Use main buffers for utility draws

This commit is contained in:
Stenzek 2018-11-27 17:16:53 +10:00
parent 5ca18ff04e
commit 7afd5cc2fb
32 changed files with 533 additions and 681 deletions

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@ -4,7 +4,6 @@
#include <string> #include <string>
#include "Common/Align.h"
#include "Common/FileUtil.h" #include "Common/FileUtil.h"
#include "Common/StringUtil.h" #include "Common/StringUtil.h"
@ -18,8 +17,6 @@
#include "VideoCommon/Debugger.h" #include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderGen.h" #include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
namespace DX11 namespace DX11
@ -36,25 +33,6 @@ ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? CopyGeometryShader : nullptr; return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? CopyGeometryShader : nullptr;
} }
ID3D11Buffer* gscbuf = nullptr;
ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
// speed this up
if (GeometryShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
D3D::context->Unmap(gscbuf, 0);
GeometryShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
}
return gscbuf;
}
const char clear_shader_code[] = { const char clear_shader_code[] = {
"struct VSOUTPUT\n" "struct VSOUTPUT\n"
"{\n" "{\n"
@ -116,15 +94,6 @@ const char copy_shader_code[] = {
void GeometryShaderCache::Init() void GeometryShaderCache::Init()
{ {
unsigned int gbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(GeometryShaderConstants)),
16); // must be a multiple of 16
D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
D3D::SetDebugObjectName(gscbuf,
"geometry shader constant buffer used to emulate the GX pipeline");
// used when drawing clear quads // used when drawing clear quads
ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code); ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader"); CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
@ -138,8 +107,6 @@ void GeometryShaderCache::Init()
void GeometryShaderCache::Shutdown() void GeometryShaderCache::Shutdown()
{ {
SAFE_RELEASE(gscbuf);
SAFE_RELEASE(ClearGeometryShader); SAFE_RELEASE(ClearGeometryShader);
SAFE_RELEASE(CopyGeometryShader); SAFE_RELEASE(CopyGeometryShader);
} }

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@ -20,7 +20,8 @@ public:
static ID3D11GeometryShader* GetClearGeometryShader(); static ID3D11GeometryShader* GetClearGeometryShader();
static ID3D11GeometryShader* GetCopyGeometryShader(); static ID3D11GeometryShader* GetCopyGeometryShader();
static ID3D11Buffer*& GetConstantBuffer(); static ID3D11Buffer* GetConstantBuffer();
static void UpdateConstantBuffer(const void* data, u32 data_size);
}; };
} // namespace DX11 } // namespace DX11

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@ -4,7 +4,6 @@
#include <string> #include <string>
#include "Common/Align.h"
#include "Common/CommonTypes.h" #include "Common/CommonTypes.h"
#include "Common/FileUtil.h" #include "Common/FileUtil.h"
#include "Common/MsgHandler.h" #include "Common/MsgHandler.h"
@ -20,8 +19,6 @@
#include "VideoCommon/Debugger.h" #include "VideoCommon/Debugger.h"
#include "VideoCommon/PixelShaderGen.h" #include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
namespace DX11 namespace DX11
@ -32,7 +29,6 @@ ID3D11PixelShader* s_AnaglyphProgram = nullptr;
ID3D11PixelShader* s_DepthResolveProgram = nullptr; ID3D11PixelShader* s_DepthResolveProgram = nullptr;
ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr}; ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr}; ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
ID3D11Buffer* pscbuf = nullptr;
const char clear_program_code[] = {"void main(\n" const char clear_program_code[] = {"void main(\n"
"out float4 ocol0 : SV_Target,\n" "out float4 ocol0 : SV_Target,\n"
@ -277,36 +273,8 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
return s_DepthResolveProgram; return s_DepthResolveProgram;
} }
static void UpdateConstantBuffers()
{
if (PixelShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
D3D::context->Unmap(pscbuf, 0);
PixelShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
}
}
ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
{
UpdateConstantBuffers();
return pscbuf;
}
void PixelShaderCache::Init() void PixelShaderCache::Init()
{ {
unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(PixelShaderConstants)),
16); // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf);
CHECK(pscbuf != nullptr, "Create pixel shader constant buffer");
D3D::SetDebugObjectName(pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
// used when drawing clear quads // used when drawing clear quads
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code); s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code);
CHECK(s_ClearProgram != nullptr, "Create clear pixel shader"); CHECK(s_ClearProgram != nullptr, "Create clear pixel shader");
@ -334,8 +302,6 @@ void PixelShaderCache::InvalidateMSAAShaders()
void PixelShaderCache::Shutdown() void PixelShaderCache::Shutdown()
{ {
SAFE_RELEASE(pscbuf);
SAFE_RELEASE(s_ClearProgram); SAFE_RELEASE(s_ClearProgram);
SAFE_RELEASE(s_AnaglyphProgram); SAFE_RELEASE(s_AnaglyphProgram);
SAFE_RELEASE(s_DepthResolveProgram); SAFE_RELEASE(s_DepthResolveProgram);

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@ -21,8 +21,6 @@ public:
static void Init(); static void Init();
static void Shutdown(); static void Shutdown();
static ID3D11Buffer* GetConstantBuffer();
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled); static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram(); static ID3D11PixelShader* GetClearProgram();
static ID3D11PixelShader* GetAnaglyphProgram(); static ID3D11PixelShader* GetAnaglyphProgram();

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@ -167,16 +167,6 @@ void Renderer::SetupDeviceObjects()
D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState"); D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
m_screenshot_texture = nullptr; m_screenshot_texture = nullptr;
CD3D11_BUFFER_DESC vbo_desc(UTILITY_VBO_SIZE, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&vbo_desc, nullptr, &m_utility_vertex_buffer);
CHECK(SUCCEEDED(hr), "Create utility VBO");
CD3D11_BUFFER_DESC ubo_desc(UTILITY_UBO_SIZE, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&ubo_desc, nullptr, &m_utility_uniform_buffer);
CHECK(SUCCEEDED(hr), "Create utility UBO");
} }
// Kill off all device objects // Kill off all device objects
@ -196,8 +186,6 @@ void Renderer::TeardownDeviceObjects()
SAFE_RELEASE(m_reset_rast_state); SAFE_RELEASE(m_reset_rast_state);
SAFE_RELEASE(m_screenshot_texture); SAFE_RELEASE(m_screenshot_texture);
SAFE_RELEASE(m_3d_vision_texture); SAFE_RELEASE(m_3d_vision_texture);
SAFE_RELEASE(m_utility_vertex_buffer);
SAFE_RELEASE(m_utility_uniform_buffer);
} }
void Renderer::Create3DVisionTexture(int width, int height) void Renderer::Create3DVisionTexture(int width, int height)
@ -273,25 +261,6 @@ std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelin
return DXPipeline::Create(config); return DXPipeline::Create(config);
} }
void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
{
DEBUG_ASSERT(uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility UBO");
std::memcpy(mapped.pData, uniforms, uniforms_size);
D3D::context->Unmap(m_utility_uniform_buffer, 0);
}
void Renderer::UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices)
{
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility VBO");
std::memcpy(mapped.pData, vertices, num_vertices * vertex_stride);
D3D::context->Unmap(m_utility_vertex_buffer, 0);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline) void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{ {
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline); const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
@ -308,54 +277,6 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader()); D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
} }
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Copy in uniforms.
if (uniforms_size > 0)
{
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
D3D::stateman->SetVertexConstants(m_utility_uniform_buffer);
D3D::stateman->SetPixelConstants(m_utility_uniform_buffer);
D3D::stateman->SetGeometryConstants(m_utility_uniform_buffer);
}
// If the vertices are larger than our buffer, we need to break it up into multiple draws.
const char* vertices_ptr = static_cast<const char*>(vertices);
while (num_vertices > 0)
{
u32 vertices_this_draw = num_vertices;
if (vertices_ptr)
{
vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
DEBUG_ASSERT(vertices_this_draw > 0);
UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
}
// Apply pending state and draw.
D3D::stateman->Apply();
D3D::context->Draw(vertices_this_draw, 0);
vertices_ptr += vertex_stride * vertices_this_draw;
num_vertices -= vertices_this_draw;
}
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
if (uniforms_size > 0)
{
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
D3D::stateman->SetComputeConstants(m_utility_uniform_buffer);
}
D3D::stateman->Apply();
D3D::context->Dispatch(groups_x, groups_y, groups_z);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{ {
TargetRectangle result; TargetRectangle result;
@ -560,6 +481,18 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
} }
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
D3D::stateman->Apply();
D3D::context->Draw(num_vertices, base_vertex);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
D3D::stateman->Apply();
D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) u32 color, u32 z)
{ {

