GLdc/containers/aligned_vector.c
Luke Benstead ae335eeff1 Large refactor of vertex submission
This should be much faster as matrix loading is now minimized. Also splits transform from perspective divisionn
to lay the groundwork for near-z clipping. This also fixes GL_POLYGON submission.

Lighting can be made faster, this doesn't change the lighting algorithm, but the matrix changes should speed things up.
2018-07-09 08:57:01 +01:00

106 lines
3.2 KiB
C

#include <stdlib.h>
#include <string.h>
#include <math.h>
#ifndef __APPLE__
#include <malloc.h>
#else
/* Linux + Kos define this, OSX does not, so just use malloc there */
#define memalign(x, size) malloc((size))
#endif
#include "aligned_vector.h"
void aligned_vector_init(AlignedVector* vector, unsigned int element_size) {
vector->size = vector->capacity = 0;
vector->element_size = element_size;
vector->data = NULL;
/* Reserve some initial capacity */
aligned_vector_reserve(vector, ALIGNED_VECTOR_INITIAL_CAPACITY);
}
void aligned_vector_reserve(AlignedVector* vector, unsigned int element_count) {
if(element_count <= vector->capacity) {
return;
}
unsigned int original_byte_size = vector->size * vector->element_size;
unsigned int new_byte_size = element_count * vector->element_size;
unsigned char* original_data = vector->data;
vector->data = (unsigned char*) memalign(0x20, new_byte_size);
if(original_data) {
memcpy(vector->data, original_data, original_byte_size);
free(original_data);
}
vector->capacity = element_count;
}
void aligned_vector_push_back(AlignedVector* vector, const void* objs, unsigned int count) {
/* Resize enough room */
unsigned int initial_size = vector->size;
aligned_vector_resize(vector, vector->size + count);
unsigned char* dest = vector->data + (vector->element_size * initial_size);
/* Copy the objects in */
memcpy(dest, objs, vector->element_size * count);
}
void aligned_vector_resize(AlignedVector* vector, const unsigned int element_count) {
/* Don't change memory when resizing downwards, just change the size */
if(element_count <= vector->size) {
vector->size = element_count;
return;
}
if(vector->capacity < element_count) {
/* Reserve more than we need so that a subsequent push_back doesn't trigger yet another
* resize */
aligned_vector_reserve(vector, (int) ceil(((float)element_count) * 1.5f));
}
vector->size = element_count;
}
void* aligned_vector_at(const AlignedVector* vector, const unsigned int index) {
return &vector->data[index * vector->element_size];
}
void* aligned_vector_extend(AlignedVector* vector, const unsigned int additional_count) {
const unsigned int current = vector->size;
aligned_vector_resize(vector, vector->size + additional_count);
return aligned_vector_at(vector, current);
}
void aligned_vector_clear(AlignedVector* vector) {
vector->size = 0;
}
void aligned_vector_shrink_to_fit(AlignedVector* vector) {
if(vector->size == 0) {
free(vector->data);
vector->data = NULL;
vector->capacity = 0;
} else {
unsigned int new_byte_size = vector->size * vector->element_size;
unsigned char* original_data = vector->data;
vector->data = (unsigned char*) memalign(0x20, new_byte_size);
if(original_data) {
memcpy(vector->data, original_data, new_byte_size);
free(original_data);
}
vector->capacity = vector->size;
}
}
void aligned_vector_cleanup(AlignedVector* vector) {
aligned_vector_clear(vector);
aligned_vector_shrink_to_fit(vector);
}