385 lines
11 KiB
C++
385 lines
11 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common/MemoryUtil.h"
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/OnScreenDisplay.h"
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namespace OGL
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{
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// moved out of constructor, so m_buffer is allowed to be const
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static u32 genBuffer()
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{
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u32 id;
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glGenBuffers(1, &id);
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return id;
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}
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StreamBuffer::StreamBuffer(u32 type, size_t size)
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: m_buffer(genBuffer()), m_buffertype(type), m_size(ROUND_UP_POW2(size)), m_bit_per_slot(Log2(ROUND_UP_POW2(size) / SYNC_POINTS))
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{
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m_iterator = 0;
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m_used_iterator = 0;
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m_free_iterator = 0;
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}
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StreamBuffer::~StreamBuffer()
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{
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glDeleteBuffers(1, &m_buffer);
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}
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/* Shared synchronisation code for ring buffers
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*
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* The next three functions are to create/delete/use the OpenGL synchronisation.
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* ARB_sync (OpenGL 3.2) is used and required.
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*
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* To reduce overhead, the complete buffer is splitted up into SYNC_POINTS chunks.
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* For each of this chunks, there is a fence which checks if this chunk is still in use.
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*
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* As our API allows to alloc more memory then it has to use, we have to catch how much is already written.
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*
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* m_iterator - writing position
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* m_free_iterator - last position checked if free
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* m_used_iterator - last position known to be written
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*
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* So on alloc, we have to wait for all slots between m_free_iterator and m_iterator (and set m_free_iterator to m_iterator afterwards).
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*
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* We also assume that this buffer is accessed by the gpu between the Unmap and Map function,
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* so we may create the fences on the start of mapping.
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* Some here, new fences for the chunks between m_used_iterator and m_iterator (also update m_used_iterator).
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*
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* As ring buffers have an ugly behavoir on rollover, have fun to read this code ;)
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*/
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void StreamBuffer::CreateFences()
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{
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for (int i=0; i<SYNC_POINTS; i++)
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{
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fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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}
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void StreamBuffer::DeleteFences()
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{
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for (int i = SLOT(m_free_iterator) + 1; i < SYNC_POINTS; i++)
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{
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glDeleteSync(fences[i]);
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}
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for (int i = 0; i < SLOT(m_iterator); i++)
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{
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glDeleteSync(fences[i]);
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}
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}
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void StreamBuffer::AllocMemory(size_t size)
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{
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// insert waiting slots for used memory
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for (int i = SLOT(m_used_iterator); i < SLOT(m_iterator); i++)
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{
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fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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m_used_iterator = m_iterator;
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// wait for new slots to end of buffer
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for (int i = SLOT(m_free_iterator) + 1; i <= SLOT(m_iterator + size) && i < SYNC_POINTS; i++)
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{
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glClientWaitSync(fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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glDeleteSync(fences[i]);
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}
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m_free_iterator = m_iterator + size;
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// if buffer is full
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if (m_iterator + size >= m_size) {
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// insert waiting slots in unused space at the end of the buffer
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for (int i = SLOT(m_used_iterator); i < SYNC_POINTS; i++)
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{
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fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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// move to the start
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m_used_iterator = m_iterator = 0; // offset 0 is always aligned
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// wait for space at the start
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for (int i = 0; i <= SLOT(m_iterator + size); i++)
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{
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glClientWaitSync(fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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glDeleteSync(fences[i]);
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}
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m_free_iterator = m_iterator + size;
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}
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}
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void StreamBuffer::Align(u32 stride)
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{
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if (m_iterator && stride) {
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m_iterator--;
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m_iterator = m_iterator - (m_iterator % stride) + stride;
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}
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}
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/* The usual way to stream data to the gpu.
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* Described here: https://www.opengl.org/wiki/Buffer_Object_Streaming#Unsynchronized_buffer_mapping
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* Just do unsync appends until the buffer is full.
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* When it's full, orphan (alloc a new buffer and free the old one)
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*
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* As reallocation is an overhead, this method isn't as fast as it is known to be.