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@ -50,6 +50,8 @@ public:
void SetInterlacingMode() override; void SetInterlacingMode() override;
void SetViewport(float x, float y, float width, float height, float near_depth, void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override; float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void SetFullscreen(bool enable_fullscreen) override; void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override; bool IsFullscreen() const override;
@ -73,11 +75,6 @@ public:
void ReinterpretPixelData(unsigned int convtype) override; void ReinterpretPixelData(unsigned int convtype) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
private: private:
void SetupDeviceObjects(); void SetupDeviceObjects();
void TeardownDeviceObjects(); void TeardownDeviceObjects();
@ -89,9 +86,6 @@ private:
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture, void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height); u32 src_width, u32 src_height);
void UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
StateCache m_state_cache; StateCache m_state_cache;
std::array<ID3D11BlendState*, 4> m_clear_blend_states{}; std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
@ -103,9 +97,6 @@ private:
ID3D11Texture2D* m_screenshot_texture = nullptr; ID3D11Texture2D* m_screenshot_texture = nullptr;
D3DTexture2D* m_3d_vision_texture = nullptr; D3DTexture2D* m_3d_vision_texture = nullptr;
ID3D11Buffer* m_utility_vertex_buffer = nullptr;
ID3D11Buffer* m_utility_uniform_buffer = nullptr;
u32 m_last_multisamples = 1; u32 m_last_multisamples = 1;
bool m_last_stereo_mode = false; bool m_last_stereo_mode = false;
bool m_last_fullscreen_state = false; bool m_last_fullscreen_state = false;

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@ -6,6 +6,7 @@
#include <d3d11.h> #include <d3d11.h>
#include "Common/Align.h"
#include "Common/CommonTypes.h" #include "Common/CommonTypes.h"
#include "VideoBackends/D3D/BoundingBox.h" #include "VideoBackends/D3D/BoundingBox.h"
@ -19,11 +20,14 @@
#include "VideoCommon/BoundingBox.h" #include "VideoCommon/BoundingBox.h"
#include "VideoCommon/Debugger.h" #include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/IndexGenerator.h" #include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h" #include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h" #include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
namespace DX11 namespace DX11
@ -33,15 +37,34 @@ const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE; const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
const u32 MAX_BUFFER_SIZE = MAX_IBUFFER_SIZE + MAX_VBUFFER_SIZE; const u32 MAX_BUFFER_SIZE = MAX_IBUFFER_SIZE + MAX_VBUFFER_SIZE;
static ID3D11Buffer* AllocateConstantBuffer(u32 size)
{
const u32 cbsize = Common::AlignUp(size, 16u); // must be a multiple of 16
const CD3D11_BUFFER_DESC cbdesc(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
ID3D11Buffer* cbuf;
const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
CHECK(hr == S_OK, "shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName(cbuf, "constant buffer used to emulate the GX pipeline");
return cbuf;
}
static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u32 data_size)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, data, data_size);
D3D::context->Unmap(buffer, 0);
ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
}
void VertexManager::CreateDeviceObjects() void VertexManager::CreateDeviceObjects()
{ {
D3D11_BUFFER_DESC bufdesc = D3D11_BUFFER_DESC bufdesc =
CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE, D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER, CD3D11_BUFFER_DESC(MAX_BUFFER_SIZE, D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_vertexDrawOffset = 0;
m_indexDrawOffset = 0;
for (int i = 0; i < MAX_BUFFER_COUNT; i++) for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{ {
m_buffers[i] = nullptr; m_buffers[i] = nullptr;
@ -50,12 +73,18 @@ void VertexManager::CreateDeviceObjects()
D3D::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager"); D3D::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
} }
m_currentBuffer = 0; m_buffer_cursor = MAX_BUFFER_SIZE;
m_bufferCursor = MAX_BUFFER_SIZE;
m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
m_geometry_constant_buffer = AllocateConstantBuffer(sizeof(GeometryShaderConstants));
m_pixel_constant_buffer = AllocateConstantBuffer(sizeof(PixelShaderConstants));
} }
void VertexManager::DestroyDeviceObjects() void VertexManager::DestroyDeviceObjects()
{ {
SAFE_RELEASE(m_pixel_constant_buffer);
SAFE_RELEASE(m_geometry_constant_buffer);
SAFE_RELEASE(m_vertex_constant_buffer);
for (int i = 0; i < MAX_BUFFER_COUNT; i++) for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{ {
SAFE_RELEASE(m_buffers[i]); SAFE_RELEASE(m_buffers[i]);
@ -64,12 +93,12 @@ void VertexManager::DestroyDeviceObjects()
VertexManager::VertexManager() VertexManager::VertexManager()
{ {
LocalVBuffer.resize(MAXVBUFFERSIZE); m_staging_vertex_buffer.resize(MAXVBUFFERSIZE);
m_cur_buffer_pointer = m_base_buffer_pointer = &LocalVBuffer[0]; m_cur_buffer_pointer = m_base_buffer_pointer = &m_staging_vertex_buffer[0];
m_end_buffer_pointer = m_base_buffer_pointer + LocalVBuffer.size(); m_end_buffer_pointer = m_base_buffer_pointer + m_staging_vertex_buffer.size();
LocalIBuffer.resize(MAXIBUFFERSIZE); m_staging_index_buffer.resize(MAXIBUFFERSIZE);
CreateDeviceObjects(); CreateDeviceObjects();
} }
@ -79,71 +108,103 @@ VertexManager::~VertexManager()
DestroyDeviceObjects(); DestroyDeviceObjects();
} }
void VertexManager::PrepareDrawBuffers(u32 stride) void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
// Just use the one buffer for all three.
UpdateConstantBuffer(m_vertex_constant_buffer, uniforms, uniforms_size);
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer);
D3D::stateman->SetPixelConstants(m_vertex_constant_buffer);
VertexShaderManager::dirty = true;
GeometryShaderManager::dirty = true;
PixelShaderManager::dirty = true;
}
void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
{
m_cur_buffer_pointer = m_base_buffer_pointer;
IndexGenerator::Start(m_staging_index_buffer.data());
}
void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{ {
D3D11_MAPPED_SUBRESOURCE map; D3D11_MAPPED_SUBRESOURCE map;
u32 vertexBufferSize = u32(m_cur_buffer_pointer - m_base_buffer_pointer); u32 vertexBufferSize = Common::AlignUp(num_vertices * vertex_stride, sizeof(u16));
u32 indexBufferSize = IndexGenerator::GetIndexLen() * sizeof(u16); u32 indexBufferSize = num_indices * sizeof(u16);
u32 totalBufferSize = vertexBufferSize + indexBufferSize; u32 totalBufferSize = vertexBufferSize + indexBufferSize;
u32 cursor = m_bufferCursor; u32 cursor = m_buffer_cursor;
u32 padding = m_bufferCursor % stride; u32 padding = vertex_stride > 0 ? (m_buffer_cursor % vertex_stride) : 0;
if (padding) if (padding)
{ {
cursor += stride - padding; cursor += vertex_stride - padding;
} }
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE; D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (cursor + totalBufferSize >= MAX_BUFFER_SIZE) if (cursor + totalBufferSize >= MAX_BUFFER_SIZE)
{ {
// Wrap around // Wrap around
m_currentBuffer = (m_currentBuffer + 1) % MAX_BUFFER_COUNT; m_current_buffer = (m_current_buffer + 1) % MAX_BUFFER_COUNT;
cursor = 0; cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD; MapType = D3D11_MAP_WRITE_DISCARD;
} }
m_vertexDrawOffset = cursor; *out_base_vertex = vertex_stride > 0 ? (cursor / vertex_stride) : 0;
m_indexDrawOffset = cursor + vertexBufferSize; *out_base_index = (cursor + vertexBufferSize) / sizeof(u16);
D3D::context->Map(m_buffers[m_currentBuffer], 0, MapType, 0, &map); D3D::context->Map(m_buffers[m_current_buffer], 0, MapType, 0, &map);
u8* mappedData = reinterpret_cast<u8*>(map.pData); u8* mappedData = reinterpret_cast<u8*>(map.pData);
memcpy(mappedData + m_vertexDrawOffset, m_base_buffer_pointer, vertexBufferSize); if (vertexBufferSize > 0)
memcpy(mappedData + m_indexDrawOffset, GetIndexBuffer(), indexBufferSize); std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize);
D3D::context->Unmap(m_buffers[m_currentBuffer], 0); if (indexBufferSize > 0)
std::memcpy(mappedData + cursor + vertexBufferSize, m_staging_index_buffer.data(),
indexBufferSize);
D3D::context->Unmap(m_buffers[m_current_buffer], 0);
m_bufferCursor = cursor + totalBufferSize; m_buffer_cursor = cursor + totalBufferSize;
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize); ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize); ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer], vertex_stride, 0);
D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer]);
} }
void VertexManager::Draw(u32 stride) void VertexManager::UploadConstants()
{ {
u32 indices = IndexGenerator::GetIndexLen(); if (VertexShaderManager::dirty)
{
UpdateConstantBuffer(m_vertex_constant_buffer, &VertexShaderManager::constants,
sizeof(VertexShaderConstants));
VertexShaderManager::dirty = false;
}
if (GeometryShaderManager::dirty)
{
UpdateConstantBuffer(m_geometry_constant_buffer, &GeometryShaderManager::constants,
sizeof(GeometryShaderConstants));
GeometryShaderManager::dirty = false;
}
if (PixelShaderManager::dirty)
{
UpdateConstantBuffer(m_pixel_constant_buffer, &PixelShaderManager::constants,
sizeof(PixelShaderConstants));
PixelShaderManager::dirty = false;
}
D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0); D3D::stateman->SetPixelConstants(m_pixel_constant_buffer, g_ActiveConfig.bEnablePixelLighting ?
D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]); m_vertex_constant_buffer :
nullptr);
u32 baseVertex = m_vertexDrawOffset / stride; D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
u32 startIndex = m_indexDrawOffset / sizeof(u16); D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer);
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
} }
void VertexManager::vFlush() void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{ {
u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
PrepareDrawBuffers(stride);
if (!m_current_pipeline_object)
return;
FramebufferManager::SetIntegerEFBRenderTarget( FramebufferManager::SetIntegerEFBRenderTarget(
m_current_pipeline_config.blending_state.logicopenable); m_current_pipeline_config.blending_state.logicopenable);
if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active) if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
{ {
D3D::context->OMSetRenderTargetsAndUnorderedAccessViews( D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(
@ -151,21 +212,7 @@ void VertexManager::vFlush()
nullptr); nullptr);
} }
g_renderer->SetPipeline(m_current_pipeline_object); D3D::stateman->Apply();
D3D::context->DrawIndexed(num_indices, base_index, base_vertex);
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
Draw(stride);
} }
} // namespace DX11
void VertexManager::ResetBuffer(u32 stride)
{
m_cur_buffer_pointer = m_base_buffer_pointer;
IndexGenerator::Start(GetIndexBuffer());
}
} // namespace

