mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-30 01:29:42 -06:00
Use main buffers for utility draws
This commit is contained in:
@ -259,6 +259,21 @@ void ProgramShaderCache::UploadConstants()
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}
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}
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void ProgramShaderCache::UploadConstants(const void* data, u32 data_size)
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{
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// allocate and copy
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const u32 alloc_size = Common::AlignUp(data_size, s_ubo_align);
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auto buffer = s_buffer->Map(alloc_size, s_ubo_align);
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std::memcpy(buffer.first, data, data_size);
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s_buffer->Unmap(alloc_size);
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// bind the same sub-buffer to all stages
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for (u32 index = 1; index <= 3; index++)
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glBindBufferRange(GL_UNIFORM_BUFFER, index, s_buffer->m_buffer, buffer.second, data_size);
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
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}
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bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode,
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const std::string& pcode, const std::string& gcode)
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{
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@ -539,6 +554,11 @@ void ProgramShaderCache::BindVertexFormat(const GLVertexFormat* vertex_format)
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s_last_VAO = new_VAO;
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}
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bool ProgramShaderCache::IsValidVertexFormatBound()
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{
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return s_last_VAO != 0 && s_last_VAO != s_attributeless_VAO;
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}
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void ProgramShaderCache::InvalidateVertexFormat()
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{
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s_last_VAO = 0;
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@ -69,6 +69,7 @@ class ProgramShaderCache
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{
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public:
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static void BindVertexFormat(const GLVertexFormat* vertex_format);
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static bool IsValidVertexFormatBound();
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static void InvalidateVertexFormat();
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static void InvalidateLastProgram();
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@ -83,6 +84,7 @@ public:
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static u32 GetUniformBufferAlignment();
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static void InvalidateConstants();
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static void UploadConstants();
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static void UploadConstants(const void* data, u32 data_size);
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static void Init();
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static void Shutdown();
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@ -1184,6 +1184,27 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
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glDepthRangef(near_depth, far_depth);
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}
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void Renderer::Draw(u32 base_vertex, u32 num_vertices)
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{
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glDrawArrays(static_cast<const OGLPipeline*>(m_graphics_pipeline)->GetGLPrimitive(), base_vertex,
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num_vertices);
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}
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void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
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{
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if (g_ogl_config.bSupportsGLBaseVertex)
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{
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glDrawElementsBaseVertex(static_cast<const OGLPipeline*>(m_graphics_pipeline)->GetGLPrimitive(),
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num_indices, GL_UNSIGNED_SHORT,
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static_cast<u16*>(nullptr) + base_index, base_vertex);
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}
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else
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{
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glDrawElements(static_cast<const OGLPipeline*>(m_graphics_pipeline)->GetGLPrimitive(),
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num_indices, GL_UNSIGNED_SHORT, static_cast<u16*>(nullptr) + base_index);
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}
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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u32 color, u32 z)
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{
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@ -1675,54 +1696,6 @@ void Renderer::SetInterlacingMode()
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// TODO
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}
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void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
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u32 vertex_stride, u32 num_vertices)
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{
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// Copy in uniforms.
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if (uniforms_size > 0)
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UploadUtilityUniforms(uniforms, uniforms_size);
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// Draw from base index if there is vertex data.
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if (vertices)
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{
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StreamBuffer* vbuf = static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBuffer();
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auto buf = vbuf->Map(vertex_stride * num_vertices, vertex_stride);
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std::memcpy(buf.first, vertices, vertex_stride * num_vertices);
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vbuf->Unmap(vertex_stride * num_vertices);
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glDrawArrays(m_graphics_pipeline->GetGLPrimitive(), buf.second / vertex_stride, num_vertices);
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}
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else
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{
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glDrawArrays(m_graphics_pipeline->GetGLPrimitive(), 0, num_vertices);
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}
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}
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void Renderer::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
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{
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DEBUG_ASSERT(uniforms_size > 0);
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auto buf = ProgramShaderCache::GetUniformBuffer()->Map(
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uniforms_size, ProgramShaderCache::GetUniformBufferAlignment());
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std::memcpy(buf.first, uniforms, uniforms_size);
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ProgramShaderCache::GetUniformBuffer()->Unmap(uniforms_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, ProgramShaderCache::GetUniformBuffer()->m_buffer,
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buf.second, uniforms_size);
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// This is rather horrible, but because of how the UBOs are bound, this forces it to rebind.
