dolphin/Source/Core/VideoBackends/OGL/OGLStreamBuffer.cpp
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

395 lines
13 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/OGL/OGLStreamBuffer.h"
#include "Common/Align.h"
#include "Common/GL/GLUtil.h"
#include "Common/MathUtil.h"
#include "Common/MemoryUtil.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/OnScreenDisplay.h"
namespace OGL
{
// moved out of constructor, so m_buffer is allowed to be const
static u32 GenBuffer()
{
u32 id;
glGenBuffers(1, &id);
return id;
}
StreamBuffer::StreamBuffer(u32 type, u32 size)
: m_buffer(GenBuffer()), m_buffertype(type), m_size(MathUtil::NextPowerOf2(size)),
m_bit_per_slot(IntLog2(MathUtil::NextPowerOf2(size) / SYNC_POINTS))
{
m_iterator = 0;
m_used_iterator = 0;
m_free_iterator = 0;
}
StreamBuffer::~StreamBuffer()
{
glDeleteBuffers(1, &m_buffer);
}
/* Shared synchronization code for ring buffers
*
* The next three functions are to create/delete/use the OpenGL synchronization.
* ARB_sync (OpenGL 3.2) is used and required.
*
* To reduce overhead, the complete buffer is splitted up into SYNC_POINTS chunks.
* For each of this chunks, there is a fence which checks if this chunk is still in use.
*
* As our API allows to alloc more memory then it has to use, we have to catch how much is already
* written.
*
* m_iterator - writing position
* m_free_iterator - last position checked if free
* m_used_iterator - last position known to be written
*
* So on alloc, we have to wait for all slots between m_free_iterator and m_iterator (and set
* m_free_iterator to m_iterator afterwards).
*
* We also assume that this buffer is accessed by the GPU between the Unmap and Map function,
* so we may create the fences on the start of mapping.
* Some here, new fences for the chunks between m_used_iterator and m_iterator (also update
* m_used_iterator).
*
* As ring buffers have an ugly behavior on rollover, have fun to read this code ;)
*/
void StreamBuffer::CreateFences()
{
for (int i = 0; i < SYNC_POINTS; i++)
{
m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
}
void StreamBuffer::DeleteFences()
{
for (int i = Slot(m_free_iterator) + 1; i < SYNC_POINTS; i++)
{
glDeleteSync(m_fences[i]);
}
for (int i = 0; i < Slot(m_iterator); i++)
{
glDeleteSync(m_fences[i]);
}
}
void StreamBuffer::AllocMemory(u32 size)
{
// insert waiting slots for used memory
for (int i = Slot(m_used_iterator); i < Slot(m_iterator); i++)
{
m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
m_used_iterator = m_iterator;
// wait for new slots to end of buffer
for (int i = Slot(m_free_iterator) + 1; i <= Slot(m_iterator + size) && i < SYNC_POINTS; i++)
{
glClientWaitSync(m_fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
glDeleteSync(m_fences[i]);
}
// If we allocate a large amount of memory (A), commit a smaller amount, then allocate memory
// smaller than allocation A, we will have already waited for these fences in A, but not used
// the space. In this case, don't set m_free_iterator to a position before that which we know
// is safe to use, which would result in waiting on the same fence(s) next time.
if ((m_iterator + size) > m_free_iterator)
m_free_iterator = m_iterator + size;
// if buffer is full
if (m_iterator + size >= m_size)
{
// insert waiting slots in unused space at the end of the buffer
for (int i = Slot(m_used_iterator); i < SYNC_POINTS; i++)
{
m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
// move to the start
m_used_iterator = m_iterator = 0; // offset 0 is always aligned
// wait for space at the start
for (int i = 0; i <= Slot(m_iterator + size); i++)
{
glClientWaitSync(m_fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
glDeleteSync(m_fences[i]);
}
m_free_iterator = m_iterator + size;
}
}
/* The usual way to stream data to the GPU.
* Described here: https://www.opengl.org/wiki/Buffer_Object_Streaming#Unsynchronized_buffer_mapping
* Just do unsync appends until the buffer is full.
* When it's full, orphan (alloc a new buffer and free the old one)
*
* As reallocation is an overhead, this method isn't as fast as it is known to be.
