GPU/HW: Fallback path for VRAM writes for GPUs w/o texel buffers

This commit is contained in:
Connor McLaughlin 2019-11-05 23:15:54 +10:00
parent 089f297b9a
commit 15c42f032f
2 changed files with 76 additions and 69 deletions

View File

@ -127,6 +127,10 @@ void GPU_HW_OpenGL::SetCapabilities()
if (!GLAD_GL_VERSION_4_3 && !GLAD_GL_EXT_copy_image) if (!GLAD_GL_VERSION_4_3 && !GLAD_GL_EXT_copy_image)
Log_WarningPrintf("GL_EXT_copy_image missing, this may affect performance."); Log_WarningPrintf("GL_EXT_copy_image missing, this may affect performance.");
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, reinterpret_cast<GLint*>(&m_max_texture_buffer_size));
if (m_max_texture_buffer_size < VRAM_WIDTH * VRAM_HEIGHT)
Log_WarningPrintf("Maximum texture buffer size is less than VRAM size, VRAM writes may be slower.");
} }
void GPU_HW_OpenGL::CreateFramebuffer() void GPU_HW_OpenGL::CreateFramebuffer()
@ -225,9 +229,8 @@ void GPU_HW_OpenGL::CreateUniformBuffer()
void GPU_HW_OpenGL::CreateTextureBuffer() void GPU_HW_OpenGL::CreateTextureBuffer()
{ {
// const GLenum target = GL_PIXEL_UNPACK_BUFFER; // We use the pixel unpack buffer here because we share it with CPU-decoded VRAM writes.
const GLenum target = GL_TEXTURE_BUFFER; m_texture_stream_buffer = GL::StreamBuffer::Create(GL_PIXEL_UNPACK_BUFFER, VRAM_UPDATE_TEXTURE_BUFFER_SIZE);
m_texture_stream_buffer = GL::StreamBuffer::Create(target, VRAM_UPDATE_TEXTURE_BUFFER_SIZE);
if (!m_texture_stream_buffer) if (!m_texture_stream_buffer)
Panic("Failed to create texture stream buffer"); Panic("Failed to create texture stream buffer");
@ -573,85 +576,88 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
GPU_HW::UpdateVRAM(x, y, width, height, data); GPU_HW::UpdateVRAM(x, y, width, height, data);
const u32 num_pixels = width * height; const u32 num_pixels = width * height;
#if 0 if (num_pixels < m_max_texture_buffer_size)
const auto map_result = m_texture_stream_buffer->Map(sizeof(u32), num_pixels * sizeof(u32));
// reverse copy the rows so it matches opengl's lower-left origin
const u32 source_stride = width * sizeof(u16);
const u8* source_ptr = static_cast<const u8*>(data) + (source_stride * (height - 1));
u32* dest_ptr = static_cast<u32*>(map_result.pointer);
for (u32 row = 0; row < height; row++)
{ {
const u8* source_row_ptr = source_ptr; const auto map_result = m_texture_stream_buffer->Map(sizeof(u16), num_pixels * sizeof(u16));
std::memcpy(map_result.pointer, data, num_pixels * sizeof(u16));
m_texture_stream_buffer->Unmap(num_pixels * sizeof(u16));
m_texture_stream_buffer->Unbind();
for (u32 col = 0; col < width; col++) // viewport should be set to the whole VRAM size, so we can just set the scissor
{ const u32 flipped_y = VRAM_HEIGHT - y - height;
u16 src_col;
std::memcpy(&src_col, source_row_ptr, sizeof(src_col));
source_row_ptr += sizeof(src_col);
*(dest_ptr++) = RGBA5551ToRGBA8888(src_col);
}
source_ptr -= source_stride;
}
m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32));
m_texture_stream_buffer->Bind();
// have to write to the 1x texture first
if (m_resolution_scale > 1)
m_vram_downsample_texture->Bind();
else
m_vram_texture->Bind();
// lower-left origin flip happens here
const u32 flipped_y = VRAM_HEIGHT - y - height;
// update texture data
glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
reinterpret_cast<void*>(map_result.index_aligned * sizeof(u32)));
m_texture_stream_buffer->Unbind();
if (m_resolution_scale > 1)
{
// scale to internal resolution
const u32 scaled_width = width * m_resolution_scale; const u32 scaled_width = width * m_resolution_scale;
const u32 scaled_height = height * m_resolution_scale; const u32 scaled_height = height * m_resolution_scale;
const u32 scaled_x = x * m_resolution_scale; const u32 scaled_x = x * m_resolution_scale;
