mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: texture management
Improve arb_buffer_storage implementation Try harder to align the texture buffer Strangely arb_buffer_storage is 3 times slower on my PC (nvidia) Tester are welcome! Open the ini file "ogl_texture_storage = 1" <= enable the extension "ogl_texture_storage = 0" <= disable the extension Note: you need an opengl 4.4 driver or one that support arb_buffer_storage (i.e. not catalyst)
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@ -29,52 +29,63 @@ namespace PboPool {
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GLuint m_pool[PBO_POOL_SIZE];
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uint32 m_offset[PBO_POOL_SIZE];
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uint32 m_initial_offset[PBO_POOL_SIZE]; // work around silly driver
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char* m_map[PBO_POOL_SIZE];
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uint32 m_current_pbo = 0;
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uint32 m_size;
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const uint32 m_pbo_size = (640*480*16) << 2;
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bool m_buffer_storage = false;
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// Option for buffer storage
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// Note there is a barrier (but maybe coherent is faster)
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const GLbitfield map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
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// FIXME do I need GL_DYNAMIC_STORAGE_BIT to allow write?
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const GLbitfield create_flags = map_flags | GL_DYNAMIC_STORAGE_BIT;
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// Normally driver must aligned the map....
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void* align_map(void* ptr) {
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void* aligned_map = (char*)(((uptr)ptr + 63) & ~0x3F);
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m_initial_offset[m_current_pbo] = (uptr)aligned_map-(uptr)ptr;
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if (m_initial_offset[m_current_pbo])
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fprintf(stderr, "Buggy driver detected!!! Buffer alignment is not 64B as the spec request it\n");
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return aligned_map;
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}
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void Init() {
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gl_GenBuffers(countof(m_pool), m_pool);
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m_buffer_storage = (theApp.GetConfig("ogl_texture_storage", 0) == 1) && GLLoader::found_GL_ARB_buffer_storage;
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for (size_t i = 0; i < countof(m_pool); i++) {
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BindPbo();
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if (GLLoader::found_GL_ARB_buffer_storage) {
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gl_BufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_DYNAMIC_STORAGE_BIT | GL_CLIENT_STORAGE_BIT);
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// Note the +64 gives additional room to realign the buffer (buggy driver....)
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if (m_buffer_storage) {
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gl_BufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size+64, NULL, create_flags);
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m_map[m_current_pbo] = (char*)align_map(gl_MapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size+64, map_flags));
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// Workaround silly driver. (would be 0 otherwise)
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m_offset[m_current_pbo] = m_initial_offset[m_current_pbo];
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} else {
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gl_BufferData(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, GL_STREAM_COPY);
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gl_BufferData(GL_PIXEL_UNPACK_BUFFER, m_pbo_size+64, NULL, GL_STREAM_COPY);
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m_map[m_current_pbo] = NULL;
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m_offset[m_current_pbo] = 0;
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}
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m_offset[m_current_pbo] = 0;
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m_map[m_current_pbo] = NULL;
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NextPbo();
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}
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UnbindPbo();
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}
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void MapAll() {
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if (m_map[m_current_pbo] != NULL) return;
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// FIXME I'm not sure it is allowed to map another buffer after we get a pointer
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GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_PERSISTENT_BIT;
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for (size_t i = 0; i < countof(m_pool); i++) {
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BindPbo();
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m_map[m_current_pbo] = (char*)gl_MapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size, flags);
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NextPbo();
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}
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UnbindPbo();
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}
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char* Map(uint32 size) {
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char* map;
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m_size = size;
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if (m_size >= m_pbo_size) {
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fprintf(stderr, "BUG: PBO too small %d but need %d\n", m_pbo_size, m_size);
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}
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if (!GLLoader::found_GL_ARB_buffer_storage) {
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if (!m_buffer_storage) {
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GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
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if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
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@ -90,26 +101,28 @@ namespace PboPool {
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// Pbo ready let's get a pointer
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BindPbo();
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return (char*)gl_MapBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size, flags);
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} else {
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MapAll();
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// Be sure the map is aligned
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map = (char*)gl_MapBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size, flags);
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} else {
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if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
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NextPbo();
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// Mark current pbo free
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m_offset[m_current_pbo] = 0;
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// Mark current pbo free. Will be 0 if driver aligned properly the buffer
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m_offset[m_current_pbo] = m_initial_offset[m_current_pbo];
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}
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// Note: it still need it because texsubimage will access currently bound buffer
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// Note: texsubimage will access currently bound buffer
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// Pbo ready let's get a pointer
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BindPbo();
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return m_map[m_current_pbo] + m_offset[m_current_pbo];
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map = m_map[m_current_pbo] + m_offset[m_current_pbo];
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}
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return map;
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}
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// FIXME: unmap buffer when the context is dettached (not sure it is required actually)
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// Used to unmap the buffer when context was detached.
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void UnmapAll() {
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if (m_map[m_current_pbo] == NULL) return;
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@ -123,8 +136,8 @@ namespace PboPool {
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}
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void Unmap() {
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if (GLLoader::found_GL_ARB_buffer_storage) {
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gl_MemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
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if (m_buffer_storage) {
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//gl_MemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
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} else {
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gl_UnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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}
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@ -135,6 +148,8 @@ namespace PboPool {
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}
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void Destroy() {
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if (m_buffer_storage)
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UnmapAll();
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gl_DeleteBuffers(countof(m_pool), m_pool);
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}
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@ -152,7 +167,7 @@ namespace PboPool {
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void EndTransfer() {
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// Note: keep offset aligned for SSE/AVX
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m_offset[m_current_pbo] = (m_offset[m_current_pbo] + m_size + 31) & ~0x1F;
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m_offset[m_current_pbo] = (m_offset[m_current_pbo] + m_size + 63) & ~0x3F;
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}
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}
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@ -319,11 +334,11 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
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char* map = PboPool::Map(r.height() * line_size);
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for (uint32 h = r.height(); h > 0; h--) {
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// avoid a crash if map is not aligned
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if ((uint32)map & 0x1F)
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if ((uptr)map & 0x3F) {
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memcpy(map, src, line_size);
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else
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} else {
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GSVector4i::storent(map, src, line_size);
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}
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src += pitch;
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map += line_size;
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}
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@ -333,7 +348,6 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
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glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());
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// FIXME OGL4: investigate, only 1 unpack buffer always bound
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//if (!GLLoader::found_GL_ARB_buffer_storage)
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PboPool::UnbindPbo();
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PboPool::EndTransfer();
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@ -60,6 +60,11 @@ typedef unsigned int uint32;
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typedef signed int int32;
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typedef unsigned long long uint64;
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typedef signed long long int64;
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#ifdef __x86_64__
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typedef uint64 uptr;
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#else
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typedef uint32 uptr;
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#endif
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// stdc
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