Merge pull request #379 from Subv/multi_buffers

GPU: Support multiple enabled vertex arrays.
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bunnei 2018-04-24 01:09:02 -04:00 committed by GitHub
commit 07dc0bbf3e
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3 changed files with 89 additions and 43 deletions

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@ -500,6 +500,11 @@ public:
return static_cast<GPUVAddr>((static_cast<GPUVAddr>(start_high) << 32) | return static_cast<GPUVAddr>((static_cast<GPUVAddr>(start_high) << 32) |
start_low); start_low);
} }
bool IsEnabled() const {
return enable != 0 && StartAddress() != 0;
}
} vertex_array[NumVertexArrays]; } vertex_array[NumVertexArrays];
Blend blend; Blend blend;

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@ -127,7 +127,8 @@ RasterizerOpenGL::~RasterizerOpenGL() {
} }
} }
void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) { std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
GLintptr buffer_offset) {
MICROPROFILE_SCOPE(OpenGL_VAO); MICROPROFILE_SCOPE(OpenGL_VAO);
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager; const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
@ -136,43 +137,59 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
state.draw.vertex_buffer = stream_buffer->GetHandle(); state.draw.vertex_buffer = stream_buffer->GetHandle();
state.Apply(); state.Apply();
// TODO(bunnei): Add support for 1+ vertex arrays // Upload all guest vertex arrays sequentially to our buffer
const auto& vertex_array{regs.vertex_array[0]}; for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
const auto& vertex_array_limit{regs.vertex_array_limit[0]}; const auto& vertex_array = regs.vertex_array[index];
ASSERT_MSG(vertex_array.enable, "vertex array 0 is disabled?"); if (!vertex_array.IsEnabled())
ASSERT_MSG(!vertex_array.divisor, "vertex array 0 divisor is unimplemented!"); continue;
for (unsigned index = 1; index < Maxwell::NumVertexArrays; ++index) {
ASSERT_MSG(!regs.vertex_array[index].enable, "vertex array %d is unimplemented!", index); const Tegra::GPUVAddr start = vertex_array.StartAddress();
const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
ASSERT(end > start);
u64 size = end - start + 1;
// Copy vertex array data
const VAddr data_addr{memory_manager->PhysicalToVirtualAddress(start)};
res_cache.FlushRegion(data_addr, size, nullptr);
Memory::ReadBlock(data_addr, array_ptr, size);
// Bind the vertex array to the buffer at the current offset.
glBindVertexBuffer(index, stream_buffer->GetHandle(), buffer_offset, vertex_array.stride);
ASSERT_MSG(vertex_array.divisor == 0, "Vertex buffer divisor unimplemented");
array_ptr += size;
buffer_offset += size;
} }
// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL. // Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
// Enables the first 16 vertex attributes always, as we don't know which ones are actually used // Enables the first 16 vertex attributes always, as we don't know which ones are actually used
// until shader time. Note, Tegra technically supports 32, but we're cappinig this to 16 for now // until shader time. Note, Tegra technically supports 32, but we're capping this to 16 for now
// to avoid OpenGL errors. // to avoid OpenGL errors.
// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
// assume every shader uses them all.
for (unsigned index = 0; index < 16; ++index) { for (unsigned index = 0; index < 16; ++index) {
auto& attrib = regs.vertex_attrib_format[index]; auto& attrib = regs.vertex_attrib_format[index];
NGLOG_DEBUG(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}", NGLOG_DEBUG(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(), index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
attrib.offset.Value(), attrib.IsNormalized()); attrib.offset.Value(), attrib.IsNormalized());
glVertexAttribPointer(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib), auto& buffer = regs.vertex_array[attrib.buffer];
attrib.IsNormalized() ? GL_TRUE : GL_FALSE, vertex_array.stride, ASSERT(buffer.IsEnabled());
reinterpret_cast<GLvoid*>(buffer_offset + attrib.offset));
glEnableVertexAttribArray(index); glEnableVertexAttribArray(index);
glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
glVertexAttribBinding(index, attrib.buffer);
hw_vao_enabled_attributes[index] = true; hw_vao_enabled_attributes[index] = true;
} }
// Copy vertex array data return {array_ptr, buffer_offset};
const u64 data_size{vertex_array_limit.LimitAddress() - vertex_array.StartAddress() + 1};
const VAddr data_addr{memory_manager->PhysicalToVirtualAddress(vertex_array.StartAddress())};
res_cache.FlushRegion(data_addr, data_size, nullptr);
Memory::ReadBlock(data_addr, array_ptr, data_size);
array_ptr += data_size;
buffer_offset += data_size;
} }
void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size_t ptr_pos) { void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
// Helper function for uploading uniform data // Helper function for uploading uniform data
const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) { const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
if (has_ARB_direct_state_access) { if (has_ARB_direct_state_access) {
@ -190,8 +207,6 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
u32 current_constbuffer_bindpoint = 0; u32 current_constbuffer_bindpoint = 0;
for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) { for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
ptr_pos += sizeof(GLShader::MaxwellUniformData);
auto& shader_config = gpu.regs.shader_config[index]; auto& shader_config = gpu.regs.shader_config[index];
const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)}; const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
