// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/OGL/VertexManager.h" #include #include #include #include #include "Common/Align.h" #include "Common/CommonTypes.h" #include "Common/GL/GLExtensions/GLExtensions.h" #include "VideoBackends/OGL/OGLPipeline.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/StreamBuffer.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VideoConfig.h" namespace OGL { static void CheckBufferBinding() { // The index buffer is part of the VAO state, therefore we need to bind it first. if (!ProgramShaderCache::IsValidVertexFormatBound()) { ProgramShaderCache::BindVertexFormat( static_cast(VertexLoaderManager::GetCurrentVertexFormat())); } } VertexManager::VertexManager() = default; VertexManager::~VertexManager() { if (g_ActiveConfig.backend_info.bSupportsPaletteConversion) { glDeleteTextures(static_cast(m_texel_buffer_views.size()), m_texel_buffer_views.data()); } // VAO must be found when destroying the index buffer. CheckBufferBinding(); m_texel_buffer.reset(); m_index_buffer.reset(); m_vertex_buffer.reset(); } bool VertexManager::Initialize() { if (!VertexManagerBase::Initialize()) return false; m_vertex_buffer = StreamBuffer::Create(GL_ARRAY_BUFFER, VERTEX_STREAM_BUFFER_SIZE); m_index_buffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, INDEX_STREAM_BUFFER_SIZE); if (g_ActiveConfig.backend_info.bSupportsPaletteConversion) { // The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates is 65KB, we are asking for a 1MB // buffer here. This buffer is also used as storage for undecoded textures when compute shader // texture decoding is enabled, in which case the requested size is 32MB. GLint max_buffer_size; glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size); m_texel_buffer = StreamBuffer::Create( GL_TEXTURE_BUFFER, std::min(max_buffer_size, static_cast(TEXEL_STREAM_BUFFER_SIZE))); // Allocate texture views backed by buffer. static constexpr std::array, NUM_TEXEL_BUFFER_FORMATS> format_mapping = {{ {TEXEL_BUFFER_FORMAT_R8_UINT, GL_R8UI}, {TEXEL_BUFFER_FORMAT_R16_UINT, GL_R16UI}, {TEXEL_BUFFER_FORMAT_RGBA8_UINT, GL_RGBA8UI}, {TEXEL_BUFFER_FORMAT_R32G32_UINT, GL_RG32UI}, }}; glGenTextures(static_cast(m_texel_buffer_views.size()), m_texel_buffer_views.data()); glActiveTexture(GL_MUTABLE_TEXTURE_INDEX); for (const auto& it : format_mapping) { glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[it.first]); glTexBuffer(GL_TEXTURE_BUFFER, it.second, m_texel_buffer->GetGLBufferId()); } } return true; } void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) { InvalidateConstants(); ProgramShaderCache::UploadConstants(uniforms, uniforms_size); } bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset) { if (data_size > m_texel_buffer->GetSize()) return false; const u32 elem_size = GetTexelBufferElementSize(format); const auto dst = m_texel_buffer->Map(data_size, elem_size); std::memcpy(dst.first, data, data_size); ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size); *out_offset = dst.second / elem_size; m_texel_buffer->Unmap(data_size); // Bind the correct view to the texel buffer slot. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast(format)]); Renderer::GetInstance()->InvalidateTextureBinding(0); return true; } bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset, const void* palette_data, u32 palette_size, TexelBufferFormat palette_format, u32* out_palette_offset) { const u32 elem_size = GetTexelBufferElementSize(format); const u32 palette_elem_size = GetTexelBufferElementSize(palette_format); const u32 reserve_size = data_size + palette_size + palette_elem_size; if (reserve_size > m_texel_buffer->GetSize()) return false; const auto dst = m_texel_buffer->Map(reserve_size, elem_size); const u32 palette_byte_offset = Common::AlignUp(data_size, palette_elem_size); std::memcpy(dst.first, data, data_size); std::memcpy(dst.first + palette_byte_offset, palette_data, palette_size); ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, palette_byte_offset + palette_size); *out_offset = dst.second / elem_size; *out_palette_offset = (dst.second + palette_byte_offset) / palette_elem_size; m_texel_buffer->Unmap(palette_byte_offset + palette_size); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast(format)]); Renderer::GetInstance()->InvalidateTextureBinding(0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast(palette_format)]); Renderer::GetInstance()->InvalidateTextureBinding(1); return true; } GLuint VertexManager::GetVertexBufferHandle() const { return m_vertex_buffer->m_buffer; } GLuint VertexManager::GetIndexBufferHandle() const { return m_index_buffer->m_buffer; } void VertexManager::ResetBuffer(u32 vertex_stride) { CheckBufferBinding(); auto buffer = m_vertex_buffer->Map(MAXVBUFFERSIZE, vertex_stride); m_cur_buffer_pointer = m_base_buffer_pointer = buffer.first; m_end_buffer_pointer = buffer.first + MAXVBUFFERSIZE; buffer = m_index_buffer->Map(MAXIBUFFERSIZE * sizeof(u16)); IndexGenerator::Start((u16*)buffer.first); } void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex, u32* out_base_index) { u32 vertex_data_size = num_vertices * vertex_stride; u32 index_data_size = num_indices * sizeof(u16); *out_base_vertex = vertex_stride > 0 ? (m_vertex_buffer->GetCurrentOffset() / vertex_stride) : 0; *out_base_index = m_index_buffer->GetCurrentOffset() / sizeof(u16); CheckBufferBinding(); m_vertex_buffer->Unmap(vertex_data_size); m_index_buffer->Unmap(index_data_size); ADDSTAT(g_stats.this_frame.bytes_vertex_streamed, vertex_data_size); ADDSTAT(g_stats.this_frame.bytes_index_streamed, index_data_size); } void VertexManager::UploadUniforms() { ProgramShaderCache::UploadConstants(); } } // namespace OGL