*/
class MapAndOrphan : public StreamBuffer
{
public:
MapAndOrphan(u32 type, u32 size) : StreamBuffer(type, size)
{
glBindBuffer(m_buffertype, m_buffer);
glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
}
~MapAndOrphan() {}
std::pair<u8*, u32> Map(u32 size) override
{
if (m_iterator + size >= m_size)
{
glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
m_iterator = 0;
}
u8* pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
GL_MAP_UNSYNCHRONIZED_BIT);
return std::make_pair(pointer, m_iterator);
}
void Unmap(u32 used_size) override
{
glFlushMappedBufferRange(m_buffertype, 0, used_size);
glUnmapBuffer(m_buffertype);
m_iterator += used_size;
}
};
/* A modified streaming way without reallocation
* This one fixes the reallocation overhead of the MapAndOrphan one.
* So it alloc a ring buffer on initialization.
* But with this limited resource, we have to care about the CPU-GPU distance.
* Else this fifo may overflow.
* So we had traded orphan vs syncing.
*/
class MapAndSync : public StreamBuffer
{
public:
MapAndSync(u32 type, u32 size) : StreamBuffer(type, size)
{
CreateFences();
glBindBuffer(m_buffertype, m_buffer);
glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
}
~MapAndSync() { DeleteFences(); }
std::pair<u8*, u32> Map(u32 size) override
{
AllocMemory(size);
u8* pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
GL_MAP_UNSYNCHRONIZED_BIT);
return std::make_pair(pointer, m_iterator);
}
void Unmap(u32 used_size) override
{
glFlushMappedBufferRange(m_buffertype, 0, used_size);
glUnmapBuffer(m_buffertype);
m_iterator += used_size;
}
};
/* Streaming fifo without mapping overhead.
* This one usually requires ARB_buffer_storage (OpenGL 4.4).
* And is usually not available on OpenGL3 GPUs.
*
* ARB_buffer_storage allows us to render from a mapped buffer.
* So we map it persistently in the initialization.
*
* Unsync mapping sounds like an easy task, but it isn't for threaded drivers.
* So every mapping on current close-source driver _will_ end in
* at least a round trip time between two threads.
*
* As persistently mapped buffer can't use orphaning, we also have to sync.
*/
class BufferStorage : public StreamBuffer
{
public:
BufferStorage(u32 type, u32 size, bool _coherent = true)
: StreamBuffer(type, size), coherent(_coherent)
{
CreateFences();
glBindBuffer(m_buffertype, m_buffer);
// PERSISTANT_BIT to make sure that the buffer can be used while mapped
// COHERENT_BIT is set so we don't have to use a MemoryBarrier on write
// CLIENT_STORAGE_BIT is set since we access the buffer more frequently on the client side then
// server side
glBufferStorage(m_buffertype, m_size, nullptr,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
(coherent ? GL_MAP_COHERENT_BIT : 0));
m_pointer =
(u8*)glMapBufferRange(m_buffertype, 0, m_size,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
(coherent ? GL_MAP_COHERENT_BIT : GL_MAP_FLUSH_EXPLICIT_BIT));
}
~BufferStorage()
{
DeleteFences();
glUnmapBuffer(m_buffertype);
glBindBuffer(m_buffertype, 0);
}
std::pair<u8*, u32> Map(u32 size) override
{
AllocMemory(size);
return std::make_pair(m_pointer + m_iterator, m_iterator);
}
void Unmap(u32 used_size) override
{
if (!coherent)
glFlushMappedBufferRange(m_buffertype, m_iterator, used_size);
m_iterator += used_size;
}
u8* m_pointer;
const bool coherent;
};
/* --- AMD only ---
* Another streaming fifo without mapping overhead.
* As we can't orphan without mapping, we have to sync.
*
* This one uses AMD_pinned_memory which is available on all AMD GPUs.
* OpenGL 4.4 drivers should use BufferStorage.
