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gl_rasterizer: Implement a VAO cache.

This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
This commit is contained in:
Markus Wick 2018-09-05 11:36:50 +02:00
parent 527e362a83
commit d3ad9469a1
3 changed files with 60 additions and 53 deletions

View File

@ -127,6 +127,7 @@ public:
BitField<21, 6, Size> size;
BitField<27, 3, Type> type;
BitField<31, 1, u32> bgra;
u32 hex;
};
u32 ComponentCount() const {
@ -262,6 +263,10 @@ public:
bool IsValid() const {
return size != Size::Invalid;
}
bool operator<(const VertexAttribute& other) const {
return hex < other.hex;
}
};
enum class PrimitiveTopology : u32 {
@ -545,7 +550,7 @@ public:
INSERT_PADDING_WORDS(0x5B);
VertexAttribute vertex_attrib_format[NumVertexAttributes];
std::array<VertexAttribute, NumVertexAttributes> vertex_attrib_format;
INSERT_PADDING_WORDS(0xF);
@ -964,7 +969,7 @@ ASSERT_REG_POSITION(stencil_back_func_ref, 0x3D5);
ASSERT_REG_POSITION(stencil_back_mask, 0x3D6);
ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7);
ASSERT_REG_POSITION(zeta, 0x3F8);
ASSERT_REG_POSITION(vertex_attrib_format[0], 0x458);
ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
ASSERT_REG_POSITION(rt_control, 0x487);
ASSERT_REG_POSITION(zeta_width, 0x48a);
ASSERT_REG_POSITION(zeta_height, 0x48b);

View File

@ -70,28 +70,13 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
state.clip_distance[0] = true;
// Generate VAO and UBO
sw_vao.Create();
uniform_buffer.Create();
state.draw.vertex_array = sw_vao.handle;
state.draw.uniform_buffer = uniform_buffer.handle;
state.Apply();
// Create render framebuffer
framebuffer.Create();
hw_vao.Create();
state.draw.vertex_buffer = buffer_cache.GetHandle();
shader_program_manager = std::make_unique<GLShader::ProgramManager>();
state.draw.shader_program = 0;
state.draw.vertex_array = hw_vao.handle;
state.Apply();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_cache.GetHandle());
glEnable(GL_BLEND);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
@ -106,7 +91,54 @@ void RasterizerOpenGL::SetupVertexArrays() {
const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
const auto& regs = gpu.regs;
state.draw.vertex_array = hw_vao.handle;
auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
auto& VAO = iter->second;
if (is_cache_miss) {
VAO.Create();
state.draw.vertex_array = VAO.handle;
state.Apply();
// The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
// around.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_cache.GetHandle());
// 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 until shader time. Note, Tegra technically supports 32, but we're capping this to 16
// for now 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) {
const auto& attrib = regs.vertex_attrib_format[index];
// Ignore invalid attributes.
if (!attrib.IsValid())
continue;
const auto& buffer = regs.vertex_array[attrib.buffer];
LOG_TRACE(HW_GPU,
"vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
attrib.offset.Value(), attrib.IsNormalized());
ASSERT(buffer.IsEnabled());
glEnableVertexAttribArray(index);
if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
attrib.type ==
Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
glVertexAttribIFormat(index, attrib.ComponentCount(),
MaxwellToGL::VertexType(attrib), attrib.offset);
} else {
glVertexAttribFormat(index, attrib.ComponentCount(),
MaxwellToGL::VertexType(attrib),
attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
}
glVertexAttribBinding(index, attrib.buffer);
}
}
state.draw.vertex_array = VAO.handle;
state.draw.vertex_buffer = buffer_cache.GetHandle();
state.Apply();
@ -142,38 +174,6 @@ void RasterizerOpenGL::SetupVertexArrays() {
glVertexBindingDivisor(index, 0);
}
}
// 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
// until shader time. Note, Tegra technically supports 32, but we're capping this to 16 for now
// 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) {
auto& attrib = regs.vertex_attrib_format[index];
// Ignore invalid attributes.
if (!attrib.IsValid())
continue;
auto& buffer = regs.vertex_array[attrib.buffer];
LOG_TRACE(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
attrib.offset.Value(), attrib.IsNormalized());
ASSERT(buffer.IsEnabled());
glEnableVertexAttribArray(index);
if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
glVertexAttribIFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
attrib.offset);
} else {
glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
}
glVertexAttribBinding(index, attrib.buffer);
}
}
void RasterizerOpenGL::SetupShaders() {

View File

@ -6,6 +6,7 @@
#include <array>
#include <cstddef>
#include <map>
#include <memory>
#include <tuple>
#include <utility>
@ -168,14 +169,15 @@ private:
ScreenInfo& screen_info;
std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
OGLVertexArray sw_vao;
OGLVertexArray hw_vao;
std::map<std::array<Tegra::Engines::Maxwell3D::Regs::VertexAttribute,
Tegra::Engines::Maxwell3D::Regs::NumVertexAttributes>,
OGLVertexArray>
vertex_array_cache;
std::array<SamplerInfo, GLShader::NumTextureSamplers> texture_samplers;
static constexpr size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
OGLBufferCache buffer_cache;
OGLBuffer uniform_buffer;
OGLFramebuffer framebuffer;
GLint uniform_buffer_alignment;