Use main buffers for utility draws

This commit is contained in:
Stenzek
2018-11-27 17:16:53 +10:00
parent 5ca18ff04e
commit 7afd5cc2fb
32 changed files with 533 additions and 681 deletions

View File

@ -15,6 +15,7 @@
#include "Common/StringUtil.h"
#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/OGLPipeline.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/StreamBuffer.h"
@ -31,11 +32,6 @@ namespace OGL
const u32 MAX_IBUFFER_SIZE = 2 * 1024 * 1024;
const u32 MAX_VBUFFER_SIZE = 32 * 1024 * 1024;
static std::unique_ptr<StreamBuffer> s_vertexBuffer;
static std::unique_ptr<StreamBuffer> s_indexBuffer;
static size_t s_baseVertex;
static size_t s_index_offset;
VertexManager::VertexManager() : m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE)
{
CreateDeviceObjects();
@ -48,58 +44,45 @@ VertexManager::~VertexManager()
void VertexManager::CreateDeviceObjects()
{
s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
m_vertex_buffers = s_vertexBuffer->m_buffer;
s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
m_index_buffers = s_indexBuffer->m_buffer;
m_vertex_buffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
m_index_buffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
}
void VertexManager::DestroyDeviceObjects()
{
s_vertexBuffer.reset();
s_indexBuffer.reset();
m_vertex_buffer.reset();
m_index_buffer.reset();
}
StreamBuffer* VertexManager::GetVertexBuffer() const
void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
return s_vertexBuffer.get();
}
OGL::StreamBuffer* VertexManager::GetIndexBuffer() const
{
return s_indexBuffer.get();
ProgramShaderCache::InvalidateConstants();
ProgramShaderCache::UploadConstants(uniforms, uniforms_size);
}
GLuint VertexManager::GetVertexBufferHandle() const
{
return m_vertex_buffers;
return m_vertex_buffer->m_buffer;
}
GLuint VertexManager::GetIndexBufferHandle() const
{
return m_index_buffers;
return m_index_buffer->m_buffer;
}
void VertexManager::PrepareDrawBuffers(u32 stride)
static void CheckBufferBinding()
{
u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
// The index buffer is part of the VAO state, therefore we need to bind it first.
const GLVertexFormat* vertex_format =
static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
ProgramShaderCache::BindVertexFormat(vertex_format);
s_vertexBuffer->Unmap(vertex_data_size);
s_indexBuffer->Unmap(index_data_size);
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
if (!ProgramShaderCache::IsValidVertexFormatBound())
{
ProgramShaderCache::BindVertexFormat(
static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat()));
}
}
void VertexManager::ResetBuffer(u32 stride)
void VertexManager::ResetBuffer(u32 vertex_stride, bool cull_all)
{
if (m_cull_all)
if (cull_all)
{
// This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_v_buffer.data();
@ -109,68 +92,41 @@ void VertexManager::ResetBuffer(u32 stride)
}
else
{
// The index buffer is part of the VAO state, therefore we need to bind it first.
const GLVertexFormat* vertex_format =
static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
ProgramShaderCache::BindVertexFormat(vertex_format);
CheckBufferBinding();
auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride);
auto buffer = m_vertex_buffer->Map(MAXVBUFFERSIZE, vertex_stride);
m_cur_buffer_pointer = m_base_buffer_pointer = buffer.first;
m_end_buffer_pointer = buffer.first + MAXVBUFFERSIZE;
s_baseVertex = buffer.second / stride;
buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16));
buffer = m_index_buffer->Map(MAXIBUFFERSIZE * sizeof(u16));
IndexGenerator::Start((u16*)buffer.first);
s_index_offset = buffer.second;
}
}
void VertexManager::Draw(u32 stride)
void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{
u32 index_size = IndexGenerator::GetIndexLen();
u32 max_index = IndexGenerator::GetNumVerts();
GLenum primitive_mode = 0;
u32 vertex_data_size = num_vertices * vertex_stride;
u32 index_data_size = num_indices * sizeof(u16);
switch (m_current_primitive_type)
{
case PrimitiveType::Points:
primitive_mode = GL_POINTS;
break;
case PrimitiveType::Lines:
primitive_mode = GL_LINES;
break;
case PrimitiveType::Triangles:
primitive_mode = GL_TRIANGLES;
break;
case PrimitiveType::TriangleStrip:
primitive_mode = GL_TRIANGLE_STRIP;
break;
}
*out_base_vertex = vertex_stride > 0 ? (m_vertex_buffer->GetCurrentOffset() / vertex_stride) : 0;
*out_base_index = m_index_buffer->GetCurrentOffset() / sizeof(u16);
if (g_ogl_config.bSupportsGLBaseVertex)
{
glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT,
(u8*)nullptr + s_index_offset, (GLint)s_baseVertex);
}
else
{
glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT,
(u8*)nullptr + s_index_offset);
}
CheckBufferBinding();
m_vertex_buffer->Unmap(vertex_data_size);
m_index_buffer->Unmap(index_data_size);
INCSTAT(stats.thisFrame.numDrawCalls);
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
}
void VertexManager::vFlush()
void VertexManager::UploadConstants()
{
GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat();
u32 stride = nativeVertexFmt->GetVertexStride();
PrepareDrawBuffers(stride);
// upload global constants
ProgramShaderCache::UploadConstants();
}
void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
{
glEnable(GL_STENCIL_TEST);
@ -178,8 +134,8 @@ void VertexManager::vFlush()
if (m_current_pipeline_object)
{
g_renderer->SetPipeline(m_current_pipeline_object);
Draw(stride);
static_cast<Renderer*>(g_renderer.get())->SetPipeline(m_current_pipeline_object);
static_cast<Renderer*>(g_renderer.get())->DrawIndexed(base_index, num_indices, base_vertex);
}
if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
@ -191,5 +147,4 @@ void VertexManager::vFlush()
g_Config.iSaveTargetId++;
ClearEFBCache();
}
} // namespace
} // namespace OGL