View File

@ -42,32 +42,32 @@ public:
std::unique_ptr<NativeVertexFormat> std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override; CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
void CreateDeviceObjects() override; void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
void DestroyDeviceObjects() override;
protected: protected:
void ResetBuffer(u32 stride) override; void CreateDeviceObjects() override;
u16* GetIndexBuffer() { return &LocalIBuffer[0]; } void DestroyDeviceObjects() override;
void ResetBuffer(u32 vertex_stride, bool cull_all) override;
void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
u32* out_base_index) override;
void UploadConstants() override;
void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
private: private:
void PrepareDrawBuffers(u32 stride);
void Draw(u32 stride);
// temp
void vFlush() override;
u32 m_vertexDrawOffset;
u32 m_indexDrawOffset;
u32 m_currentBuffer;
u32 m_bufferCursor;
enum enum
{ {
MAX_BUFFER_COUNT = 2 MAX_BUFFER_COUNT = 2
}; };
ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT]; ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT] = {};
u32 m_current_buffer = 0;
u32 m_buffer_cursor = 0;
std::vector<u8> LocalVBuffer; std::vector<u8> m_staging_vertex_buffer;
std::vector<u16> LocalIBuffer; std::vector<u16> m_staging_index_buffer;
ID3D11Buffer* m_vertex_constant_buffer = nullptr;
ID3D11Buffer* m_geometry_constant_buffer = nullptr;
ID3D11Buffer* m_pixel_constant_buffer = nullptr;
}; };
} // namespace } // namespace DX11

View File

@ -4,7 +4,6 @@
#include <string> #include <string>
#include "Common/Align.h"
#include "Common/CommonTypes.h" #include "Common/CommonTypes.h"
#include "Common/FileUtil.h" #include "Common/FileUtil.h"
#include "Common/MsgHandler.h" #include "Common/MsgHandler.h"
@ -23,7 +22,6 @@
#include "VideoCommon/UberShaderVertex.h" #include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VertexShaderManager.h"
namespace DX11 namespace DX11
{ {
@ -49,25 +47,6 @@ ID3D11InputLayout* VertexShaderCache::GetClearInputLayout()
return ClearLayout; return ClearLayout;
} }
ID3D11Buffer* vscbuf = nullptr;
ID3D11Buffer*& VertexShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
// speed this up
if (VertexShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
D3D::context->Unmap(vscbuf, 0);
VertexShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
}
return vscbuf;
}
// this class will load the precompiled shaders into our cache // this class will load the precompiled shaders into our cache
template <typename UidType> template <typename UidType>
class VertexShaderCacheInserter : public LinearDiskCacheReader<UidType, u8> class VertexShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
@ -121,14 +100,6 @@ void VertexShaderCache::Init()
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
}; };
unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(VertexShaderConstants)),
16); // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
CHECK(hr == S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
D3DBlob* blob; D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, &blob); D3D::CompileVertexShader(simple_shader_code, &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout); D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
@ -156,8 +127,6 @@ void VertexShaderCache::Init()
void VertexShaderCache::Shutdown() void VertexShaderCache::Shutdown()
{ {
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(SimpleVertexShader); SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader); SAFE_RELEASE(ClearVertexShader);

View File

@ -23,8 +23,6 @@ public:
static void Init(); static void Init();
static void Shutdown(); static void Shutdown();
static ID3D11Buffer*& GetConstantBuffer();
static ID3D11VertexShader* GetSimpleVertexShader(); static ID3D11VertexShader* GetSimpleVertexShader();
static ID3D11VertexShader* GetClearVertexShader(); static ID3D11VertexShader* GetClearVertexShader();
static ID3D11InputLayout* GetSimpleInputLayout(); static ID3D11InputLayout* GetSimpleInputLayout();

View File

@ -22,6 +22,10 @@ VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_dec
return std::make_unique<NullNativeVertexFormat>(vtx_decl); return std::make_unique<NullNativeVertexFormat>(vtx_decl);
} }
void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
}
VertexManager::VertexManager() : m_local_v_buffer(MAXVBUFFERSIZE), m_local_i_buffer(MAXIBUFFERSIZE) VertexManager::VertexManager() : m_local_v_buffer(MAXVBUFFERSIZE), m_local_i_buffer(MAXIBUFFERSIZE)
{ {
} }
@ -30,15 +34,24 @@ VertexManager::~VertexManager()
{ {
} }
void VertexManager::ResetBuffer(u32 stride) void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
{ {
m_cur_buffer_pointer = m_base_buffer_pointer = m_local_v_buffer.data(); m_cur_buffer_pointer = m_base_buffer_pointer = m_local_v_buffer.data();
m_end_buffer_pointer = m_cur_buffer_pointer + m_local_v_buffer.size(); m_end_buffer_pointer = m_cur_buffer_pointer + m_local_v_buffer.size();
IndexGenerator::Start(&m_local_i_buffer[0]); IndexGenerator::Start(&m_local_i_buffer[0]);
} }
void VertexManager::vFlush() void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{ {
} }
} // namespace void VertexManager::UploadConstants()
{
}
void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{
}
} // namespace Null

View File

@ -20,11 +20,16 @@ public:
std::unique_ptr<NativeVertexFormat> std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override; CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
protected: protected:
void ResetBuffer(u32 stride) override; void ResetBuffer(u32 vertex_stride, bool cull_all) override;
void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
u32* out_base_index) override;
void UploadConstants() override;
void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
private: private:
void vFlush() override;
std::vector<u8> m_local_v_buffer; std::vector<u8> m_local_v_buffer;
std::vector<u16> m_local_i_buffer; std::vector<u16> m_local_i_buffer;
}; };

View File

@ -259,6 +259,21 @@ void ProgramShaderCache::UploadConstants()
} }
} }
void ProgramShaderCache::UploadConstants(const void* data, u32 data_size)
{
// allocate and copy
const u32 alloc_size = Common::AlignUp(data_size, s_ubo_align);
auto buffer = s_buffer->Map(alloc_size, s_ubo_align);
std::memcpy(buffer.first, data, data_size);
s_buffer->Unmap(alloc_size);
// bind the same sub-buffer to all stages
for (u32 index = 1; index <= 3; index++)
glBindBufferRange(GL_UNIFORM_BUFFER, index, s_buffer->m_buffer, buffer.second, data_size);
ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
}
bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode, bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode,
const std::string& pcode, const std::string& gcode) const std::string& pcode, const std::string& gcode)
{ {
@ -539,6 +554,11 @@ void ProgramShaderCache::BindVertexFormat(const GLVertexFormat* vertex_format)
s_last_VAO = new_VAO; s_last_VAO = new_VAO;
} }
bool ProgramShaderCache::IsValidVertexFormatBound()
{
return s_last_VAO != 0 && s_last_VAO != s_attributeless_VAO;
}
void ProgramShaderCache::InvalidateVertexFormat() void ProgramShaderCache::InvalidateVertexFormat()
{ {
s_last_VAO = 0; s_last_VAO = 0;

View File

@ -69,6 +69,7 @@ class ProgramShaderCache
{ {
public: public:
static void BindVertexFormat(const GLVertexFormat* vertex_format); static void BindVertexFormat(const GLVertexFormat* vertex_format);
static bool IsValidVertexFormatBound();
static void InvalidateVertexFormat(); static void InvalidateVertexFormat();
static void InvalidateLastProgram(); static void InvalidateLastProgram();
@ -83,6 +84,7 @@ public:
static u32 GetUniformBufferAlignment(); static u32 GetUniformBufferAlignment();
static void InvalidateConstants(); static void InvalidateConstants();
static void UploadConstants(); static void UploadConstants();
static void UploadConstants(const void* data, u32 data_size);
static void Init(); static void Init();
static void Shutdown(); static void Shutdown();

