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renderer_opengl: Implement a buffer cache.
The idea of this cache is to avoid redundant uploads. So we are going to cache the uploaded buffers within the stream_buffer and just reuse the old pointers. The next step is to implement a VBO cache on GPU memory, but for now, I want to check the overhead of the cache management. Fetching the buffer over PCI-E should be quite fast.
This commit is contained in:
parent
a1ef02c3e6
commit
50a806ea67
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@ -22,6 +22,7 @@ add_library(video_core STATIC
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rasterizer_interface.h
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rasterizer_interface.h
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renderer_base.cpp
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renderer_base.cpp
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renderer_base.h
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renderer_base.h
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renderer_opengl/gl_buffer_cache.cpp
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renderer_opengl/gl_rasterizer.cpp
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renderer_opengl/gl_rasterizer.cpp
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renderer_opengl/gl_rasterizer.h
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renderer_opengl/gl_rasterizer.h
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renderer_opengl/gl_rasterizer_cache.cpp
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renderer_opengl/gl_rasterizer_cache.cpp
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90
src/video_core/renderer_opengl/gl_buffer_cache.cpp
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90
src/video_core/renderer_opengl/gl_buffer_cache.cpp
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@ -0,0 +1,90 @@
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/alignment.h"
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#include "common/assert.h"
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#include "core/core.h"
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#include "core/memory.h"
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#include "video_core/renderer_opengl/gl_buffer_cache.h"
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namespace OpenGL {
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OGLBufferCache::OGLBufferCache(size_t size) : stream_buffer(GL_ARRAY_BUFFER, size) {}
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GLintptr OGLBufferCache::UploadMemory(Tegra::GPUVAddr gpu_addr, size_t size, size_t alignment,
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bool cache) {
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auto& memory_manager = Core::System::GetInstance().GPU().MemoryManager();
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const boost::optional<VAddr> cpu_addr{memory_manager.GpuToCpuAddress(gpu_addr)};
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// Cache management is a big overhead, so only cache entries with a given size.
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// TODO: Figure out which size is the best for given games.
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cache &= size >= 2048;
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if (cache) {
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auto entry = TryGet(*cpu_addr);
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if (entry) {
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if (entry->size >= size && entry->alignment == alignment) {
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return entry->offset;
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}
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Unregister(entry);
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}
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}
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AlignBuffer(alignment);
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GLintptr uploaded_offset = buffer_offset;
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Memory::ReadBlock(*cpu_addr, buffer_ptr, size);
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buffer_ptr += size;
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buffer_offset += size;
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if (cache) {
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auto entry = std::make_shared<CachedBufferEntry>();
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entry->offset = uploaded_offset;
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entry->size = size;
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entry->alignment = alignment;
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entry->addr = *cpu_addr;
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Register(entry);
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}
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return uploaded_offset;
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}
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GLintptr OGLBufferCache::UploadHostMemory(const void* raw_pointer, size_t size, size_t alignment) {
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AlignBuffer(alignment);
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std::memcpy(buffer_ptr, raw_pointer, size);
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GLintptr uploaded_offset = buffer_offset;
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buffer_ptr += size;
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buffer_offset += size;
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return uploaded_offset;
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}
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void OGLBufferCache::Map(size_t max_size) {
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bool invalidate;
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std::tie(buffer_ptr, buffer_offset_base, invalidate) =
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stream_buffer.Map(static_cast<GLsizeiptr>(max_size), 4);
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buffer_offset = buffer_offset_base;
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if (invalidate) {
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InvalidateAll();
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}
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}
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void OGLBufferCache::Unmap() {
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stream_buffer.Unmap(buffer_offset - buffer_offset_base);
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}
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GLuint OGLBufferCache::GetHandle() {
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return stream_buffer.GetHandle();
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}
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void OGLBufferCache::AlignBuffer(size_t alignment) {
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// Align the offset, not the mapped pointer
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GLintptr offset_aligned =
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static_cast<GLintptr>(Common::AlignUp(static_cast<size_t>(buffer_offset), alignment));
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buffer_ptr += offset_aligned - buffer_offset;
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buffer_offset = offset_aligned;
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}
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} // namespace OpenGL
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57
