OpenGL.GL.APPLE.vertex_array_range
OpenGL extension APPLE.vertex_array_range
This module customises the behaviour of the
OpenGL.raw.GL.APPLE.vertex_array_range to provide a more
Python-friendly API
Overview (from the spec)
This extension is designed to allow very high vertex processing rates which
are facilitated both by relieving the CPU of as much processing burden as
possible and by allowing graphics hardware to directly access vertex data.
Because this extension is implemented as an addition to the vertex array
specification provided by OpenGL 1.1, applications can continue to use
existing vertex submission logic while taking advantage of vertex array
ranges to more efficiently process those arrays.
The vertex array coherency model provided by OpenGL 1.1 requires that
vertex data specified in vertex arrays be transferred from system memory
each time Begin, DrawArrays, or DrawElements is called. Further, OpenGL
1.1 requires that the transfer of data be completed by the time End,
DrawArrays, or DrawElements returns. Both of these requirements are
relaxed by the vertex array range extension. Vertex data may be cached
by the GL so there is no guarantee that changes to the vertex data will
be reflected in following drawing commands unless it is flushed with
FlushVertexArrayRangeAPPLE. The reading of vertex data may be deferred
by the GL so there is no guarantee that the GL will be finished reading
the data until completion is forced by the use of Finish or the APPLE_fence
extension.
Vertex array range can be enabled in two ways. EnableClientState can be
used with the VERTEX_ARRAY_RANGE_APPLE param to enable vertex array range
for the client context. One can also simply set the vertex array storage
hint to either STORAGE_CACHED_APPLE or STORAGE_SHARED_APPLE (as discussed
below) to enable a particular vertex array range. Once this is done, use of
vertex array range requires the definition of a specific memory range for
vertex data through VertexArrayRangeAPPLE. It is recommended this data be
page aligned (4096 byte boundaries) and a multiple of page size in length
for maximum efficiency in data handling and internal flushing, but this is
not a requirement and any location and length of data can be defined as a
vertex array. This extension provides no memory allocators as any
convenient memory allocator can be used.
Once a data set is established, using VertexArrayRangeAPPLE, it can be can
be drawn using standard OpenGL vertex array commands, as one would do
without this extension. Note, if any the data for any enabled array for a
given array element index falls outside of the vertex array range, an
undefined vertex is generated. One should also understand removing or
replacing all calls to vertex array range functions with no-ops or disabling
the vertex array range by disabling the VERTEX_ARRAY_RANGE_APPLE client
state should not change the results of an application's OpenGL drawing.
For static data no additional coherency nor synchronization must be done and
the client is free to draw with the specified draw as it sees fit.
If data is dynamic, thus to be modified, FlushVertexArrayRangeAPPLE should
be used. The command is issued when data has been modified since the last
call to VertexArrayRangeAPPLE or FlushVertexArrayRangeAPPLE and prior to
drawing with such data. FlushVertexArrayRangeAPPLE only provides memory
coherency prior to drawing (such as ensuring CPU caches are flushed or VRAM
cached copies are updated) and does not provide any synchronization with
previously issued drawing commands. The range flushed can be the specific
range modified and does not have to be the entire vertex array range.
Additionally, data maybe read immediately after a flush without need for
further synchronization, thus overlapping areas of data maybe read, modified
and written between two successive flushes and the data will be
consistent.
To synchronize data modification after drawing two methods can be used. A
Finish command can be issued which will not return until all previously
issued commands are complete, forcing completely synchronous operation.
While this guarantees all drawing is complete it may not be the optimal
solution for clients which just need to ensure drawing with the vertex array
range or a specific range with the array is compete. The APPLE_fence
extension can be used when dynamic data modifications need to be
synchronized with drawing commands. Specifically, if data is to be modified,
a fence can be set immediately after drawing with the data. Once it comes
time to modify the data, the application must test (or finish) this fence to
ensure the drawing command has completed. Failure to do this could result in
new data being used by the previously issued drawing commands. It should be
noted that providing the maximum time between the drawing set fence and the
modification test/finish fence allows the most asynchronous behavior and
will result in the least stalling waiting for drawing completion. Techniques
such as double buffering vertex data can be used to help further prevent
stalls based on fence completion but are beyond the scope of this extension.
Once an application is finished with a specific vertex array range or at
latest prior to exit, and prior to freeing the memory associated with this
vertex array, the client should call VertexArrayRangeAPPLE with a data
location and length of 0 to allow the internal memory managers to complete
any commitments for the array range. In this case once
VertexArrayRangeAPPLE returns it is safe to de-allocate the memory.
Three types of storage hints are available for vertex array ranges; client,
shared, and cached. These hints are set by passing the
STORAGE_CLIENT_APPLE, STORAGE_SHARED_APPLE, or STORAGE_CACHED_APPLE param to
VertexArrayParameteriAPPLE with VERTEX_ARRAY_STORAGE_HINT_APPLE pname.
Client storage, the default OpenGL behavior, occurs when
VERTEX_ARRAY_RANGE_APPLE is disabled AND the STORAGE_CLIENT_APPLE hint is
set. Note, STORAGE_CLIENT_APPLE is also the default hint setting. Shared
memory usage is normally used for dynamic data that is expected to be
modified and is likely mapped to AGP memory space for access by both the
graphics hardware and client. It is set when either
VERTEX_ARRAY_RANGE_APPLE is enabled, without the STORAGE_CACHED_APPLE hint
being set, or in all cases when the STORAGE_SHARED_APPLE hint is set.
Finally, the cached storage is designed to support static data and data which
could be cached in VRAM. This provides maximum access bandwidth for the
vertex array and occurs when the STORAGE_CACHED_APPLE hint is set.
The following pseudo-code represents the treatment of a vertex array range
memory depending on the hint setting and whether vertex array range is
enabled for the client context:
if (VERTEX_ARRAY_STORAGE_HINT_APPLE == STORAGE_CACHED_APPLE)
vertex array is treated as cached
else if (VERTEX_ARRAY_STORAGE_HINT_APPLE == STORAGE_SHARED_APPLE)
vertex array is treated as shared
else if (VERTEX_ARRAY_RANGE_APPLE enabled)
vertex array is treated as shared
else
vertex array is treated as client
Note, these hints can affect how array flushes are handled and the overhead
associated with flushing the array, it is recommended that data be handled
as shared unless it really is static and there are no plans to modify it.
To summarize the vertex array range extension provides relaxed
synchronization rules for handling vertex array data allowing high bandwidth
asynchronous data transfer from client memory to graphics hardware.
Different flushing and synchronization rules are required to ensure data
coherency when modifying data. Lastly, memory handling hints are provided
to allow the tunning of memory storage and access for maximum efficiency.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/APPLE/vertex_array_range.txt
Functions
Constants
GL_STORAGE_CACHED_APPLE (34238)
GL_STORAGE_CLIENT_APPLE (34228)
GL_STORAGE_SHARED_APPLE (34239)
GL_VERTEX_ARRAY_RANGE_APPLE (34077)
GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE (34078)
GL_VERTEX_ARRAY_RANGE_POINTER_APPLE (34081)
GL_VERTEX_ARRAY_STORAGE_HINT_APPLE (34079)