View File

@ -1184,6 +1184,27 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
glDepthRangef(near_depth, far_depth); glDepthRangef(near_depth, far_depth);
} }
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
glDrawArrays(static_cast<const OGLPipeline*>(m_graphics_pipeline)->GetGLPrimitive(), base_vertex,
num_vertices);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (g_ogl_config.bSupportsGLBaseVertex)
{
glDrawElementsBaseVertex(static_cast<const OGLPipeline*>(m_graphics_pipeline)->GetGLPrimitive(),
num_indices, GL_UNSIGNED_SHORT,
static_cast<u16*>(nullptr) + base_index, base_vertex);
}
else
{
glDrawElements(static_cast<const OGLPipeline*>(m_graphics_pipeline)->GetGLPrimitive(),
num_indices, GL_UNSIGNED_SHORT, static_cast<u16*>(nullptr) + base_index);
}
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) u32 color, u32 z)
{ {
@ -1675,54 +1696,6 @@ void Renderer::SetInterlacingMode()
// TODO // TODO
} }
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Copy in uniforms.
if (uniforms_size > 0)
UploadUtilityUniforms(uniforms, uniforms_size);
// Draw from base index if there is vertex data.
if (vertices)
{
StreamBuffer* vbuf = static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBuffer();
auto buf = vbuf->Map(vertex_stride * num_vertices, vertex_stride);
std::memcpy(buf.first, vertices, vertex_stride * num_vertices);
vbuf->Unmap(vertex_stride * num_vertices);
glDrawArrays(m_graphics_pipeline->GetGLPrimitive(), buf.second / vertex_stride, num_vertices);
}
else
{
glDrawArrays(m_graphics_pipeline->GetGLPrimitive(), 0, num_vertices);
}
}
void Renderer::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
DEBUG_ASSERT(uniforms_size > 0);
auto buf = ProgramShaderCache::GetUniformBuffer()->Map(
uniforms_size, ProgramShaderCache::GetUniformBufferAlignment());
std::memcpy(buf.first, uniforms, uniforms_size);
ProgramShaderCache::GetUniformBuffer()->Unmap(uniforms_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, ProgramShaderCache::GetUniformBuffer()->m_buffer,
buf.second, uniforms_size);
// This is rather horrible, but because of how the UBOs are bound, this forces it to rebind.
ProgramShaderCache::InvalidateConstants();
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
glUseProgram(static_cast<const OGLShader*>(shader)->GetGLComputeProgramID());
if (uniforms_size > 0)
UploadUtilityUniforms(uniforms, uniforms_size);
glDispatchCompute(groups_x, groups_y, groups_z);
ProgramShaderCache::InvalidateLastProgram();
}
std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler() std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler()
{ {
return std::make_unique<SharedContextAsyncShaderCompiler>(); return std::make_unique<SharedContextAsyncShaderCompiler>();

View File

@ -116,6 +116,8 @@ public:
void SetInterlacingMode() override; void SetInterlacingMode() override;
void SetViewport(float x, float y, float width, float height, float near_depth, void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override; float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void RenderText(const std::string& text, int left, int top, u32 color) override; void RenderText(const std::string& text, int left, int top, u32 color) override;
@ -137,18 +139,14 @@ public:
void ReinterpretPixelData(unsigned int convtype) override; void ReinterpretPixelData(unsigned int convtype) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler() override; std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler() override;
// Only call methods from this on the GPU thread. // Only call methods from this on the GPU thread.
GLContext* GetMainGLContext() const { return m_main_gl_context.get(); } GLContext* GetMainGLContext() const { return m_main_gl_context.get(); }
bool IsGLES() const { return m_main_gl_context->IsGLES(); } bool IsGLES() const { return m_main_gl_context->IsGLES(); }
const OGLPipeline* GetCurrentGraphicsPipeline() const { return m_graphics_pipeline; }
private: private:
void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc,
const TargetRectangle& targetPixelRc, const void* data); const TargetRectangle& targetPixelRc, const void* data);
@ -165,7 +163,6 @@ private:
void ApplyBlendingState(const BlendingState state, bool force = false); void ApplyBlendingState(const BlendingState state, bool force = false);
void ApplyRasterizationState(const RasterizationState state, bool force = false); void ApplyRasterizationState(const RasterizationState state, bool force = false);
void ApplyDepthState(const DepthState state, bool force = false); void ApplyDepthState(const DepthState state, bool force = false);
void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
std::unique_ptr<GLContext> m_main_gl_context; std::unique_ptr<GLContext> m_main_gl_context;
std::array<const AbstractTexture*, 8> m_bound_textures{}; std::array<const AbstractTexture*, 8> m_bound_textures{};

View File

@ -19,6 +19,8 @@ public:
static std::unique_ptr<StreamBuffer> Create(u32 type, u32 size); static std::unique_ptr<StreamBuffer> Create(u32 type, u32 size);
virtual ~StreamBuffer(); virtual ~StreamBuffer();
u32 GetCurrentOffset() const { return m_iterator; }
/* This mapping function will return a pair of: /* This mapping function will return a pair of:
* - the pointer to the mapped buffer * - the pointer to the mapped buffer
* - the offset into the real GPU buffer (always multiple of stride) * - the offset into the real GPU buffer (always multiple of stride)

View File

@ -15,6 +15,7 @@
#include "Common/StringUtil.h" #include "Common/StringUtil.h"
#include "VideoBackends/OGL/BoundingBox.h" #include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/OGLPipeline.h"
#include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/StreamBuffer.h" #include "VideoBackends/OGL/StreamBuffer.h"
@ -31,11 +32,6 @@ namespace OGL
const u32 MAX_IBUFFER_SIZE = 2 * 1024 * 1024; const u32 MAX_IBUFFER_SIZE = 2 * 1024 * 1024;
const u32 MAX_VBUFFER_SIZE = 32 * 1024 * 1024; const u32 MAX_VBUFFER_SIZE = 32 * 1024 * 1024;
static std::unique_ptr<StreamBuffer> s_vertexBuffer;
static std::unique_ptr<StreamBuffer> s_indexBuffer;
static size_t s_baseVertex;
static size_t s_index_offset;
VertexManager::VertexManager() : m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE) VertexManager::VertexManager() : m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE)
{ {
CreateDeviceObjects(); CreateDeviceObjects();
@ -48,58 +44,45 @@ VertexManager::~VertexManager()
void VertexManager::CreateDeviceObjects() void VertexManager::CreateDeviceObjects()
{ {
s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE); m_vertex_buffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
m_vertex_buffers = s_vertexBuffer->m_buffer; m_index_buffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
m_index_buffers = s_indexBuffer->m_buffer;
} }
void VertexManager::DestroyDeviceObjects() void VertexManager::DestroyDeviceObjects()
{ {
s_vertexBuffer.reset(); m_vertex_buffer.reset();
s_indexBuffer.reset(); m_index_buffer.reset();
} }
StreamBuffer* VertexManager::GetVertexBuffer() const void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{ {
return s_vertexBuffer.get(); ProgramShaderCache::InvalidateConstants();
} ProgramShaderCache::UploadConstants(uniforms, uniforms_size);
OGL::StreamBuffer* VertexManager::GetIndexBuffer() const
{
return s_indexBuffer.get();
} }
GLuint VertexManager::GetVertexBufferHandle() const GLuint VertexManager::GetVertexBufferHandle() const
{ {
return m_vertex_buffers; return m_vertex_buffer->m_buffer;
} }
GLuint VertexManager::GetIndexBufferHandle() const GLuint VertexManager::GetIndexBufferHandle() const
{ {
return m_index_buffers; return m_index_buffer->m_buffer;
} }
void VertexManager::PrepareDrawBuffers(u32 stride) static void CheckBufferBinding()
{ {
u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
// The index buffer is part of the VAO state, therefore we need to bind it first. // The index buffer is part of the VAO state, therefore we need to bind it first.
const GLVertexFormat* vertex_format = if (!ProgramShaderCache::IsValidVertexFormatBound())
static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat()); {
ProgramShaderCache::BindVertexFormat(vertex_format); ProgramShaderCache::BindVertexFormat(
s_vertexBuffer->Unmap(vertex_data_size); static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat()));
s_indexBuffer->Unmap(index_data_size); }
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
} }
void VertexManager::ResetBuffer(u32 stride) void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
{ {
if (m_cull_all) if (cull_all)
{ {
// This buffer isn't getting sent to the GPU. Just allocate it on the cpu. // This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_v_buffer.data(); m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_v_buffer.data();
@ -109,68 +92,41 @@ void VertexManager::ResetBuffer(u32 stride)
} }
else else
{ {
// The index buffer is part of the VAO state, therefore we need to bind it first. CheckBufferBinding();
const GLVertexFormat* vertex_format =
static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
ProgramShaderCache::BindVertexFormat(vertex_format);
auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride); auto buffer = m_vertex_buffer->Map(MAXVBUFFERSIZE, vertex_stride);
m_cur_buffer_pointer = m_base_buffer_pointer = buffer.first; m_cur_buffer_pointer = m_base_buffer_pointer = buffer.first;
m_end_buffer_pointer = buffer.first + MAXVBUFFERSIZE; m_end_buffer_pointer = buffer.first + MAXVBUFFERSIZE;
s_baseVertex = buffer.second / stride;
buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16)); buffer = m_index_buffer->Map(MAXIBUFFERSIZE * sizeof(u16));
IndexGenerator::Start((u16*)buffer.first); IndexGenerator::Start((u16*)buffer.first);
s_index_offset = buffer.second;
} }
} }
void VertexManager::Draw(u32 stride) void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{ {
u32 index_size = IndexGenerator::GetIndexLen(); u32 vertex_data_size = num_vertices * vertex_stride;
u32 max_index = IndexGenerator::GetNumVerts(); u32 index_data_size = num_indices * sizeof(u16);
GLenum primitive_mode = 0;
switch (m_current_primitive_type) *out_base_vertex = vertex_stride > 0 ? (m_vertex_buffer->GetCurrentOffset() / vertex_stride) : 0;
{ *out_base_index = m_index_buffer->GetCurrentOffset() / sizeof(u16);
case PrimitiveType::Points:
primitive_mode = GL_POINTS;
break;
case PrimitiveType::Lines:
primitive_mode = GL_LINES;
break;
case PrimitiveType::Triangles:
primitive_mode = GL_TRIANGLES;
break;
case PrimitiveType::TriangleStrip:
primitive_mode = GL_TRIANGLE_STRIP;
break;
}
if (g_ogl_config.bSupportsGLBaseVertex) CheckBufferBinding();
{ m_vertex_buffer->Unmap(vertex_data_size);
glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, m_index_buffer->Unmap(index_data_size);
(u8*)nullptr + s_index_offset, (GLint)s_baseVertex);
}
else
{
glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT,
(u8*)nullptr + s_index_offset);
}
INCSTAT(stats.thisFrame.numDrawCalls); ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
} }
void VertexManager::vFlush() void VertexManager::UploadConstants()
{ {
GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat();
u32 stride = nativeVertexFmt->GetVertexStride();
PrepareDrawBuffers(stride);
// upload global constants
ProgramShaderCache::UploadConstants(); ProgramShaderCache::UploadConstants();
}
void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation()) if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
{ {
glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
@ -178,8 +134,8 @@ void VertexManager::vFlush()
if (m_current_pipeline_object) if (m_current_pipeline_object)
{ {
g_renderer->SetPipeline(m_current_pipeline_object); static_cast<Renderer*>(g_renderer.get())->SetPipeline(m_current_pipeline_object);
Draw(stride); static_cast<Renderer*>(g_renderer.get())->DrawIndexed(base_index, num_indices, base_vertex);
} }
if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation()) if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
@ -191,5 +147,4 @@ void VertexManager::vFlush()
g_Config.iSaveTargetId++; g_Config.iSaveTargetId++;
ClearEFBCache(); ClearEFBCache();
} }
} // namespace OGL
} // namespace