src/video_core/renderer_opengl/gl_buffer_cache.h
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57
src/video_core/renderer_opengl/gl_buffer_cache.h
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@ -0,0 +1,57 @@
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <unordered_map>
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#include "common/common_types.h"
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#include "video_core/rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_stream_buffer.h"
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namespace OpenGL {
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struct CachedBufferEntry final {
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VAddr GetAddr() const {
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return addr;
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}
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size_t GetSizeInBytes() const {
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return size;
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}
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VAddr addr;
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size_t size;
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GLintptr offset;
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size_t alignment;
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};
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class OGLBufferCache final : public RasterizerCache<std::shared_ptr<CachedBufferEntry>> {
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public:
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OGLBufferCache(size_t size);
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GLintptr UploadMemory(Tegra::GPUVAddr gpu_addr, size_t size, size_t alignment = 4,
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bool cache = true);
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GLintptr UploadHostMemory(const void* raw_pointer, size_t size, size_t alignment = 4);
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void Map(size_t max_size);
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void Unmap();
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GLuint GetHandle();
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protected:
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void AlignBuffer(size_t alignment);
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private:
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OGLStreamBuffer stream_buffer;
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u8* buffer_ptr;
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GLintptr buffer_offset;
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GLintptr buffer_offset_base;
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};
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} // namespace OpenGL
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@ -43,7 +43,7 @@ MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo& info)
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RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo& info)
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: emu_window{window}, screen_info{info}, stream_buffer(GL_ARRAY_BUFFER, STREAM_BUFFER_SIZE) {
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: emu_window{window}, screen_info{info}, buffer_cache(STREAM_BUFFER_SIZE) {
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// Create sampler objects
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// Create sampler objects
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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texture_samplers[i].Create();
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@ -83,14 +83,14 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
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hw_vao.Create();
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hw_vao.Create();
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state.draw.vertex_buffer = stream_buffer.GetHandle();
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state.draw.vertex_buffer = buffer_cache.GetHandle();
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shader_program_manager = std::make_unique<GLShader::ProgramManager>();
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shader_program_manager = std::make_unique<GLShader::ProgramManager>();
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state.draw.shader_program = 0;
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state.draw.shader_program = 0;
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state.draw.vertex_array = hw_vao.handle;
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state.draw.vertex_array = hw_vao.handle;
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state.Apply();
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state.Apply();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer.GetHandle());
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_cache.GetHandle());
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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@ -101,14 +101,13 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
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RasterizerOpenGL::~RasterizerOpenGL() {}
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RasterizerOpenGL::~RasterizerOpenGL() {}
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std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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void RasterizerOpenGL::SetupVertexArrays() {
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GLintptr buffer_offset) {
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MICROPROFILE_SCOPE(OpenGL_VAO);
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MICROPROFILE_SCOPE(OpenGL_VAO);
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const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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const auto& regs = gpu.regs;
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state.draw.vertex_array = hw_vao.handle;
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state.draw.vertex_array = hw_vao.handle;
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state.draw.vertex_buffer = stream_buffer.GetHandle();
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state.draw.vertex_buffer = buffer_cache.GetHandle();
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state.Apply();
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state.Apply();
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// Upload all guest vertex arrays sequentially to our buffer
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// Upload all guest vertex arrays sequentially to our buffer
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ASSERT(end > start);
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ASSERT(end > start);
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u64 size = end - start + 1;
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u64 size = end - start + 1;
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GLintptr vertex_buffer_offset;
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GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size);
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std::tie(array_ptr, buffer_offset, vertex_buffer_offset) =
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UploadMemory(array_ptr, buffer_offset, start, size);
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// Bind the vertex array to the buffer at the current offset.
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// Bind the vertex array to the buffer at the current offset.
