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Changed: Use GL_ARB_vertex_buffer_object in priority (supported on most of cards and faster)
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4f9b0269ec
commit
2894dcf247
1 changed files with 13 additions and 12 deletions
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@ -461,8 +461,17 @@ bool CDriverGL::setupDisplay()
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_SupportVBHard= false;
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_SlowUnlockVBHard= false;
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_MaxVerticesByVBHard= 0;
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// Try with NVidia ext first.
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if(_Extensions.NVVertexArrayRange)
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// Try with ARB ext first.
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if (_Extensions.ARBVertexBufferObject)
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{
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_AGPVertexArrayRange= new CVertexArrayRangeARB(this);
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_VRAMVertexArrayRange= new CVertexArrayRangeARB(this);
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_SupportVBHard= true;
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_MaxVerticesByVBHard = std::numeric_limits<uint32>::max(); // cant' know the value..
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}
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// Next with NVidia ext
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else if(_Extensions.NVVertexArrayRange)
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{
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_AGPVertexArrayRange= new CVertexArrayRangeNVidia(this);
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_VRAMVertexArrayRange= new CVertexArrayRangeNVidia(this);
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@ -491,14 +500,6 @@ bool CDriverGL::setupDisplay()
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// tmp fix for ati
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_MaxVerticesByVBHard= 16777216;
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}
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// Else, try with ARB ext
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else if (_Extensions.ARBVertexBufferObject)
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{
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_AGPVertexArrayRange= new CVertexArrayRangeARB(this);
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_VRAMVertexArrayRange= new CVertexArrayRangeARB(this);
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_SupportVBHard= true;
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_MaxVerticesByVBHard = std::numeric_limits<uint32>::max(); // cant' know the value..
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}
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// Reset VertexArrayRange.
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_CurrentVertexArrayRange= NULL;
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@ -812,7 +813,7 @@ bool CDriverGL::swapBuffers()
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/* Yoyo: must do this (GeForce bug ??) else weird results if end render with a VBHard.
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Setup a std vertex buffer to ensure NVidia synchronisation.
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*/
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if (_Extensions.NVVertexArrayRange)
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if (!_Extensions.ARBVertexBufferObject && _Extensions.NVVertexArrayRange)
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{
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static CVertexBuffer dummyVB;
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static bool dummyVBinit= false;
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@ -854,7 +855,7 @@ bool CDriverGL::swapBuffers()
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AS NV_Fence GeForce Implementation says. Test each frame the NVFence, until completion.
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NB: finish is not required here. Just test. This is like a "non block synchronisation"
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*/
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if (_Extensions.NVVertexArrayRange)
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if (!_Extensions.ARBVertexBufferObject && _Extensions.NVVertexArrayRange)
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{
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set<IVertexBufferHardGL*>::iterator itVBHard= _VertexBufferHardSet.Set.begin();
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while(itVBHard != _VertexBufferHardSet.Set.end() )
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