View File

@ -35,27 +35,26 @@ public:
std::unique_ptr<NativeVertexFormat> std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override; CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
void CreateDeviceObjects() override; void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
void DestroyDeviceObjects() override;
StreamBuffer* GetVertexBuffer() const;
StreamBuffer* GetIndexBuffer() const;
GLuint GetVertexBufferHandle() const; GLuint GetVertexBufferHandle() const;
GLuint GetIndexBufferHandle() const; GLuint GetIndexBufferHandle() const;
protected: protected:
void ResetBuffer(u32 stride) override; void CreateDeviceObjects() override;
void DestroyDeviceObjects() override;
void ResetBuffer(u32 vertex_stride, bool cull_all) override;
void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
u32* out_base_index) override;
void UploadConstants() override;
void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
private: private:
void Draw(u32 stride); std::unique_ptr<StreamBuffer> m_vertex_buffer;
void vFlush() override; std::unique_ptr<StreamBuffer> m_index_buffer;
void PrepareDrawBuffers(u32 stride);
GLuint m_vertex_buffers;
GLuint m_index_buffers;
// Alternative buffers in CPU memory for primatives we are going to discard. // Alternative buffers in CPU memory for primatives we are going to discard.
std::vector<u8> m_cpu_v_buffer; std::vector<u8> m_cpu_v_buffer;
std::vector<u16> m_cpu_i_buffer; std::vector<u16> m_cpu_i_buffer;
}; };
} } // namespace OGL

View File

@ -48,14 +48,29 @@ SWVertexLoader::~SWVertexLoader()
{ {
} }
void SWVertexLoader::ResetBuffer(u32 stride) void SWVertexLoader::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
}
void SWVertexLoader::ResetBuffer(u32 vertex_stride, bool cull_all)
{ {
m_cur_buffer_pointer = m_base_buffer_pointer = m_local_vertex_buffer.data(); m_cur_buffer_pointer = m_base_buffer_pointer = m_local_vertex_buffer.data();
m_end_buffer_pointer = m_cur_buffer_pointer + m_local_vertex_buffer.size(); m_end_buffer_pointer = m_cur_buffer_pointer + m_local_vertex_buffer.size();
IndexGenerator::Start(m_local_index_buffer.data()); IndexGenerator::Start(m_local_index_buffer.data());
} }
void SWVertexLoader::vFlush() void SWVertexLoader::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{
*out_base_vertex = 0;
*out_base_index = 0;
}
void SWVertexLoader::UploadConstants()
{
}
void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{ {
DebugUtil::OnObjectBegin(); DebugUtil::OnObjectBegin();

View File

@ -23,9 +23,14 @@ public:
std::unique_ptr<NativeVertexFormat> std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vdec) override; CreateNativeVertexFormat(const PortableVertexDeclaration& vdec) override;
private: void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
void ResetBuffer(u32 stride) override;
void vFlush() override; protected:
void ResetBuffer(u32 vertex_stride, bool cull_all) override;
void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
u32* out_base_index) override;
void UploadConstants() override;
void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
void SetFormat(u8 attributeIndex, u8 primitiveType); void SetFormat(u8 attributeIndex, u8 primitiveType);
void ParseVertex(const PortableVertexDeclaration& vdec, int index); void ParseVertex(const PortableVertexDeclaration& vdec, int index);