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glBindVertexBuffer(index, stream_buffer.GetHandle(), vertex_buffer_offset,
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glBindVertexBuffer(index, buffer_cache.GetHandle(), vertex_buffer_offset,
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vertex_array.stride);
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vertex_array.stride);
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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}
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}
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glVertexAttribBinding(index, attrib.buffer);
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glVertexAttribBinding(index, attrib.buffer);
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}
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}
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return {array_ptr, buffer_offset};
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}
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}
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std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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void RasterizerOpenGL::SetupShaders() {
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MICROPROFILE_SCOPE(OpenGL_Shader);
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MICROPROFILE_SCOPE(OpenGL_Shader);
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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continue;
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continue;
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}
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}
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std::tie(buffer_ptr, buffer_offset) =
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AlignBuffer(buffer_ptr, buffer_offset, static_cast<size_t>(uniform_buffer_alignment));
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const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
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const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
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GLShader::MaxwellUniformData ubo{};
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GLShader::MaxwellUniformData ubo{};
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ubo.SetFromRegs(gpu.state.shader_stages[stage]);
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ubo.SetFromRegs(gpu.state.shader_stages[stage]);
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std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
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GLintptr offset = buffer_cache.UploadHostMemory(
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&ubo, sizeof(ubo), static_cast<size_t>(uniform_buffer_alignment));
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// Bind the buffer
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// Bind the buffer
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glBindBufferRange(GL_UNIFORM_BUFFER, stage, stream_buffer.GetHandle(), buffer_offset,
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glBindBufferRange(GL_UNIFORM_BUFFER, stage, buffer_cache.GetHandle(), offset, sizeof(ubo));
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sizeof(ubo));
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buffer_ptr += sizeof(ubo);
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buffer_offset += sizeof(ubo);
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Shader shader{shader_cache.GetStageProgram(program)};
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Shader shader{shader_cache.GetStageProgram(program)};
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}
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}
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// Configure the const buffers for this shader stage.
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// Configure the const buffers for this shader stage.
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std::tie(buffer_ptr, buffer_offset, current_constbuffer_bindpoint) =
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current_constbuffer_bindpoint = SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage),
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SetupConstBuffers(buffer_ptr, buffer_offset, static_cast<Maxwell::ShaderStage>(stage),
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shader, current_constbuffer_bindpoint);
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shader, current_constbuffer_bindpoint);
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// Configure the textures for this shader stage.
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// Configure the textures for this shader stage.
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}
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}
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shader_program_manager->UseTrivialGeometryShader();
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shader_program_manager->UseTrivialGeometryShader();
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return {buffer_ptr, buffer_offset};
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}
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}
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size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
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size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
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glClear(clear_mask);
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glClear(clear_mask);
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}
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}