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ProgramShaderCache::InvalidateConstants();
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}
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void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
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u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
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{
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glUseProgram(static_cast<const OGLShader*>(shader)->GetGLComputeProgramID());
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if (uniforms_size > 0)
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UploadUtilityUniforms(uniforms, uniforms_size);
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glDispatchCompute(groups_x, groups_y, groups_z);
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ProgramShaderCache::InvalidateLastProgram();
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}
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std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler()
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{
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return std::make_unique<SharedContextAsyncShaderCompiler>();
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@ -116,6 +116,8 @@ public:
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void SetInterlacingMode() override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void RenderText(const std::string& text, int left, int top, u32 color) override;
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@ -137,18 +139,14 @@ public:
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void ReinterpretPixelData(unsigned int convtype) override;
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void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
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u32 vertex_stride, u32 num_vertices) override;
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void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
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u32 groups_x, u32 groups_y, u32 groups_z) override;
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std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler() override;
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// Only call methods from this on the GPU thread.
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GLContext* GetMainGLContext() const { return m_main_gl_context.get(); }
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bool IsGLES() const { return m_main_gl_context->IsGLES(); }
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const OGLPipeline* GetCurrentGraphicsPipeline() const { return m_graphics_pipeline; }
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private:
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void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc,
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const TargetRectangle& targetPixelRc, const void* data);
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@ -165,7 +163,6 @@ private:
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void ApplyBlendingState(const BlendingState state, bool force = false);
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void ApplyRasterizationState(const RasterizationState state, bool force = false);
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void ApplyDepthState(const DepthState state, bool force = false);
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void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
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std::unique_ptr<GLContext> m_main_gl_context;
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std::array<const AbstractTexture*, 8> m_bound_textures{};
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@ -19,6 +19,8 @@ public:
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static std::unique_ptr<StreamBuffer> Create(u32 type, u32 size);
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virtual ~StreamBuffer();
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u32 GetCurrentOffset() const { return m_iterator; }
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/* This mapping function will return a pair of:
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* - the pointer to the mapped buffer
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* - the offset into the real GPU buffer (always multiple of stride)
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@ -15,6 +15,7 @@
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#include "Common/StringUtil.h"
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#include "VideoBackends/OGL/BoundingBox.h"
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#include "VideoBackends/OGL/OGLPipeline.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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@ -31,11 +32,6 @@ namespace OGL
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const u32 MAX_IBUFFER_SIZE = 2 * 1024 * 1024;
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const u32 MAX_VBUFFER_SIZE = 32 * 1024 * 1024;
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static std::unique_ptr<StreamBuffer> s_vertexBuffer;
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static std::unique_ptr<StreamBuffer> s_indexBuffer;
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static size_t s_baseVertex;
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static size_t s_index_offset;
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VertexManager::VertexManager() : m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE)
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{
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CreateDeviceObjects();
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@ -48,58 +44,45 @@ VertexManager::~VertexManager()
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void VertexManager::CreateDeviceObjects()
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{
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s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
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m_vertex_buffers = s_vertexBuffer->m_buffer;
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s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
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m_index_buffers = s_indexBuffer->m_buffer;
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m_vertex_buffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
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m_index_buffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
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}
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void VertexManager::DestroyDeviceObjects()
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{
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s_vertexBuffer.reset();
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s_indexBuffer.reset();
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m_vertex_buffer.reset();
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m_index_buffer.reset();
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}
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StreamBuffer* VertexManager::GetVertexBuffer() const
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void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
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{
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return s_vertexBuffer.get();
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}
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OGL::StreamBuffer* VertexManager::GetIndexBuffer() const
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{
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return s_indexBuffer.get();
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ProgramShaderCache::InvalidateConstants();
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ProgramShaderCache::UploadConstants(uniforms, uniforms_size);
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}
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GLuint VertexManager::GetVertexBufferHandle() const
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{
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return m_vertex_buffers;
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return m_vertex_buffer->m_buffer;
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}
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GLuint VertexManager::GetIndexBufferHandle() const
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{
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return m_index_buffers;
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return m_index_buffer->m_buffer;
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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static void CheckBufferBinding()
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{
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u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
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// The index buffer is part of the VAO state, therefore we need to bind it first.
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const GLVertexFormat* vertex_format =
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static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
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ProgramShaderCache::BindVertexFormat(vertex_format);
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s_vertexBuffer->Unmap(vertex_data_size);
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s_indexBuffer->Unmap(index_data_size);
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
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if (!ProgramShaderCache::IsValidVertexFormatBound())
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{
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ProgramShaderCache::BindVertexFormat(
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static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat()));
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}
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}
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void VertexManager::ResetBuffer(u32 stride)
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void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
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{
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if (m_cull_all)
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if (cull_all)
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{
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// This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
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m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_v_buffer.data();
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@ -109,68 +92,41 @@ void VertexManager::ResetBuffer(u32 stride)
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}
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else
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{
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// The index buffer is part of the VAO state, therefore we need to bind it first.