const u32 scaled_y = y * m_resolution_scale; const u32 scaled_y = y * m_resolution_scale;
const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height; const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height;
glDisable(GL_SCISSOR_TEST); glScissor(scaled_x, scaled_flipped_y, scaled_width, scaled_height);
m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y, scaled_x + scaled_width, m_vram_write_program.Bind();
scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture);
glEnable(GL_SCISSOR_TEST);
const u32 uniforms[5] = {x, flipped_y, width, height, map_result.index_aligned};
UploadUniformBlock(uniforms, sizeof(uniforms));
glDrawArrays(GL_TRIANGLES, 0, 3);
RestoreGraphicsAPIState();
} }
#else else
const auto map_result = m_texture_stream_buffer->Map(sizeof(u16), num_pixels * sizeof(u16)); {
std::memcpy(map_result.pointer, data, num_pixels * sizeof(u16)); const auto map_result = m_texture_stream_buffer->Map(sizeof(u32), num_pixels * sizeof(u32));
m_texture_stream_buffer->Unmap(num_pixels * sizeof(u16));
// viewport should be set to the whole VRAM size, so we can just set the scissor // reverse copy the rows so it matches opengl's lower-left origin
const u32 flipped_y = VRAM_HEIGHT - y - height; const u32 source_stride = width * sizeof(u16);
const u32 scaled_width = width * m_resolution_scale; const u8* source_ptr = static_cast<const u8*>(data) + (source_stride * (height - 1));
const u32 scaled_height = height * m_resolution_scale; u32* dest_ptr = static_cast<u32*>(map_result.pointer);
const u32 scaled_x = x * m_resolution_scale; for (u32 row = 0; row < height; row++)
const u32 scaled_y = y * m_resolution_scale; {
const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height; const u8* source_row_ptr = source_ptr;
glScissor(scaled_x, scaled_flipped_y, scaled_width, scaled_height);
m_vram_write_program.Bind(); for (u32 col = 0; col < width; col++)
glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture); {
u16 src_col;
std::memcpy(&src_col, source_row_ptr, sizeof(src_col));
source_row_ptr += sizeof(src_col);
const u32 uniforms[5] = {x, flipped_y, width, height, map_result.index_aligned}; *(dest_ptr++) = RGBA5551ToRGBA8888(src_col);
UploadUniformBlock(uniforms, sizeof(uniforms)); }
m_batch_ubo_dirty = true;
glDrawArrays(GL_TRIANGLES, 0, 3); source_ptr -= source_stride;
}
SetScissorFromDrawingArea(); m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32));
#endif m_texture_stream_buffer->Bind();
// have to write to the 1x texture first
if (m_resolution_scale > 1)
m_vram_downsample_texture->Bind();
else
m_vram_texture->Bind();
// lower-left origin flip happens here
const u32 flipped_y = VRAM_HEIGHT - y - height;
// update texture data
glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
reinterpret_cast<void*>(map_result.index_aligned * sizeof(u32)));
m_texture_stream_buffer->Unbind();
if (m_resolution_scale > 1)
{
// scale to internal resolution
const u32 scaled_width = width * m_resolution_scale;
const u32 scaled_height = height * m_resolution_scale;
const u32 scaled_x = x * m_resolution_scale;
const u32 scaled_y = y * m_resolution_scale;
const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height;
glDisable(GL_SCISSOR_TEST);
m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y,
scaled_x + scaled_width, scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glEnable(GL_SCISSOR_TEST);
}
}
} }
void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)

View File

@ -75,6 +75,7 @@ private:
GLuint m_texture_buffer_r16ui_texture = 0; GLuint m_texture_buffer_r16ui_texture = 0;
u32 m_uniform_buffer_alignment = 1; u32 m_uniform_buffer_alignment = 1;
u32 m_max_texture_buffer_size = 0;
std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering] std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced] std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]