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std::pair<u8*, GLintptr> RasterizerOpenGL::AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset,
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size_t alignment) {
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// Align the offset, not the mapped pointer
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GLintptr offset_aligned =
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static_cast<GLintptr>(Common::AlignUp(static_cast<size_t>(buffer_offset), alignment));
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return {buffer_ptr + (offset_aligned - buffer_offset), offset_aligned};
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}
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std::tuple<u8*, GLintptr, GLintptr> RasterizerOpenGL::UploadMemory(u8* buffer_ptr,
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GLintptr buffer_offset,
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Tegra::GPUVAddr gpu_addr,
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size_t size, size_t alignment) {
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std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, alignment);
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GLintptr uploaded_offset = buffer_offset;
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auto& memory_manager = Core::System::GetInstance().GPU().MemoryManager();
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const boost::optional<VAddr> cpu_addr{memory_manager.GpuToCpuAddress(gpu_addr)};
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Memory::ReadBlock(*cpu_addr, buffer_ptr, size);
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buffer_ptr += size;
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buffer_offset += size;
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return {buffer_ptr, buffer_offset, uploaded_offset};
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}
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void RasterizerOpenGL::DrawArrays() {
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void RasterizerOpenGL::DrawArrays() {
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if (accelerate_draw == AccelDraw::Disabled)
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if (accelerate_draw == AccelDraw::Disabled)
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return;
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return;
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@ -489,7 +450,7 @@ void RasterizerOpenGL::DrawArrays() {
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
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const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
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state.draw.vertex_buffer = stream_buffer.GetHandle();
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state.draw.vertex_buffer = buffer_cache.GetHandle();
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state.Apply();
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state.Apply();
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size_t buffer_size = CalculateVertexArraysSize();
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size_t buffer_size = CalculateVertexArraysSize();
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@ -506,25 +467,21 @@ void RasterizerOpenGL::DrawArrays() {
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// Add space for at least 18 constant buffers
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// Add space for at least 18 constant buffers
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buffer_size += Maxwell::MaxConstBuffers * (MaxConstbufferSize + uniform_buffer_alignment);
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buffer_size += Maxwell::MaxConstBuffers * (MaxConstbufferSize + uniform_buffer_alignment);
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u8* buffer_ptr;
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buffer_cache.Map(buffer_size);
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GLintptr buffer_offset;
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std::tie(buffer_ptr, buffer_offset, std::ignore) =
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stream_buffer.Map(static_cast<GLsizeiptr>(buffer_size), 4);
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u8* buffer_ptr_base = buffer_ptr;
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||||||
|
|
||||||
std::tie(buffer_ptr, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
|
SetupVertexArrays();
|
||||||
|
|
||||||
// If indexed mode, copy the index buffer
|
// If indexed mode, copy the index buffer
|
||||||
GLintptr index_buffer_offset = 0;
|
GLintptr index_buffer_offset = 0;
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
MICROPROFILE_SCOPE(OpenGL_Index);
|
MICROPROFILE_SCOPE(OpenGL_Index);
|
||||||
std::tie(buffer_ptr, buffer_offset, index_buffer_offset) = UploadMemory(
|
index_buffer_offset =
|
||||||
buffer_ptr, buffer_offset, regs.index_array.StartAddress(), index_buffer_size);
|
buffer_cache.UploadMemory(regs.index_array.StartAddress(), index_buffer_size);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::tie(buffer_ptr, buffer_offset) = SetupShaders(buffer_ptr, buffer_offset);
|
SetupShaders();
|
||||||
|
|
||||||
stream_buffer.Unmap(buffer_ptr - buffer_ptr_base);
|
buffer_cache.Unmap();
|
||||||
|
|
||||||
shader_program_manager->ApplyTo(state);
|
shader_program_manager->ApplyTo(state);
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
@ -569,6 +526,7 @@ void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
|
||||||
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
|
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
|
||||||
res_cache.InvalidateRegion(addr, size);
