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gl_rasterizer: Use the streaming buffer itself for the constant buffer.

Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
This commit is contained in:
Markus Wick 2018-08-10 09:45:38 +02:00
parent 6f6bba3ff1
commit ce722e317b
2 changed files with 15 additions and 33 deletions

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@ -94,17 +94,10 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer.GetHandle()); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer.GetHandle());
for (unsigned index = 0; index < uniform_buffers.size(); ++index) {
auto& buffer = uniform_buffers[index];
buffer.Create();
glBindBuffer(GL_UNIFORM_BUFFER, buffer.handle);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::MaxwellUniformData), nullptr,
GL_STREAM_COPY);
glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer.handle);
}
glEnable(GL_BLEND); glEnable(GL_BLEND);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!"); LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
} }
@ -193,21 +186,11 @@ static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program
} }
std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) { std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
// Helper function for uploading uniform data
const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
if (has_ARB_direct_state_access) {
glCopyNamedBufferSubData(stream_buffer.GetHandle(), handle, offset, 0, size);
} else {
glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
}
};
auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
// Next available bindpoints to use when uploading the const buffers and textures to the GLSL // Next available bindpoints to use when uploading the const buffers and textures to the GLSL
// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points. // shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
u32 current_constbuffer_bindpoint = static_cast<u32>(uniform_buffers.size()); u32 current_constbuffer_bindpoint = Tegra::Engines::Maxwell3D::Regs::MaxShaderStage;
u32 current_texture_bindpoint = 0; u32 current_texture_bindpoint = 0;
for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) { for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
@ -219,22 +202,21 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr
continue; continue;
} }
std::tie(buffer_ptr, buffer_offset) =
AlignBuffer(buffer_ptr, buffer_offset, static_cast<size_t>(uniform_buffer_alignment));
const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5 const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
GLShader::MaxwellUniformData ubo{}; GLShader::MaxwellUniformData ubo{};
ubo.SetFromRegs(gpu.state.shader_stages[stage]); ubo.SetFromRegs(gpu.state.shader_stages[stage]);
std::memcpy(buffer_ptr, &ubo, sizeof(ubo)); std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
// Flush the buffer so that the GPU can see the data we just wrote. // Bind the buffer
glFlushMappedBufferRange(GL_ARRAY_BUFFER, buffer_offset, sizeof(ubo)); glBindBufferRange(GL_UNIFORM_BUFFER, stage, stream_buffer.GetHandle(), buffer_offset,
sizeof(ubo));
// Upload uniform data as one UBO per stage buffer_ptr += sizeof(ubo);
const GLintptr ubo_offset = buffer_offset; buffer_offset += sizeof(ubo);
copy_buffer(uniform_buffers[stage].handle, ubo_offset,
sizeof(GLShader::MaxwellUniformData));
buffer_ptr += sizeof(GLShader::MaxwellUniformData);
buffer_offset += sizeof(GLShader::MaxwellUniformData);
GLShader::ShaderSetup setup{GetShaderProgramCode(program)}; GLShader::ShaderSetup setup{GetShaderProgramCode(program)};
GLShader::ShaderEntries shader_resources; GLShader::ShaderEntries shader_resources;
@ -467,8 +449,9 @@ void RasterizerOpenGL::DrawArrays() {
} }
// Uniform space for the 5 shader stages // Uniform space for the 5 shader stages
buffer_size = Common::AlignUp<size_t>(buffer_size, 4) + buffer_size =
sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage; Common::AlignUp<size_t>(buffer_size, 4) +
(sizeof(GLShader::MaxwellUniformData) + uniform_buffer_alignment) * Maxwell::MaxShaderStage;
u8* buffer_ptr; u8* buffer_ptr;
GLintptr buffer_offset; GLintptr buffer_offset;

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@ -162,13 +162,12 @@ private:
OGLStreamBuffer stream_buffer; OGLStreamBuffer stream_buffer;
OGLBuffer uniform_buffer; OGLBuffer uniform_buffer;
OGLFramebuffer framebuffer; OGLFramebuffer framebuffer;
GLint uniform_buffer_alignment;
size_t CalculateVertexArraysSize() const; size_t CalculateVertexArraysSize() const;
std::pair<u8*, GLintptr> SetupVertexArrays(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::pair<u8*, GLintptr> SetupShaders(u8* buffer_ptr, GLintptr buffer_offset); std::pair<u8*, GLintptr> SetupShaders(u8* buffer_ptr, GLintptr buffer_offset);
std::pair<u8*, GLintptr> AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset, size_t alignment); std::pair<u8*, GLintptr> AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset, size_t alignment);