View File

@ -259,158 +259,6 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
StateTracker::GetInstance()->SetPipeline(static_cast<const VKPipeline*>(pipeline)); StateTracker::GetInstance()->SetPipeline(static_cast<const VKPipeline*>(pipeline));
} }
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Binding the utility pipeline layout breaks the standard layout.
StateTracker::GetInstance()->SetPendingRebind();
// Upload uniforms.
VkBuffer uniform_buffer = g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer();
u32 uniform_buffer_offset = 0;
if (uniforms_size > 0)
std::tie(uniform_buffer, uniform_buffer_offset) =
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
// Upload vertices.
VkBuffer vertex_buffer = VK_NULL_HANDLE;
VkDeviceSize vertex_buffer_offset = 0;
if (vertices)
{
u32 vertices_size = vertex_stride * num_vertices;
StreamBuffer* vbo_buf = g_object_cache->GetUtilityShaderVertexBuffer();
if (!vbo_buf->ReserveMemory(vertices_size, vertex_stride))
{
Util::ExecuteCurrentCommandsAndRestoreState(true);
if (!vbo_buf->ReserveMemory(vertices_size, vertex_stride))
{
PanicAlert("Failed to reserve vertex buffer space for utility draw.");
return;
}
}
vertex_buffer = vbo_buf->GetBuffer();
vertex_buffer_offset = vbo_buf->GetCurrentOffset();
std::memcpy(vbo_buf->GetCurrentHostPointer(), vertices, vertices_size);
vbo_buf->CommitMemory(vertices_size);
}
// Allocate descriptor sets.
std::array<VkDescriptorSet, 2> dsets;
dsets[0] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_SINGLE_UNIFORM_BUFFER));
dsets[1] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS));
// Flush first if failed.
if (dsets[0] == VK_NULL_HANDLE || dsets[1] == VK_NULL_HANDLE)
{
Util::ExecuteCurrentCommandsAndRestoreState(true);
dsets[0] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_SINGLE_UNIFORM_BUFFER));
dsets[1] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS));
if (dsets[0] == VK_NULL_HANDLE || dsets[1] == VK_NULL_HANDLE)
{
PanicAlert("Failed to allocate descriptor sets in utility draw.");
return;
}
}
// Build UBO descriptor set.
std::array<VkWriteDescriptorSet, 2> dswrites;
VkDescriptorBufferInfo dsbuffer = {uniform_buffer, 0, std::max(uniforms_size, 4u)};
dswrites[0] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, dsets[0], 0, 0, 1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, nullptr, &dsbuffer, nullptr};
dswrites[1] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
dsets[1],
0,
0,
NUM_PIXEL_SHADER_SAMPLERS,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
StateTracker::GetInstance()->GetPSSamplerBindings().data(),
nullptr,
nullptr};
// Build commands.
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
StateTracker::GetInstance()->GetPipeline()->GetVkPipeline());
if (vertex_buffer != VK_NULL_HANDLE)
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vertex_buffer, &vertex_buffer_offset);
// Update and bind descriptors.
VkPipelineLayout pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_UTILITY);
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), static_cast<u32>(dswrites.size()),
dswrites.data(), 0, nullptr);
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0,
static_cast<u32>(dsets.size()), dsets.data(), 1, &uniform_buffer_offset);
// Ensure we're in a render pass before drawing, just in case we had to flush.
StateTracker::GetInstance()->BeginRenderPass();
vkCmdDraw(command_buffer, num_vertices, 1, 0, 0);
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
// Binding the utility pipeline layout breaks the standard layout.
StateTracker::GetInstance()->SetPendingRebind();
StateTracker::GetInstance()->EndRenderPass();
// Upload uniforms.
VkBuffer uniform_buffer = g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer();
u32 uniform_buffer_offset = 0;
if (uniforms_size > 0)
std::tie(uniform_buffer, uniform_buffer_offset) =
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
// Flush first if failed.
VkDescriptorSet dset = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_COMPUTE));
if (dset == VK_NULL_HANDLE)
{
Util::ExecuteCurrentCommandsAndRestoreState(true);
dset = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_COMPUTE));
if (dset == VK_NULL_HANDLE)
{
PanicAlert("Failed to allocate descriptor sets in utility dispatch.");
return;
}
}
std::array<VkWriteDescriptorSet, 2> dswrites;
VkDescriptorBufferInfo dsbuffer = {uniform_buffer, 0, std::max(uniforms_size, 4u)};
dswrites[0] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, dset, 0, 0, 1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, nullptr, &dsbuffer, nullptr};
dswrites[1] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
dset,
1,
0,
NUM_PIXEL_SHADER_SAMPLERS,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
StateTracker::GetInstance()->GetPSSamplerBindings().data(),
nullptr,
nullptr};
// TODO: Texel buffers, storage images.
// Build commands.
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
VkPipelineLayout pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_UTILITY);
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
static_cast<const VKShader*>(shader)->GetComputePipeline());
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), static_cast<u32>(dswrites.size()),
dswrites.data(), 0, nullptr);
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline_layout, 0, 1,
&dset, 1, &uniform_buffer_offset);
vkCmdDispatch(command_buffer, groups_x, groups_y, groups_z);
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color) void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{ {
u32 backbuffer_width = m_swap_chain->GetWidth(); u32 backbuffer_width = m_swap_chain->GetWidth();
@ -1185,6 +1033,23 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
StateTracker::GetInstance()->SetViewport(viewport); StateTracker::GetInstance()->SetViewport(viewport);
} }
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
if (StateTracker::GetInstance()->Bind())
return;
vkCmdDraw(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_vertices, 1, base_vertex, 0);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (!StateTracker::GetInstance()->Bind())
return;
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_indices, 1, base_index,
base_vertex, 0);
}
void Renderer::RecompileShaders() void Renderer::RecompileShaders()
{ {
DestroyShaders(); DestroyShaders();

View File

@ -87,11 +87,8 @@ public:
void SetInterlacingMode() override; void SetInterlacingMode() override;
void SetViewport(float x, float y, float width, float height, float near_depth, void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override; float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices, void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
private: private:
bool CreateSemaphores(); bool CreateSemaphores();

View File

@ -218,6 +218,37 @@ void StateTracker::UpdatePixelShaderConstants()
PixelShaderManager::dirty = false; PixelShaderManager::dirty = false;
} }
void StateTracker::UpdateConstants(const void* data, u32 data_size)
{
if (!m_uniform_stream_buffer->ReserveMemory(
data_size, g_vulkan_context->GetUniformBufferAlignment(), true, true, false))
{
WARN_LOG(VIDEO, "Executing command buffer while waiting for ext space in uniform buffer");
Util::ExecuteCurrentCommandsAndRestoreState(false);
}
for (u32 binding = 0; binding < NUM_UBO_DESCRIPTOR_SET_BINDINGS; binding++)
{
if (m_bindings.uniform_buffer_bindings[binding].buffer != m_uniform_stream_buffer->GetBuffer())
{
m_bindings.uniform_buffer_bindings[binding].buffer = m_uniform_stream_buffer->GetBuffer();
m_dirty_flags |= DIRTY_FLAG_VS_UBO << binding;
}
m_bindings.uniform_buffer_offsets[binding] =
static_cast<uint32_t>(m_uniform_stream_buffer->GetCurrentOffset());
}
m_dirty_flags |= DIRTY_FLAG_DYNAMIC_OFFSETS;
std::memcpy(m_uniform_stream_buffer->GetCurrentHostPointer(), data, data_size);
ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
m_uniform_stream_buffer->CommitMemory(data_size);
// Cached data is now out-of-sync.
VertexShaderManager::dirty = true;
GeometryShaderManager::dirty = true;
PixelShaderManager::dirty = true;
}
bool StateTracker::ReserveConstantStorage() bool StateTracker::ReserveConstantStorage()
{ {
// Since we invalidate all constants on command buffer execution, it doesn't matter if this // Since we invalidate all constants on command buffer execution, it doesn't matter if this
@ -473,16 +504,16 @@ bool StateTracker::Bind(bool rebind_all /*= false*/)
{ {
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_pipeline->GetVkPipelineLayout(), 0, m_num_active_descriptor_sets, m_pipeline->GetVkPipelineLayout(), 0, m_num_active_descriptor_sets,
m_descriptor_sets.data(), NUM_UBO_DESCRIPTOR_SET_BINDINGS, m_descriptor_sets.data(), m_num_dynamic_offsets,
m_bindings.uniform_buffer_offsets.data()); m_bindings.uniform_buffer_offsets.data());
} }
else if (m_dirty_flags & DIRTY_FLAG_DYNAMIC_OFFSETS) else if (m_dirty_flags & DIRTY_FLAG_DYNAMIC_OFFSETS)
{ {
vkCmdBindDescriptorSets( vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline->GetVkPipelineLayout(), m_pipeline->GetVkPipelineLayout(),
DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS, 1, DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS, 1,
&m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS], &m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS],
NUM_UBO_DESCRIPTOR_SET_BINDINGS, m_bindings.uniform_buffer_offsets.data()); m_num_dynamic_offsets, m_bindings.uniform_buffer_offsets.data());
} }
if (m_dirty_flags & DIRTY_FLAG_VIEWPORT || rebind_all) if (m_dirty_flags & DIRTY_FLAG_VIEWPORT || rebind_all)
@ -639,6 +670,14 @@ void StateTracker::EndClearRenderPass()
} }
bool StateTracker::UpdateDescriptorSet() bool StateTracker::UpdateDescriptorSet()
{
if (m_pipeline->GetUsage() == AbstractPipelineUsage::GX)
return UpdateGXDescriptorSet();
else
return UpdateUtilityDescriptorSet();
}
bool StateTracker::UpdateGXDescriptorSet()
{ {
const size_t MAX_DESCRIPTOR_WRITES = NUM_UBO_DESCRIPTOR_SET_BINDINGS + // UBO const size_t MAX_DESCRIPTOR_WRITES = NUM_UBO_DESCRIPTOR_SET_BINDINGS + // UBO
1 + // Samplers 1 + // Samplers
@ -729,6 +768,50 @@ bool StateTracker::UpdateDescriptorSet()
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), num_writes, writes.data(), 0, nullptr); vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), num_writes, writes.data(), 0, nullptr);
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS; m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
m_num_dynamic_offsets = NUM_UBO_DESCRIPTOR_SET_BINDINGS;
return true;
}
bool StateTracker::UpdateUtilityDescriptorSet()
{
// Allocate descriptor sets.
m_descriptor_sets[0] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_SINGLE_UNIFORM_BUFFER));
m_descriptor_sets[1] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS));
if (m_descriptor_sets[0] == VK_NULL_HANDLE || m_descriptor_sets[1] == VK_NULL_HANDLE)
{
return false;
}
// Build UBO descriptor set.
std::array<VkWriteDescriptorSet, 2> dswrites;
dswrites[0] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
m_descriptor_sets[0],
0,
0,
1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
nullptr,
&m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_VS],
nullptr};
dswrites[1] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
m_descriptor_sets[1],
0,
0,
NUM_PIXEL_SHADER_SAMPLERS,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
m_bindings.ps_samplers.data(),
nullptr,
nullptr};
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), static_cast<uint32_t>(dswrites.size()),
dswrites.data(), 0, nullptr);
m_num_active_descriptor_sets = NUM_UTILITY_DRAW_DESCRIPTOR_SETS;
m_num_dynamic_offsets = 1;
m_dirty_flags |= DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
return true; return true;
} }