|
res_cache.InvalidateRegion(addr, size);
|
||||||
shader_cache.InvalidateRegion(addr, size);
|
shader_cache.InvalidateRegion(addr, size);
|
||||||
|
buffer_cache.InvalidateRegion(addr, size);
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
|
void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
|
||||||
|
@ -658,10 +616,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(u8* buffer_ptr,
|
u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shader,
|
||||||
GLintptr buffer_offset,
|
|
||||||
Maxwell::ShaderStage stage,
|
|
||||||
Shader& shader,
|
|
||||||
u32 current_bindpoint) {
|
u32 current_bindpoint) {
|
||||||
MICROPROFILE_SCOPE(OpenGL_UBO);
|
MICROPROFILE_SCOPE(OpenGL_UBO);
|
||||||
const auto& gpu = Core::System::GetInstance().GPU();
|
const auto& gpu = Core::System::GetInstance().GPU();
|
||||||
|
@ -699,13 +654,11 @@ std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(u8* buffer_pt
|
||||||
size = Common::AlignUp(size, sizeof(GLvec4));
|
size = Common::AlignUp(size, sizeof(GLvec4));
|
||||||
ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
|
ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
|
||||||
|
|
||||||
GLintptr const_buffer_offset;
|
GLintptr const_buffer_offset = buffer_cache.UploadMemory(
|
||||||
std::tie(buffer_ptr, buffer_offset, const_buffer_offset) =
|
buffer.address, size, static_cast<size_t>(uniform_buffer_alignment));
|
||||||
UploadMemory(buffer_ptr, buffer_offset, buffer.address, size,
|
|
||||||
static_cast<size_t>(uniform_buffer_alignment));
|
|
||||||
|
|
||||||
glBindBufferRange(GL_UNIFORM_BUFFER, current_bindpoint + bindpoint,
|
glBindBufferRange(GL_UNIFORM_BUFFER, current_bindpoint + bindpoint,
|
||||||
stream_buffer.GetHandle(), const_buffer_offset, size);
|
buffer_cache.GetHandle(), const_buffer_offset, size);
|
||||||
|
|
||||||
// Now configure the bindpoint of the buffer inside the shader
|
// Now configure the bindpoint of the buffer inside the shader
|
||||||
glUniformBlockBinding(shader->GetProgramHandle(),
|
glUniformBlockBinding(shader->GetProgramHandle(),
|
||||||
|
@ -715,7 +668,7 @@ std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(u8* buffer_pt
|
||||||
|
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
return {buffer_ptr, buffer_offset, current_bindpoint + static_cast<u32>(entries.size())};
|
return current_bindpoint + static_cast<u32>(entries.size());
|
||||||
}
|
}
|
||||||
|
|
||||||
u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader, u32 current_unit) {
|
u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader, u32 current_unit) {
|
||||||
|
|
|
@ -18,7 +18,9 @@
|
||||||
#include "common/common_types.h"
|
#include "common/common_types.h"
|
||||||
#include "video_core/engines/maxwell_3d.h"
|
#include "video_core/engines/maxwell_3d.h"
|
||||||
#include "video_core/memory_manager.h"
|
#include "video_core/memory_manager.h"
|
||||||
|
#include "video_core/rasterizer_cache.h"
|
||||||
#include "video_core/rasterizer_interface.h"
|
#include "video_core/rasterizer_interface.h"
|
||||||
|
#include "video_core/renderer_opengl/gl_buffer_cache.h"
|
||||||
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
|
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
|
||||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||||
#include "video_core/renderer_opengl/gl_shader_cache.h"
|
#include "video_core/renderer_opengl/gl_shader_cache.h"
|
||||||
|
@ -109,9 +111,8 @@ private:
|
||||||
* @param current_bindpoint The offset at which to start counting new buffer bindpoints.
|
* @param current_bindpoint The offset at which to start counting new buffer bindpoints.
|
||||||
* @returns The next available bindpoint for use in the next shader stage.
|
* @returns The next available bindpoint for use in the next shader stage.
|
||||||
*/
|
*/
|
||||||
std::tuple<u8*, GLintptr, u32> SetupConstBuffers(
|
u32 SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
|
||||||
u8* buffer_ptr, GLintptr buffer_offset, Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
|
u32 current_bindpoint);
|
||||||
Shader& shader, u32 current_bindpoint);
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Configures the current textures to use for the draw command.
|
* Configures the current textures to use for the draw command.
|
||||||
|
@ -173,22 +174,16 @@ private:
|
||||||
std::array<SamplerInfo, GLShader::NumTextureSamplers> texture_samplers;
|
std::array<SamplerInfo, GLShader::NumTextureSamplers> texture_samplers;
|
||||||
|
|
||||||
static constexpr size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
|
static constexpr size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
|
||||||
OGLStreamBuffer stream_buffer;
|
OGLBufferCache buffer_cache;
|
||||||
OGLBuffer uniform_buffer;
|
OGLBuffer uniform_buffer;
|
||||||
OGLFramebuffer framebuffer;
|
OGLFramebuffer framebuffer;
|
||||||
GLint uniform_buffer_alignment;
|
GLint uniform_buffer_alignment;
|
||||||
|
|
||||||
size_t CalculateVertexArraysSize() const;
|
size_t CalculateVertexArraysSize() const;
|
||||||
|
|
||||||
std::pair<u8*, GLintptr> SetupVertexArrays(u8* array_ptr, GLintptr buffer_offset);
|
void SetupVertexArrays();
|
||||||
|
|
||||||
std::pair<u8*, GLintptr> SetupShaders(u8* buffer_ptr, GLintptr buffer_offset);
|
void SetupShaders();
|
||||||
|
|
||||||
std::pair<u8*, GLintptr> AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset, size_t alignment);
|
|
||||||
|
|
||||||
std::tuple<u8*, GLintptr, GLintptr> UploadMemory(u8* buffer_ptr, GLintptr buffer_offset,
|
|
||||||
Tegra::GPUVAddr gpu_addr, size_t size,
|
|
||||||
size_t alignment = 4);
|
|
||||||
|
|
||||||
enum class AccelDraw { Disabled, Arrays, Indexed };
|
enum class AccelDraw { Disabled, Arrays, Indexed };
|
||||||
AccelDraw accelerate_draw = AccelDraw::Disabled;
|
AccelDraw accelerate_draw = AccelDraw::Disabled;
|
||||||
|
|
Loading…
Reference in a new issue