_FirstVertexID, cmd->m_NumVertices);
bgfx::setIndexBuffer(gpuib->m_bgfxHandle, cmd->m_FirstIndexID, cmd->m_NumIndices);
bgfx::setVertexBuffer(0, &posBuffers[cmd->m_VertexBufferID], cmd->m_FirstVertexID, cmd->m_NumVertices);
bgfx::setVertexBuffer(1, &colorBuffers[cmd->m_VertexBufferID], cmd->m_FirstVertexID, cmd->m_NumVertices);
bgfx::setIndexBuffer(&indexBuffer, cmd->m_FirstIndexID, cmd->m_NumIndices);

// Set scissor.
{
Expand All @@ -1235,7 +1222,7 @@ void end(Context* ctx)
VG_CHECK(cmd->m_HandleID != UINT16_MAX, "Invalid image handle");
Image* tex = &ctx->m_Images[cmd->m_HandleID];

bgfx::setVertexBuffer(2, gpuvb->m_UVBufferHandle, cmd->m_FirstVertexID, cmd->m_NumVertices);
bgfx::setVertexBuffer(2, &uvBuffers[cmd->m_VertexBufferID], cmd->m_FirstVertexID, cmd->m_NumVertices);
bgfx::setTexture(0, ctx->m_TexUniform, tex->m_bgfxHandle, tex->m_Flags);

bgfx::setState(0
Expand Down