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*/
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class MapAndOrphan : public StreamBuffer
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{
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public:
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MapAndOrphan(u32 type, size_t size) : StreamBuffer(type, size) {
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glBindBuffer(m_buffertype, m_buffer);
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glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
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}
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~MapAndOrphan() {
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}
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std::pair<u8*, size_t> Map(size_t size, u32 stride) override {
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Align(stride);
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if (m_iterator + size >= m_size) {
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glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
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m_iterator = 0;
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}
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u8* pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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return std::make_pair(pointer, m_iterator);
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}
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void Unmap(size_t used_size) override {
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glFlushMappedBufferRange(m_buffertype, 0, used_size);
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glUnmapBuffer(m_buffertype);
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m_iterator += used_size;
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}
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};
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/* A modified streaming way without reallocation
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* This one fixes the reallocation overhead of the MapAndOrphan one.
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* So it alloc a ring buffer on initialization.
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* But with this limited ressource, we have to care about the cpu-gpu distance.
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* Else this fifo may overflow.
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* So we had traded orphan vs syncing.
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*/
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class MapAndSync : public StreamBuffer
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{
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public:
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MapAndSync(u32 type, size_t size) : StreamBuffer(type, size) {
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CreateFences();
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glBindBuffer(m_buffertype, m_buffer);
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glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
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}
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~MapAndSync() {
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DeleteFences();
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}
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std::pair<u8*, size_t> Map(size_t size, u32 stride) override {
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Align(stride);
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AllocMemory(size);
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u8* pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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return std::make_pair(pointer, m_iterator);
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}
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void Unmap(size_t used_size) override {
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glFlushMappedBufferRange(m_buffertype, 0, used_size);
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glUnmapBuffer(m_buffertype);
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m_iterator += used_size;
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}
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};
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/* Streaming fifo without mapping ovearhead.
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* This one usually requires ARB_buffer_storage (OpenGL 4.4).
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* And is usually not available on OpenGL3 gpus.
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*
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* ARB_buffer_storage allows us to render from a mapped buffer.
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* So we map it persistently in the initialization.
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*
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* Unsync mapping sounds like an easy task, but it isn't for threaded drivers.
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* So every mapping on current close-source driver _will_ end in
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* at least a round trip time between two threads.
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*
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* As persistently mapped buffer can't use orphaning, we also have to sync.
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*/
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class BufferStorage : public StreamBuffer
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{
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public:
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BufferStorage(u32 type, size_t size) : StreamBuffer(type, size) {
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CreateFences();
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glBindBuffer(m_buffertype, m_buffer);
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// PERSISTANT_BIT to make sure that the buffer can be used while mapped
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// COHERENT_BIT is set so we don't have to use a MemoryBarrier on write
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// CLIENT_STORAGE_BIT is set since we access the buffer more frequently on the client side then server side
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glBufferStorage(m_buffertype, m_size, nullptr,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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m_pointer = (u8*)glMapBufferRange(m_buffertype, 0, m_size,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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}
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~BufferStorage() {
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DeleteFences();
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glUnmapBuffer(m_buffertype);
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glBindBuffer(m_buffertype, 0);
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}
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std::pair<u8*, size_t> Map(size_t size, u32 stride) override {
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Align(stride);
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AllocMemory(size);
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return std::make_pair(m_pointer + m_iterator, m_iterator);
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}
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void Unmap(size_t used_size) override {
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glFlushMappedBufferRange(m_buffertype, m_iterator, used_size);
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m_iterator += used_size;
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}
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u8* m_pointer;
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};
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/* --- AMD only ---
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* Another streaming fifo without mapping overhead.
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* As we can't orphan without mapping, we have to sync.
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*
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* This one uses AMD_pinned_memory which is available on all AMD gpus.
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* OpenGL 4.4 drivers should use BufferStorage.