View File

@ -30,10 +30,6 @@ public:
static bool CreateInstance(); static bool CreateInstance();
static void DestroyInstance(); static void DestroyInstance();
const std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS>& GetPSSamplerBindings() const
{
return m_bindings.ps_samplers;
}
VkFramebuffer GetFramebuffer() const { return m_framebuffer; } VkFramebuffer GetFramebuffer() const { return m_framebuffer; }
const VKPipeline* GetPipeline() const { return m_pipeline; } const VKPipeline* GetPipeline() const { return m_pipeline; }
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset); void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
@ -47,6 +43,9 @@ public:
void UpdateGeometryShaderConstants(); void UpdateGeometryShaderConstants();
void UpdatePixelShaderConstants(); void UpdatePixelShaderConstants();
// Updates constants from external data, e.g. utility draws.
void UpdateConstants(const void* data, u32 data_size);
void SetTexture(size_t index, VkImageView view); void SetTexture(size_t index, VkImageView view);
void SetSampler(size_t index, VkSampler sampler); void SetSampler(size_t index, VkSampler sampler);
@ -104,7 +103,8 @@ private:
// Number of descriptor sets for game draws. // Number of descriptor sets for game draws.
enum enum
{ {
NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1 NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1,
NUM_UTILITY_DRAW_DESCRIPTOR_SETS = 2
}; };
enum DITRY_FLAG : u32 enum DITRY_FLAG : u32
@ -133,6 +133,8 @@ private:
bool IsViewportWithinRenderArea() const; bool IsViewportWithinRenderArea() const;
bool UpdateDescriptorSet(); bool UpdateDescriptorSet();
bool UpdateGXDescriptorSet();
bool UpdateUtilityDescriptorSet();
// Allocates storage in the uniform buffer of the specified size. If this storage cannot be // Allocates storage in the uniform buffer of the specified size. If this storage cannot be
// allocated immediately, the current command buffer will be submitted and all stage's // allocated immediately, the current command buffer will be submitted and all stage's
@ -167,6 +169,7 @@ private:
} m_bindings; } m_bindings;
size_t m_uniform_buffer_reserve_size = 0; size_t m_uniform_buffer_reserve_size = 0;
u32 m_num_active_descriptor_sets = 0; u32 m_num_active_descriptor_sets = 0;
u32 m_num_dynamic_offsets = 0;
// rasterization // rasterization
VkViewport m_viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f}; VkViewport m_viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};

View File

@ -69,25 +69,14 @@ VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_dec
return std::make_unique<VertexFormat>(vtx_decl); return std::make_unique<VertexFormat>(vtx_decl);
} }
void VertexManager::PrepareDrawBuffers(u32 stride) void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{ {
size_t vertex_data_size = IndexGenerator::GetNumVerts() * stride; StateTracker::GetInstance()->UpdateConstants(uniforms, uniforms_size);
size_t index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
m_vertex_stream_buffer->CommitMemory(vertex_data_size);
m_index_stream_buffer->CommitMemory(index_data_size);
ADDSTAT(stats.thisFrame.bytesVertexStreamed, static_cast<int>(vertex_data_size));
ADDSTAT(stats.thisFrame.bytesIndexStreamed, static_cast<int>(index_data_size));
StateTracker::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer->GetBuffer(), 0);
StateTracker::GetInstance()->SetIndexBuffer(m_index_stream_buffer->GetBuffer(), 0,
VK_INDEX_TYPE_UINT16);
} }
void VertexManager::ResetBuffer(u32 stride) void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
{ {
if (m_cull_all) if (cull_all)
{ {
// Not drawing on the gpu, so store in a heap buffer instead // Not drawing on the gpu, so store in a heap buffer instead
m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_vertex_buffer.data(); m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_vertex_buffer.data();
@ -97,7 +86,8 @@ void VertexManager::ResetBuffer(u32 stride)
} }
// Attempt to allocate from buffers // Attempt to allocate from buffers
bool has_vbuffer_allocation = m_vertex_stream_buffer->ReserveMemory(MAXVBUFFERSIZE, stride); bool has_vbuffer_allocation =
m_vertex_stream_buffer->ReserveMemory(MAXVBUFFERSIZE, vertex_stride);
bool has_ibuffer_allocation = bool has_ibuffer_allocation =
m_index_stream_buffer->ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16)); m_index_stream_buffer->ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
if (!has_vbuffer_allocation || !has_ibuffer_allocation) if (!has_vbuffer_allocation || !has_ibuffer_allocation)
@ -108,7 +98,7 @@ void VertexManager::ResetBuffer(u32 stride)
// Attempt to allocate again, this may cause a fence wait // Attempt to allocate again, this may cause a fence wait
if (!has_vbuffer_allocation) if (!has_vbuffer_allocation)
has_vbuffer_allocation = m_vertex_stream_buffer->ReserveMemory(MAXVBUFFERSIZE, stride); has_vbuffer_allocation = m_vertex_stream_buffer->ReserveMemory(MAXVBUFFERSIZE, vertex_stride);
if (!has_ibuffer_allocation) if (!has_ibuffer_allocation)
has_ibuffer_allocation = has_ibuffer_allocation =
m_index_stream_buffer->ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16)); m_index_stream_buffer->ReserveMemory(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
@ -123,34 +113,40 @@ void VertexManager::ResetBuffer(u32 stride)
m_end_buffer_pointer = m_vertex_stream_buffer->GetCurrentHostPointer() + MAXVBUFFERSIZE; m_end_buffer_pointer = m_vertex_stream_buffer->GetCurrentHostPointer() + MAXVBUFFERSIZE;
m_cur_buffer_pointer = m_vertex_stream_buffer->GetCurrentHostPointer(); m_cur_buffer_pointer = m_vertex_stream_buffer->GetCurrentHostPointer();
IndexGenerator::Start(reinterpret_cast<u16*>(m_index_stream_buffer->GetCurrentHostPointer())); IndexGenerator::Start(reinterpret_cast<u16*>(m_index_stream_buffer->GetCurrentHostPointer()));
// Update base indices
m_current_draw_base_vertex =
static_cast<u32>(m_vertex_stream_buffer->GetCurrentOffset() / stride);
m_current_draw_base_index =
static_cast<u32>(m_index_stream_buffer->GetCurrentOffset() / sizeof(u16));
} }
void VertexManager::vFlush() void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{ {
const VertexFormat* vertex_format = const u32 vertex_data_size = num_vertices * vertex_stride;
static_cast<VertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat()); const u32 index_data_size = num_indices * sizeof(u16);
u32 vertex_stride = vertex_format->GetVertexStride();
// Figure out the number of indices to draw *out_base_vertex =
u32 index_count = IndexGenerator::GetIndexLen(); vertex_stride > 0 ?
static_cast<u32>(m_vertex_stream_buffer->GetCurrentOffset() / vertex_stride) :
0;
*out_base_index = static_cast<u32>(m_index_stream_buffer->GetCurrentOffset() / sizeof(u16));
// Update tracked state m_vertex_stream_buffer->CommitMemory(vertex_data_size);
m_index_stream_buffer->CommitMemory(index_data_size);
ADDSTAT(stats.thisFrame.bytesVertexStreamed, static_cast<int>(vertex_data_size));
ADDSTAT(stats.thisFrame.bytesIndexStreamed, static_cast<int>(index_data_size));
StateTracker::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer->GetBuffer(), 0);
StateTracker::GetInstance()->SetIndexBuffer(m_index_stream_buffer->GetBuffer(), 0,
VK_INDEX_TYPE_UINT16);
}
void VertexManager::UploadConstants()
{
StateTracker::GetInstance()->UpdateVertexShaderConstants(); StateTracker::GetInstance()->UpdateVertexShaderConstants();
StateTracker::GetInstance()->UpdateGeometryShaderConstants(); StateTracker::GetInstance()->UpdateGeometryShaderConstants();
StateTracker::GetInstance()->UpdatePixelShaderConstants(); StateTracker::GetInstance()->UpdatePixelShaderConstants();
}
// Commit memory to device. void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
// NOTE: This must be done after constant upload, as a constant buffer overrun can cause {
// the current command buffer to be executed, and we want the buffer space to be associated
// with the command buffer that has the corresponding draw.
PrepareDrawBuffers(vertex_stride);
// Flush all EFB pokes and invalidate the peek cache. // Flush all EFB pokes and invalidate the peek cache.
FramebufferManager::GetInstance()->InvalidatePeekCache(); FramebufferManager::GetInstance()->InvalidatePeekCache();
FramebufferManager::GetInstance()->FlushEFBPokes(); FramebufferManager::GetInstance()->FlushEFBPokes();
@ -168,19 +164,14 @@ void VertexManager::vFlush()
} }
// Bind all pending state to the command buffer // Bind all pending state to the command buffer
if (m_current_pipeline_object) if (StateTracker::GetInstance()->Bind())
{ {
g_renderer->SetPipeline(m_current_pipeline_object); vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_indices, 1, base_index,
if (!StateTracker::GetInstance()->Bind()) base_vertex, 0);
{
WARN_LOG(VIDEO, "Skipped draw of %u indices", index_count);
return;
} }
else
// Execute the draw {
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), index_count, 1, WARN_LOG(VIDEO, "Skipped draw of %u indices", num_indices);
m_current_draw_base_index, m_current_draw_base_vertex, 0);
INCSTAT(stats.thisFrame.numDrawCalls);
} }
StateTracker::GetInstance()->OnDraw(); StateTracker::GetInstance()->OnDraw();

