Move most backend functionality to VideoCommon

This commit is contained in:
Stenzek
2019-02-15 11:59:50 +10:00
parent 933f3ba008
commit f039149198
182 changed files with 8334 additions and 15917 deletions

View File

@ -9,17 +9,14 @@
#include <string>
#include <vector>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/GL/GLExtensions/GLExtensions.h"
#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"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/Statistics.h"
@ -28,38 +25,127 @@
namespace OGL
{
// This are the initially requested size for the buffers expressed in bytes
const u32 MAX_IBUFFER_SIZE = 2 * 1024 * 1024;
const u32 MAX_VBUFFER_SIZE = 32 * 1024 * 1024;
VertexManager::VertexManager() : m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE)
static void CheckBufferBinding()
{
CreateDeviceObjects();
// The index buffer is part of the VAO state, therefore we need to bind it first.
if (!ProgramShaderCache::IsValidVertexFormatBound())
{
ProgramShaderCache::BindVertexFormat(
static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat()));
}
}
VertexManager::VertexManager() = default;
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
}
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
{
glDeleteTextures(static_cast<GLsizei>(m_texel_buffer_views.size()),
m_texel_buffer_views.data());
}
void VertexManager::CreateDeviceObjects()
{
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()
{
m_vertex_buffer.reset();
// VAO must be found when destroying the index buffer.
CheckBufferBinding();
m_texel_buffer.reset();
m_index_buffer.reset();
m_vertex_buffer.reset();
}
bool VertexManager::Initialize()
{
if (!VertexManagerBase::Initialize())
return false;
m_vertex_buffer = StreamBuffer::Create(GL_ARRAY_BUFFER, VERTEX_STREAM_BUFFER_SIZE);
m_index_buffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, INDEX_STREAM_BUFFER_SIZE);
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
{
// The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates is 65KB, we are asking for a 1MB
// buffer here. This buffer is also used as storage for undecoded textures when compute shader
// texture decoding is enabled, in which case the requested size is 32MB.
GLint max_buffer_size;
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size);
m_texel_buffer = StreamBuffer::Create(
GL_TEXTURE_BUFFER, std::min(max_buffer_size, static_cast<GLint>(TEXEL_STREAM_BUFFER_SIZE)));
// Allocate texture views backed by buffer.
static constexpr std::array<std::pair<TexelBufferFormat, GLenum>, NUM_TEXEL_BUFFER_FORMATS>
format_mapping = {{
{TEXEL_BUFFER_FORMAT_R8_UINT, GL_R8UI},
{TEXEL_BUFFER_FORMAT_R16_UINT, GL_R16UI},
{TEXEL_BUFFER_FORMAT_RGBA8_UINT, GL_RGBA8},
{TEXEL_BUFFER_FORMAT_R32G32_UINT, GL_RG32UI},
}};
glGenTextures(static_cast<GLsizei>(m_texel_buffer_views.size()), m_texel_buffer_views.data());
glActiveTexture(GL_MUTABLE_TEXTURE_INDEX);
for (const auto& it : format_mapping)
{
glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[it.first]);
glTexBuffer(GL_TEXTURE_BUFFER, it.second, m_texel_buffer->GetGLBufferId());
}
}
return true;
}
void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
ProgramShaderCache::InvalidateConstants();
InvalidateConstants();
ProgramShaderCache::UploadConstants(uniforms, uniforms_size);
}
bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
u32* out_offset)
{
if (data_size > m_texel_buffer->GetSize())
return false;
const u32 elem_size = GetTexelBufferElementSize(format);
const auto dst = m_texel_buffer->Map(data_size, elem_size);
std::memcpy(dst.first, data, data_size);
ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
*out_offset = dst.second / elem_size;
m_texel_buffer->Unmap(data_size);
// Bind the correct view to the texel buffer slot.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast<u32>(format)]);
Renderer::GetInstance()->InvalidateTextureBinding(0);
return true;
}
bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
u32* out_offset, const void* palette_data, u32 palette_size,
TexelBufferFormat palette_format, u32* out_palette_offset)
{
const u32 elem_size = GetTexelBufferElementSize(format);
const u32 palette_elem_size = GetTexelBufferElementSize(palette_format);
const u32 reserve_size = data_size + palette_size + palette_elem_size;
if (reserve_size > m_texel_buffer->GetSize())
return false;
const auto dst = m_texel_buffer->Map(reserve_size, elem_size);
const u32 palette_byte_offset = Common::AlignUp(data_size, palette_elem_size);
std::memcpy(dst.first, data, data_size);
std::memcpy(dst.first + palette_byte_offset, palette_data, palette_size);
ADDSTAT(stats.thisFrame.bytesUniformStreamed, palette_byte_offset + palette_size);
*out_offset = dst.second / elem_size;
*out_palette_offset = (dst.second + palette_byte_offset) / palette_elem_size;
m_texel_buffer->Unmap(palette_byte_offset + palette_size);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast<u32>(format)]);
Renderer::GetInstance()->InvalidateTextureBinding(0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast<u32>(palette_format)]);
Renderer::GetInstance()->InvalidateTextureBinding(1);
return true;
}
GLuint VertexManager::GetVertexBufferHandle() const
{
return m_vertex_buffer->m_buffer;
@ -70,37 +156,16 @@ GLuint VertexManager::GetIndexBufferHandle() const
return m_index_buffer->m_buffer;
}
static void CheckBufferBinding()
void VertexManager::ResetBuffer(u32 vertex_stride)
{
// The index buffer is part of the VAO state, therefore we need to bind it first.
if (!ProgramShaderCache::IsValidVertexFormatBound())
{
ProgramShaderCache::BindVertexFormat(
static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat()));
}
}
CheckBufferBinding();
void VertexManager::ResetBuffer(u32 vertex_stride, bool 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();
m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_v_buffer.size();
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;
IndexGenerator::Start((u16*)m_cpu_i_buffer.data());
}
else
{
CheckBufferBinding();
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;
buffer = m_index_buffer->Map(MAXIBUFFERSIZE * sizeof(u16));
IndexGenerator::Start((u16*)buffer.first);
}
buffer = m_index_buffer->Map(MAXIBUFFERSIZE * sizeof(u16));
IndexGenerator::Start((u16*)buffer.first);
}
void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
@ -120,31 +185,8 @@ void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_in
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
}
void VertexManager::UploadConstants()
void VertexManager::UploadUniforms()
{
ProgramShaderCache::UploadConstants();
}
void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
{
glEnable(GL_STENCIL_TEST);
}
if (m_current_pipeline_object)
{
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())
{
OGL::BoundingBox::StencilWasUpdated();
glDisable(GL_STENCIL_TEST);
}
g_Config.iSaveTargetId++;
ClearEFBCache();
}
} // namespace OGL