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*/
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class PinnedMemory : public StreamBuffer
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{
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public:
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PinnedMemory(u32 type, size_t size) : StreamBuffer(type, size) {
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CreateFences();
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m_pointer = (u8*)AllocateAlignedMemory(ROUND_UP(m_size,ALIGN_PINNED_MEMORY), ALIGN_PINNED_MEMORY );
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glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, m_buffer);
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glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, ROUND_UP(m_size,ALIGN_PINNED_MEMORY), m_pointer, GL_STREAM_COPY);
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glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
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glBindBuffer(m_buffertype, m_buffer);
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}
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~PinnedMemory() {
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DeleteFences();
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glBindBuffer(m_buffertype, 0);
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glFinish(); // ogl pipeline must be flushed, else this buffer can be in use
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FreeAlignedMemory(m_pointer);
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m_pointer = nullptr;
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}
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std::pair<u8*, size_t> Map(size_t size, u32 stride) override {
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Align(stride);
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AllocMemory(size);
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return std::make_pair(m_pointer + m_iterator, m_iterator);
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}
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void Unmap(size_t used_size) override {
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m_iterator += used_size;
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}
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u8* m_pointer;
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static const u32 ALIGN_PINNED_MEMORY = 4096;
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};
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/* Fifo based on the glBufferSubData call.
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* As everything must be copied before glBufferSubData returns,
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* an additional memcpy in the driver will be done.
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* So this is a huge overhead, only use it if required.
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*/
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class BufferSubData : public StreamBuffer
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{
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public:
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BufferSubData(u32 type, size_t size) : StreamBuffer(type, size) {
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glBindBuffer(m_buffertype, m_buffer);
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glBufferData(m_buffertype, size, nullptr, GL_STATIC_DRAW);
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m_pointer = new u8[m_size];
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}
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~BufferSubData() {
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delete [] m_pointer;
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}
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std::pair<u8*, size_t> Map(size_t size, u32 stride) override {
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return std::make_pair(m_pointer, 0);
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}
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void Unmap(size_t used_size) override {
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glBufferSubData(m_buffertype, 0, used_size, m_pointer);
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}
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u8* m_pointer;
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};
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/* Fifo based on the glBufferData call.
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* Some trashy drivers stall in BufferSubData.
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* So here we use glBufferData, which realloc this buffer every time.
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* This may avoid stalls, but it is a bigger overhead than BufferSubData.
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*/
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class BufferData : public StreamBuffer
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{
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public:
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BufferData(u32 type, size_t size) : StreamBuffer(type, size) {
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glBindBuffer(m_buffertype, m_buffer);
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m_pointer = new u8[m_size];
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}
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~BufferData() {
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delete [] m_pointer;
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}
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std::pair<u8*, size_t> Map(size_t size, u32 stride) override {
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return std::make_pair(m_pointer, 0);
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}
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void Unmap(size_t used_size) override {
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glBufferData(m_buffertype, used_size, m_pointer, GL_STREAM_DRAW);
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}
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u8* m_pointer;
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};
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// choose best streaming library based on the supported extensions and known issues
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StreamBuffer* StreamBuffer::Create(u32 type, size_t size)
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{
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// without basevertex support, only streaming methods whith uploads everything to zero works fine:
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if (!g_ogl_config.bSupportsGLBaseVertex)
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{
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if (!DriverDetails::HasBug(DriverDetails::BUG_BROKENBUFFERSTREAM))
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return new BufferSubData(type, size);
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// BufferData is by far the worst way, only use it if needed
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return new BufferData(type, size);
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}
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// Prefer the syncing buffers over the orphaning one
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if (g_ogl_config.bSupportsGLSync)
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{
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// try to use buffer storage whenever possible
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if (g_ogl_config.bSupportsGLBufferStorage &&
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!(DriverDetails::HasBug(DriverDetails::BUG_BROKENBUFFERSTORAGE) && type == GL_ARRAY_BUFFER))
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return new BufferStorage(type, size);
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// pinned memory is almost as fine
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if (g_ogl_config.bSupportsGLPinnedMemory &&
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!(DriverDetails::HasBug(DriverDetails::BUG_BROKENPINNEDMEMORY) && type == GL_ELEMENT_ARRAY_BUFFER))
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return new PinnedMemory(type, size);
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// don't fall back to MapAnd* for nvidia drivers
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKENUNSYNCMAPPING))
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return new BufferSubData(type, size);
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// mapping fallback
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if (g_ogl_config.bSupportsGLSync)
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return new MapAndSync(type, size);
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}
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// default fallback, should work everywhere, but isn't the best way to do this job
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return new MapAndOrphan(type, size);
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}
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}
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