*/
class PinnedMemory : public StreamBuffer
{
public:
PinnedMemory(u32 type, u32 size) : StreamBuffer(type, size)
{
CreateFences();
m_pointer = static_cast<u8*>(Common::AllocateAlignedMemory(
Common::AlignUp(m_size, ALIGN_PINNED_MEMORY), ALIGN_PINNED_MEMORY));
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, m_buffer);
glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
Common::AlignUp(m_size, ALIGN_PINNED_MEMORY), m_pointer, GL_STREAM_COPY);
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
glBindBuffer(m_buffertype, m_buffer);
}
~PinnedMemory()
{
DeleteFences();
glBindBuffer(m_buffertype, 0);
glFinish(); // ogl pipeline must be flushed, else this buffer can be in use
Common::FreeAlignedMemory(m_pointer);
m_pointer = nullptr;
}
std::pair<u8*, u32> Map(u32 size) override
{
AllocMemory(size);
return std::make_pair(m_pointer + m_iterator, m_iterator);
}
void Unmap(u32 used_size) override { m_iterator += used_size; }
u8* m_pointer;
static const u32 ALIGN_PINNED_MEMORY = 4096;
};
/* Fifo based on the glBufferSubData call.
* As everything must be copied before glBufferSubData returns,
* an additional memcpy in the driver will be done.
* So this is a huge overhead, only use it if required.
*/
class BufferSubData : public StreamBuffer
{
public:
BufferSubData(u32 type, u32 size) : StreamBuffer(type, size)
{
glBindBuffer(m_buffertype, m_buffer);
glBufferData(m_buffertype, size, nullptr, GL_STATIC_DRAW);
m_pointer = new u8[m_size];
}
~BufferSubData() { delete[] m_pointer; }
std::pair<u8*, u32> Map(u32 size) override { return std::make_pair(m_pointer, 0); }
void Unmap(u32 used_size) override { glBufferSubData(m_buffertype, 0, used_size, m_pointer); }
u8* m_pointer;
};
/* Fifo based on the glBufferData call.
* Some trashy drivers stall in BufferSubData.
* So here we use glBufferData, which realloc this buffer every time.
* This may avoid stalls, but it is a bigger overhead than BufferSubData.
*/
class BufferData : public StreamBuffer
{
public:
BufferData(u32 type, u32 size) : StreamBuffer(type, size)
{
glBindBuffer(m_buffertype, m_buffer);
m_pointer = new u8[m_size];
}
~BufferData() { delete[] m_pointer; }
std::pair<u8*, u32> Map(u32 size) override { return std::make_pair(m_pointer, 0); }
void Unmap(u32 used_size) override
{
glBufferData(m_buffertype, used_size, m_pointer, GL_STREAM_DRAW);
}
u8* m_pointer;
};
// Chooses the best streaming method based on the supported extensions and known issues
std::unique_ptr<StreamBuffer> StreamBuffer::Create(u32 type, u32 size)
{
// without basevertex support, only streaming methods whith uploads everything to zero works fine:
if (!g_ogl_config.bSupportsGLBaseVertex)
{
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STREAM))
return std::make_unique<BufferSubData>(type, size);
// BufferData is by far the worst way, only use it if needed
return std::make_unique<BufferData>(type, size);
}
// Prefer the syncing buffers over the orphaning one
if (g_ogl_config.bSupportsGLSync)
{
// pinned memory is much faster than buffer storage on AMD cards
if (g_ogl_config.bSupportsGLPinnedMemory &&
!(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_PINNED_MEMORY)))
return std::make_unique<PinnedMemory>(type, size);
// buffer storage works well in most situations
if (g_ogl_config.bSupportsGLBufferStorage &&
!(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STORAGE) &&
type == GL_ARRAY_BUFFER) &&
!(DriverDetails::HasBug(DriverDetails::BUG_INTEL_BROKEN_BUFFER_STORAGE) &&
type == GL_ELEMENT_ARRAY_BUFFER))
return std::make_unique<BufferStorage>(type, size);
// don't fall back to MapAnd* for Nvidia drivers
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_UNSYNC_MAPPING))
{
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STREAM))
return std::make_unique<BufferData>(type, size);
else
return std::make_unique<BufferSubData>(type, size);
}
// mapping fallback
if (g_ogl_config.bSupportsGLSync)
return std::make_unique<MapAndSync>(type, size);
}
// default fallback, should work everywhere, but isn't the best way to do this job
return std::make_unique<MapAndOrphan>(type, size);
}
} // namespace OGL