@ -205,13 +220,16 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
} }
// Upload uniform data as one UBO per stage // Upload uniform data as one UBO per stage
const GLintptr ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos); const GLintptr ubo_offset = buffer_offset;
copy_buffer(uniform_buffers[stage].handle, ubo_offset, copy_buffer(uniform_buffers[stage].handle, ubo_offset,
sizeof(GLShader::MaxwellUniformData)); sizeof(GLShader::MaxwellUniformData));
GLShader::MaxwellUniformData* ub_ptr = GLShader::MaxwellUniformData* ub_ptr =
reinterpret_cast<GLShader::MaxwellUniformData*>(&buffer_ptr[ptr_pos]); reinterpret_cast<GLShader::MaxwellUniformData*>(buffer_ptr);
ub_ptr->SetFromRegs(gpu.state.shader_stages[stage]); ub_ptr->SetFromRegs(gpu.state.shader_stages[stage]);
buffer_ptr += sizeof(GLShader::MaxwellUniformData);
buffer_offset += sizeof(GLShader::MaxwellUniformData);
// Fetch program code from memory // Fetch program code from memory
GLShader::ProgramCode program_code; GLShader::ProgramCode program_code;
const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset}; const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
@ -252,6 +270,24 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
shader_program_manager->UseTrivialGeometryShader(); shader_program_manager->UseTrivialGeometryShader();
} }
size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
size_t size = 0;
for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
if (!regs.vertex_array[index].IsEnabled())
continue;
const Tegra::GPUVAddr start = regs.vertex_array[index].StartAddress();
const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
ASSERT(end > start);
size += end - start + 1;
}
return size;
}
bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) { bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays; accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
DrawArrays(); DrawArrays();
@ -329,44 +365,49 @@ void RasterizerOpenGL::DrawArrays() {
const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()}; const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
const unsigned vertex_num{is_indexed ? regs.index_array.count : regs.vertex_buffer.count}; const unsigned vertex_num{is_indexed ? regs.index_array.count : regs.vertex_buffer.count};
// TODO(bunnei): Add support for 1+ vertex arrays
vs_input_size = vertex_num * regs.vertex_array[0].stride;
state.draw.vertex_buffer = stream_buffer->GetHandle(); state.draw.vertex_buffer = stream_buffer->GetHandle();
state.Apply(); state.Apply();
size_t buffer_size = static_cast<size_t>(vs_input_size); size_t buffer_size = CalculateVertexArraysSize();
if (is_indexed) { if (is_indexed) {
buffer_size = Common::AlignUp(buffer_size, 4) + index_buffer_size; buffer_size = Common::AlignUp<size_t>(buffer_size, 4) + index_buffer_size;
} }
// Uniform space for the 5 shader stages // Uniform space for the 5 shader stages
buffer_size += sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage; buffer_size = Common::AlignUp<size_t>(buffer_size, 4) +
sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage;
size_t ptr_pos = 0;
u8* buffer_ptr; u8* buffer_ptr;
GLintptr buffer_offset; GLintptr buffer_offset;
std::tie(buffer_ptr, buffer_offset) = std::tie(buffer_ptr, buffer_offset) =
stream_buffer->Map(static_cast<GLsizeiptr>(buffer_size), 4); stream_buffer->Map(static_cast<GLsizeiptr>(buffer_size), 4);
SetupVertexArray(buffer_ptr, buffer_offset); u8* offseted_buffer;
ptr_pos += vs_input_size; std::tie(offseted_buffer, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
offseted_buffer =
reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
// If indexed mode, copy the index buffer // If indexed mode, copy the index buffer
GLintptr index_buffer_offset = 0; GLintptr index_buffer_offset = 0;
if (is_indexed) { if (is_indexed) {
ptr_pos = Common::AlignUp(ptr_pos, 4);
const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager; const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
const VAddr index_data_addr{ const VAddr index_data_addr{
memory_manager->PhysicalToVirtualAddress(regs.index_array.StartAddress())}; memory_manager->PhysicalToVirtualAddress(regs.index_array.StartAddress())};
Memory::ReadBlock(index_data_addr, &buffer_ptr[ptr_pos], index_buffer_size); Memory::ReadBlock(index_data_addr, offseted_buffer, index_buffer_size);
index_buffer_offset = buffer_offset + static_cast<GLintptr>(ptr_pos); index_buffer_offset = buffer_offset;
ptr_pos += index_buffer_size; offseted_buffer += index_buffer_size;
buffer_offset += index_buffer_size;
} }
SetupShaders(buffer_ptr, buffer_offset, ptr_pos); offseted_buffer =
reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
SetupShaders(offseted_buffer, buffer_offset);
stream_buffer->Unmap(); stream_buffer->Unmap();

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@ -148,13 +148,13 @@ private:
static constexpr size_t STREAM_BUFFER_SIZE = 4 * 1024 * 1024; static constexpr size_t STREAM_BUFFER_SIZE = 4 * 1024 * 1024;
std::unique_ptr<OGLStreamBuffer> stream_buffer; std::unique_ptr<OGLStreamBuffer> stream_buffer;
GLsizeiptr vs_input_size; size_t CalculateVertexArraysSize() const;
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset); std::pair<u8*, GLintptr> SetupVertexArrays(u8* array_ptr, GLintptr buffer_offset);
std::array<OGLBuffer, Tegra::Engines::Maxwell3D::Regs::MaxShaderStage> uniform_buffers; std::array<OGLBuffer, Tegra::Engines::Maxwell3D::Regs::MaxShaderStage> uniform_buffers;
void SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size_t ptr_pos); void SetupShaders(u8* buffer_ptr, GLintptr buffer_offset);
enum class AccelDraw { Disabled, Arrays, Indexed }; enum class AccelDraw { Disabled, Arrays, Indexed };
AccelDraw accelerate_draw; AccelDraw accelerate_draw;