GPU: Use streaming buffers for CPU->VRAM transfers
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407fee9ec3
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@ -83,6 +83,7 @@ protected:
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}
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};
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static constexpr u32 VRAM_UPDATE_TEXTURE_BUFFER_SIZE = VRAM_WIDTH * VRAM_HEIGHT * sizeof(u32);
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static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
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static constexpr u32 MIN_BATCH_VERTEX_COUNT = 6;
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static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex);
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@ -23,6 +23,7 @@ bool GPU_HW_OpenGL::Initialize(System* system, DMA* dma, InterruptController* in
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CreateFramebuffer();
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CreateVertexBuffer();
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CreateTextureBuffer();
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if (!CompilePrograms())
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return false;
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@ -251,6 +252,13 @@ void GPU_HW_OpenGL::CreateVertexBuffer()
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glGenVertexArrays(1, &m_attributeless_vao_id);
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}
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void GPU_HW_OpenGL::CreateTextureBuffer()
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{
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m_texture_stream_buffer = GL::StreamBuffer::Create(GL_PIXEL_UNPACK_BUFFER, VRAM_UPDATE_TEXTURE_BUFFER_SIZE);
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if (!m_texture_stream_buffer)
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Panic("Failed to create texture stream buffer");
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}
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bool GPU_HW_OpenGL::CompilePrograms()
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{
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for (u32 render_mode = 0; render_mode < 4; render_mode++)
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@ -564,12 +572,13 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
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void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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{
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std::vector<u32> rgba_data;
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rgba_data.reserve(width * height);
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const u32 num_pixels = width * height;
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const auto map_result = m_texture_stream_buffer->Map(sizeof(u32), num_pixels * sizeof(u32));
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// reverse copy the rows so it matches opengl's lower-left origin
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const u32 source_stride = width * sizeof(u16);
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const u8* source_ptr = static_cast<const u8*>(data) + (source_stride * (height - 1));
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u32* dest_ptr = static_cast<u32*>(map_result.pointer);
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for (u32 row = 0; row < height; row++)
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{
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const u8* source_row_ptr = source_ptr;
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@ -580,13 +589,14 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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std::memcpy(&src_col, source_row_ptr, sizeof(src_col));
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source_row_ptr += sizeof(src_col);
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const u32 dst_col = RGBA5551ToRGBA8888(src_col);
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rgba_data.push_back(dst_col);
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*(dest_ptr++) = RGBA5551ToRGBA8888(src_col);
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}
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source_ptr -= source_stride;
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}
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m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32));
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// have to write to the 1x texture first
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if (m_resolution_scale > 1)
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m_vram_downsample_texture->Bind();
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@ -597,7 +607,8 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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const u32 flipped_y = VRAM_HEIGHT - y - height;
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// update texture data
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgba_data.data());
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
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reinterpret_cast<void*>(map_result.index_aligned * sizeof(u32)));
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InvalidateVRAMReadCache();
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if (m_resolution_scale > 1)
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@ -53,6 +53,7 @@ private:
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void UpdateVRAMReadTexture();
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void CreateVertexBuffer();
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void CreateTextureBuffer();
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bool CompilePrograms();
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bool CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode, bool dithering);
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@ -68,6 +69,8 @@ private:
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GLuint m_vao_id = 0;
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GLuint m_attributeless_vao_id = 0;
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std::unique_ptr<GL::StreamBuffer> m_texture_stream_buffer;
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bool m_vram_read_texture_dirty = true;
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bool m_drawing_area_changed = true;
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bool m_show_renderer_statistics = false;
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