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@ -27,20 +27,19 @@ public:
std::unique_ptr<NativeVertexFormat> std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override; CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
protected: void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
void PrepareDrawBuffers(u32 stride);
void ResetBuffer(u32 stride) override;
private: protected:
void vFlush() override; void ResetBuffer(u32 vertex_stride, bool cull_all) override;
void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
u32* out_base_index) override;
void UploadConstants() override;
void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
std::vector<u8> m_cpu_vertex_buffer; std::vector<u8> m_cpu_vertex_buffer;
std::vector<u16> m_cpu_index_buffer; std::vector<u16> m_cpu_index_buffer;
std::unique_ptr<StreamBuffer> m_vertex_stream_buffer; std::unique_ptr<StreamBuffer> m_vertex_stream_buffer;
std::unique_ptr<StreamBuffer> m_index_stream_buffer; std::unique_ptr<StreamBuffer> m_index_stream_buffer;
u32 m_current_draw_base_vertex = 0;
u32 m_current_draw_base_index = 0;
}; };
} }

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@ -3,6 +3,7 @@
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <cstddef> #include <cstddef>
#include <cstring>
#include "Common/CommonTypes.h" #include "Common/CommonTypes.h"
#include "Common/Compiler.h" #include "Common/Compiler.h"
@ -56,6 +57,13 @@ void IndexGenerator::AddIndices(int primitive, u32 numVerts)
base_index += numVerts; base_index += numVerts;
} }
void IndexGenerator::AddExternalIndices(const u16* indices, u32 num_indices, u32 num_vertices)
{
std::memcpy(index_buffer_current, indices, sizeof(u16) * num_indices);
index_buffer_current += num_indices;
base_index += num_vertices;
}
// Triangles // Triangles
template <bool pr> template <bool pr>
DOLPHIN_FORCE_INLINE u16* IndexGenerator::WriteTriangle(u16* Iptr, u32 index1, u32 index2, DOLPHIN_FORCE_INLINE u16* IndexGenerator::WriteTriangle(u16* Iptr, u32 index1, u32 index2,

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@ -18,6 +18,8 @@ public:
static void AddIndices(int primitive, u32 numVertices); static void AddIndices(int primitive, u32 numVertices);
static void AddExternalIndices(const u16* indices, u32 num_indices, u32 num_vertices);
// returns numprimitives // returns numprimitives
static u32 GetNumVerts() { return base_index; } static u32 GetNumVerts() { return base_index; }
static u32 GetIndexLen() { return (u32)(index_buffer_current - BASEIptr); } static u32 GetIndexLen() { return (u32)(index_buffer_current - BASEIptr); }

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@ -114,6 +114,10 @@ public:
{ {
} }
// Drawing with currently-bound pipeline state.
virtual void Draw(u32 base_vertex, u32 num_vertices) {}
virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {}
// Shader modules/objects. // Shader modules/objects.
virtual std::unique_ptr<AbstractShader> virtual std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0; CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
@ -192,16 +196,6 @@ public:
virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler(); virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
// Drawing utility shaders.
virtual void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
}
virtual void DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
}
void ShowOSDMessage(OSDMessage message); void ShowOSDMessage(OSDMessage message);
protected: protected:

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@ -27,6 +27,7 @@
#include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h" #include "VideoCommon/RenderBase.h"
#include "VideoCommon/SamplerCommon.h" #include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VertexShaderManager.h"
@ -131,7 +132,7 @@ DataReader VertexManagerBase::PrepareForAdditionalData(int primitive, u32 count,
// need to alloc new buffer // need to alloc new buffer
if (m_is_flushed) if (m_is_flushed)
{ {
g_vertex_manager->ResetBuffer(stride); g_vertex_manager->ResetBuffer(stride, cullall);
m_is_flushed = false; m_is_flushed = false;
} }
@ -209,6 +210,28 @@ std::pair<size_t, size_t> VertexManagerBase::ResetFlushAspectRatioCount()
return val; return val;
} }
void VertexManagerBase::UploadUtilityVertices(const void* vertices, u32 vertex_stride,
u32 num_vertices, const u16* indices, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{
// The GX vertex list should be flushed before any utility draws occur.
ASSERT(m_is_flushed);
// Copy into the buffers usually used for GX drawing.
ResetBuffer(std::max(vertex_stride, 1u), false);
if (vertices)
{
const u32 copy_size = vertex_stride * num_vertices;
ASSERT((m_cur_buffer_pointer + copy_size) <= m_end_buffer_pointer);
std::memcpy(m_cur_buffer_pointer, vertices, copy_size);
m_cur_buffer_pointer += copy_size;
}
if (indices)
IndexGenerator::AddExternalIndices(indices, num_indices, num_vertices);
CommitBuffer(num_vertices, vertex_stride, num_indices, out_base_vertex, out_base_index);
}
static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex, static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
bool has_arbitrary_mips) bool has_arbitrary_mips)
{ {
@ -384,20 +407,36 @@ void VertexManagerBase::Flush()
if (!m_cull_all) if (!m_cull_all)
{ {
// Update and upload constants. Note for the Vulkan backend, this must occur before the
// vertex/index buffer is committed, otherwise the data will be associated with the
// previous command buffer, instead of the one with the draw if there is an overflow.
GeometryShaderManager::SetConstants();
PixelShaderManager::SetConstants();
UploadConstants();
// Now the vertices can be flushed to the GPU.
const u32 num_indices = IndexGenerator::GetIndexLen();
u32 base_vertex, base_index;
CommitBuffer(IndexGenerator::GetNumVerts(),
VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(), num_indices,
&base_vertex, &base_index);
// Update the pipeline, or compile one if needed. // Update the pipeline, or compile one if needed.
UpdatePipelineConfig(); UpdatePipelineConfig();
UpdatePipelineObject(); UpdatePipelineObject();
if (m_current_pipeline_object)
// set the rest of the global constants {
GeometryShaderManager::SetConstants(); g_renderer->SetPipeline(m_current_pipeline_object);
PixelShaderManager::SetConstants();
if (PerfQueryBase::ShouldEmulate()) if (PerfQueryBase::ShouldEmulate())
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
g_vertex_manager->vFlush();
DrawCurrentBatch(base_index, num_indices, base_vertex);
INCSTAT(stats.thisFrame.numDrawCalls);
if (PerfQueryBase::ShouldEmulate()) if (PerfQueryBase::ShouldEmulate())
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
} }
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true); GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
@ -413,7 +452,6 @@ void VertexManagerBase::Flush()
void VertexManagerBase::DoState(PointerWrap& p) void VertexManagerBase::DoState(PointerWrap& p)
{ {
p.Do(m_zslope); p.Do(m_zslope);
g_vertex_manager->vDoState(p);
} }
void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format) void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)

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@ -69,9 +69,29 @@ public:
m_pipeline_config_changed = true; m_pipeline_config_changed = true;
} }
// Utility pipeline drawing (e.g. EFB copies, post-processing, UI).
virtual void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) = 0;
void UploadUtilityVertices(const void* vertices, u32 vertex_stride, u32 num_vertices,
const u16* indices, u32 num_indices, u32* out_base_vertex,
u32* out_base_index);
protected: protected:
virtual void vDoState(PointerWrap& p) {} // Vertex buffers/index buffer creation.
virtual void ResetBuffer(u32 stride) = 0; virtual void CreateDeviceObjects() {}
virtual void DestroyDeviceObjects() {}
// Prepares the buffer for the next batch of vertices.
virtual void ResetBuffer(u32 vertex_stride, bool cull_all) = 0;
// Commits/uploads the current batch of vertices.
virtual void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
u32* out_base_vertex, u32* out_base_index) = 0;
// Uploads uniform buffers for GX draws.
virtual void UploadConstants() = 0;
// Issues the draw call for the current batch in the backend.
virtual void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) = 0;
u8* m_cur_buffer_pointer = nullptr; u8* m_cur_buffer_pointer = nullptr;
u8* m_base_buffer_pointer = nullptr; u8* m_base_buffer_pointer = nullptr;
@ -98,10 +118,6 @@ private:
size_t m_flush_count_4_3 = 0; size_t m_flush_count_4_3 = 0;
size_t m_flush_count_anamorphic = 0; size_t m_flush_count_anamorphic = 0;
virtual void vFlush() = 0;
virtual void CreateDeviceObjects() {}
virtual void DestroyDeviceObjects() {}
void UpdatePipelineConfig(); void UpdatePipelineConfig();
void UpdatePipelineObject(); void UpdatePipelineObject();
}; };