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const GLVertexFormat* vertex_format =
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static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
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ProgramShaderCache::BindVertexFormat(vertex_format);
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CheckBufferBinding();
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auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride);
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auto buffer = m_vertex_buffer->Map(MAXVBUFFERSIZE, vertex_stride);
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m_cur_buffer_pointer = m_base_buffer_pointer = buffer.first;
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m_end_buffer_pointer = buffer.first + MAXVBUFFERSIZE;
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s_baseVertex = buffer.second / stride;
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buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16));
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buffer = m_index_buffer->Map(MAXIBUFFERSIZE * sizeof(u16));
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IndexGenerator::Start((u16*)buffer.first);
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s_index_offset = buffer.second;
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}
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}
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void VertexManager::Draw(u32 stride)
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void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
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u32* out_base_vertex, u32* out_base_index)
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{
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u32 index_size = IndexGenerator::GetIndexLen();
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u32 max_index = IndexGenerator::GetNumVerts();
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GLenum primitive_mode = 0;
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u32 vertex_data_size = num_vertices * vertex_stride;
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u32 index_data_size = num_indices * sizeof(u16);
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switch (m_current_primitive_type)
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{
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case PrimitiveType::Points:
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primitive_mode = GL_POINTS;
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break;
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case PrimitiveType::Lines:
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primitive_mode = GL_LINES;
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break;
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case PrimitiveType::Triangles:
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primitive_mode = GL_TRIANGLES;
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break;
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case PrimitiveType::TriangleStrip:
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primitive_mode = GL_TRIANGLE_STRIP;
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break;
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}
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*out_base_vertex = vertex_stride > 0 ? (m_vertex_buffer->GetCurrentOffset() / vertex_stride) : 0;
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*out_base_index = m_index_buffer->GetCurrentOffset() / sizeof(u16);
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if (g_ogl_config.bSupportsGLBaseVertex)
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{
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glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT,
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(u8*)nullptr + s_index_offset, (GLint)s_baseVertex);
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}
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else
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{
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glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT,
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(u8*)nullptr + s_index_offset);
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}
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CheckBufferBinding();
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m_vertex_buffer->Unmap(vertex_data_size);
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m_index_buffer->Unmap(index_data_size);
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INCSTAT(stats.thisFrame.numDrawCalls);
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
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}
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void VertexManager::vFlush()
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void VertexManager::UploadConstants()
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{
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GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat();
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u32 stride = nativeVertexFmt->GetVertexStride();
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PrepareDrawBuffers(stride);
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// upload global constants
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ProgramShaderCache::UploadConstants();
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}
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void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
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{
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if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
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{
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glEnable(GL_STENCIL_TEST);
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@ -178,8 +134,8 @@ void VertexManager::vFlush()
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if (m_current_pipeline_object)
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{
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g_renderer->SetPipeline(m_current_pipeline_object);
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Draw(stride);
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static_cast<Renderer*>(g_renderer.get())->SetPipeline(m_current_pipeline_object);
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static_cast<Renderer*>(g_renderer.get())->DrawIndexed(base_index, num_indices, base_vertex);
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}
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if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
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@ -191,5 +147,4 @@ void VertexManager::vFlush()
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g_Config.iSaveTargetId++;
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ClearEFBCache();
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}
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} // namespace
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} // namespace OGL
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@ -35,27 +35,26 @@ public:
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std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
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StreamBuffer* GetVertexBuffer() const;
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StreamBuffer* GetIndexBuffer() const;
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GLuint GetVertexBufferHandle() const;
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GLuint GetIndexBufferHandle() const;
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protected:
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void ResetBuffer(u32 stride) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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void ResetBuffer(u32 vertex_stride, bool cull_all) override;
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void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
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u32* out_base_index) override;
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void UploadConstants() override;
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void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
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private:
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void Draw(u32 stride);
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void vFlush() override;
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void PrepareDrawBuffers(u32 stride);
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GLuint m_vertex_buffers;
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GLuint m_index_buffers;
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std::unique_ptr<StreamBuffer> m_vertex_buffer;
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std::unique_ptr<StreamBuffer> m_index_buffer;
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// Alternative buffers in CPU memory for primatives we are going to discard.
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std::vector<u8> m_cpu_v_buffer;
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std::vector<u16> m_cpu_i_buffer;
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};
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}
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} // namespace OGL
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