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mirror of https://github.com/f4exb/sdrangel.git synced 2026-06-02 06:04:39 -04:00

Optimise VAO usage

This commit is contained in:
Jon Beniston
2022-06-19 14:16:45 +01:00
parent 0a91c30038
commit 37622db678
3 changed files with 79 additions and 39 deletions
+19 -24
View File
@@ -169,9 +169,20 @@ void GLShaderSpectrogram::initGrid(int elements)
m_vertexBuf->bind();
m_vertexBuf->allocate(&vertices[0], vertices.size() * sizeof(QVector2D));
// Create an array of indices into the vertex array that traces both horizontal and vertical lines
if (m_vao)
{
m_programShaded->enableAttributeArray(m_coord2dLoc);
m_programShaded->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
m_programSimple->enableAttributeArray(m_coord2dLoc);
m_programSimple->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
m_vao->release();
}
std::vector<GLuint> indices(m_gridElements * m_gridElements * 6);
int i = 0;
int i;
// Create an array of indices into the vertex array that traces both horizontal and vertical lines
i = 0;
for (int y = 0; y < e1; y++) {
for (int x = 0; x < m_gridElements; x++) {
@@ -190,7 +201,7 @@ void GLShaderSpectrogram::initGrid(int elements)
m_index0Buf->bind();
m_index0Buf->allocate(&indices[0], m_gridElements * (e1) * 4 * sizeof(GLuint));
// Create another array of indices that describes all the triangles needed to create a completely filled surface
// Create an array of indices that describes all the triangles needed to create a completely filled surface
i = 0;
for (int y = 0; y < m_gridElements; y++) {
@@ -208,11 +219,7 @@ void GLShaderSpectrogram::initGrid(int elements)
m_index1Buf->bind();
m_index1Buf->allocate(&indices[0], indices.size() * sizeof(GLuint));
if (m_vao)
{
m_vao->release();
}
else
if (!m_vao)
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -438,28 +445,23 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
program->setUniformValueArray(m_lightPosLoc, lightPos, 1, 3);
}
if (m_vao) {
m_vao->bind();
}
f->glEnable(GL_DEPTH_TEST);
f->glPolygonOffset(1, 0);
f->glEnable(GL_POLYGON_OFFSET_FILL);
m_vertexBuf->bind();
if (m_vao)
{
program->enableAttributeArray(m_coord2dLoc);
program->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
m_vao->bind();
}
else
{
m_vertexBuf->bind();
f->glEnableVertexAttribArray(m_coord2dLoc);
f->glVertexAttribPointer(m_coord2dLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
m_index1Buf->bind();
switch (style)
{
case SpectrumSettings::Points:
@@ -486,21 +488,14 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
f->glDrawElements(GL_LINES, m_gridElements * (m_gridElements+1) * 4, GL_UNSIGNED_INT, 0);
}
if (m_vao) {
program->disableAttributeArray(m_coord2dLoc);
} else {
f->glDisableVertexAttribArray(m_coord2dLoc);
}
if (m_vao)
{
m_vao->release();
m_vertexBuf->release();
m_index0Buf->release();
m_index1Buf->release();
}
else
{
f->glDisableVertexAttribArray(m_coord2dLoc);
// Need to do this, otherwise nothing else is drawn by other shaders
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);