Webgl / clarified the buffer binding/flushing logic
The Webgl points layer renderer has also been optimized accordingly, giving out much better performance.
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@@ -323,6 +323,9 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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baseIndex + 1, baseIndex + 2, baseIndex + 3
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);
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});
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this.helper_.flushBufferData(ARRAY_BUFFER, this.verticesBuffer_);
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this.helper_.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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}
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// write new data
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@@ -23,8 +23,8 @@ import {getContext} from '../webgl';
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/**
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* @typedef {Object} BufferCacheEntry
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* @property {import("./Buffer.js").default} buf
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* @property {WebGLBuffer} buffer
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* @property {import("./Buffer.js").default} buffer
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* @property {WebGLBuffer} webGlBuffer
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*/
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/**
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@@ -153,15 +153,24 @@ export const DefaultAttrib = {
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* ### Binding WebGL buffers and flushing data into them:
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*
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* Data that must be passed to the GPU has to be transferred using `WebGLArrayBuffer` objects.
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* A buffer has to be created only once, but must be bound everytime the data it holds is changed. Using `WebGLHelper.bindBuffer`
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* will bind the buffer and flush the new data to the GPU.
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* A buffer has to be created only once, but must be bound everytime the buffer content should be used for rendering.
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* This is done using `WebGLHelper.bindBuffer`.
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* When the buffer's array content has changed, the new data has to be flushed to the GPU memory; this is done using
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* `WebGLHelper.flushBufferData`. Note: this operation is expensive and should be done as infrequently as possible.
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*
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* For now, the `WebGLHelper` class expects {@link module:ol/webgl/Buffer~WebGLArrayBuffer} objects.
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* When binding a `WebGLArrayBuffer`, a `target` parameter must be given: it should be either {@link module:ol/webgl~ARRAY_BUFFER}
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* (if the buffer contains vertices data) or {@link module:ol/webgl~ELEMENT_ARRAY_BUFFER} (if the buffer contains indices data).
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*
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* Examples below:
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* ```js
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* // at initialization phase
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* this.verticesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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* this.indicesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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*
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* // when array values have changed
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* this.context.flushBufferData(ARRAY_BUFFER, this.verticesBuffer);
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* this.context.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
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*
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* // at rendering phase
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* this.context.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
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* this.context.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
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@@ -342,24 +351,35 @@ class WebGLHelper extends Disposable {
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* Just bind the buffer if it's in the cache. Otherwise create
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* the WebGL buffer, bind it, populate it, and add an entry to
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* the cache.
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* TODO: improve this, the logic is unclear: we want A/ to bind a buffer and B/ to flush data in it
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* @param {number} target Target.
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* @param {import("./Buffer").default} buf Buffer.
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* @param {number} target Target, either ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER.
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* @param {import("./Buffer").default} buffer Buffer.
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* @api
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*/
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bindBuffer(target, buf) {
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bindBuffer(target, buffer) {
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const gl = this.getGL();
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const arr = buf.getArray();
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const bufferKey = getUid(buf);
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const bufferKey = getUid(buffer);
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let bufferCache = this.bufferCache_[bufferKey];
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if (!bufferCache) {
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const buffer = gl.createBuffer();
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const webGlBuffer = gl.createBuffer();
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bufferCache = this.bufferCache_[bufferKey] = {
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buf: buf,
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buffer: buffer
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buffer: buffer,
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webGlBuffer: webGlBuffer
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};
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}
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gl.bindBuffer(target, bufferCache.buffer);
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gl.bindBuffer(target, bufferCache.webGlBuffer);
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}
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/**
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* Update the data contained in the buffer array; this is required for the
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* new data to be rendered
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* @param {number} target Target, either ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER.
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* @param {import("./Buffer").default} buffer Buffer.
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* @api
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*/
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flushBufferData(target, buffer) {
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const gl = this.getGL();
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const arr = buffer.getArray();
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this.bindBuffer(target, buffer);
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let /** @type {ArrayBufferView} */ arrayBuffer;
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if (target == ARRAY_BUFFER) {
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arrayBuffer = new Float32Array(arr);
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@@ -367,7 +387,7 @@ class WebGLHelper extends Disposable {
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arrayBuffer = this.hasOESElementIndexUint ?
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new Uint32Array(arr) : new Uint16Array(arr);
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}
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gl.bufferData(target, arrayBuffer, buf.getUsage());
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gl.bufferData(target, arrayBuffer, buffer.getUsage());
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}
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/**
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