return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u;
}
+/**
+ * @brief Store latest bound RenderGeometry, and help that we can skip duplicated vertex attributes bind.
+ *
+ * @param[in] geometry Current geometry to be used, or nullptr if render finished
+ * @return True if we can reuse latest bound vertex attributes. False otherwise.
+ */
+inline bool ReuseLatestBoundVertexAttributes(const Render::Geometry* geometry)
+{
+ static const Render::Geometry* gLatestVertexBoundGeometry = nullptr;
+ if(gLatestVertexBoundGeometry == geometry)
+ {
+ return true;
+ }
+ gLatestVertexBoundGeometry = geometry;
+ return false;
+}
+
} // namespace
namespace Render
MemoryPoolObjectAllocator<Renderer> gRenderRendererMemoryPool;
}
+void Renderer::PrepareCommandBuffer()
+{
+ // Reset latest geometry informations, So we can bind the first of geometry.
+ ReuseLatestBoundVertexAttributes(nullptr);
+
+ // todo : Fill here as many caches as we can store for reduce the number of command buffers
+}
+
RendererKey Renderer::NewKey(SceneGraph::RenderDataProvider* dataProvider,
Render::Geometry* geometry,
uint32_t blendingBitmask,
bool drawn = false; // Draw can fail if there are no vertex buffers or they haven't been uploaded yet
// @todo We should detect this case much earlier to prevent unnecessary work
- if(mDrawCommands.empty())
+ // Reuse latest bound vertex attributes location, or Bind buffers to attribute locations.
+ if(ReuseLatestBoundVertexAttributes(mGeometry) || mGeometry->BindVertexAttributes(commandBuffer))
{
- drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+ if(mDrawCommands.empty())
+ {
+ drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+ }
+ else
+ {
+ for(auto& cmd : commands)
+ {
+ drawn |= mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
+ }
+ }
}
else
{
- for(auto& cmd : commands)
- {
- mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
- }
+ // BindVertexAttributes failed. Reset cached geometry.
+ ReuseLatestBoundVertexAttributes(nullptr);
}
return drawn;
queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled;
queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
+ queryInfo.GenerateHash();
+
+ // Find or generate new pipeline.
auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, true);
// should be never null?