Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.
This should help a bit with GPU performance once we're GPU-bound.
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d81aaa3ed3
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2a7653142d
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@ -197,8 +197,8 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders.
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u32 current_constbuffer_bindpoint = 0;
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// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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u32 current_constbuffer_bindpoint = uniform_buffers.size();
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u32 current_texture_bindpoint = 0;
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for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
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@ -608,27 +608,33 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint progr
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boost::optional<VAddr> addr = gpu.memory_manager->GpuToCpuAddress(buffer.address);
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std::vector<u8> data;
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size_t size = 0;
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if (used_buffer.IsIndirect()) {
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// Buffer is accessed indirectly, so upload the entire thing
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data.resize(buffer.size * sizeof(float));
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size = buffer.size * sizeof(float);
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} else {
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// Buffer is accessed directly, upload just what we use
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data.resize(used_buffer.GetSize() * sizeof(float));
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size = used_buffer.GetSize() * sizeof(float);
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}
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// Align the actual size so it ends up being a multiple of vec4 to meet the OpenGL std140
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// UBO alignment requirements.
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size = Common::AlignUp(size, sizeof(GLvec4));
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ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
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std::vector<u8> data(size);
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Memory::ReadBlock(*addr, data.data(), data.size());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glBindBuffer(GL_UNIFORM_BUFFER, buffer_draw_state.ssbo);
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glBufferData(GL_UNIFORM_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// Now configure the bindpoint of the buffer inside the shader
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std::string buffer_name = used_buffer.GetName();
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GLuint index =
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glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, buffer_name.c_str());
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GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
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if (index != -1)
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glShaderStorageBlockBinding(program, index, buffer_draw_state.bindpoint);
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glUniformBlockBinding(program, index, buffer_draw_state.bindpoint);
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}
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state.Apply();
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@ -54,6 +54,11 @@ public:
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OGLShader shader;
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};
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/// Maximum supported size that a constbuffer can have in bytes.
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static constexpr size_t MaxConstbufferSize = 0x1000;
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static_assert(MaxConstbufferSize % sizeof(GLvec4) == 0,
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"The maximum size of a constbuffer must be a multiple of the size of GLvec4");
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private:
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class SamplerInfo {
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public:
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@ -9,6 +9,7 @@
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "video_core/engines/shader_bytecode.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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namespace GLShader {
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@ -366,7 +367,8 @@ public:
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/// Generates code representing a uniform (C buffer) register, interpreted as the input type.
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std::string GetUniform(u64 index, u64 offset, GLSLRegister::Type type) {
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declr_const_buffers[index].MarkAsUsed(index, offset, stage);
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std::string value = 'c' + std::to_string(index) + '[' + std::to_string(offset) + ']';
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std::string value = 'c' + std::to_string(index) + '[' + std::to_string(offset / 4) + "][" +
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std::to_string(offset % 4) + ']';
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if (type == GLSLRegister::Type::Float) {
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return value;
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@ -380,8 +382,12 @@ public:
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std::string GetUniformIndirect(u64 index, s64 offset, const Register& index_reg,
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GLSLRegister::Type type) {
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declr_const_buffers[index].MarkAsUsedIndirect(index, stage);
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std::string value = 'c' + std::to_string(index) + "[(floatBitsToInt(" +
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GetRegister(index_reg, 0) + ") + " + std::to_string(offset) + ") / 4]";
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std::string final_offset = "((floatBitsToInt(" + GetRegister(index_reg, 0) + ") + " +
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std::to_string(offset) + ") / 4)";
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std::string value =
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'c' + std::to_string(index) + '[' + final_offset + " / 4][" + final_offset + " % 4]";
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if (type == GLSLRegister::Type::Float) {
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return value;
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@ -423,9 +429,10 @@ public:
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unsigned const_buffer_layout = 0;
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for (const auto& entry : GetConstBuffersDeclarations()) {
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declarations.AddLine("layout(std430) buffer " + entry.GetName());
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declarations.AddLine("layout(std140) uniform " + entry.GetName());
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declarations.AddLine('{');
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declarations.AddLine(" float c" + std::to_string(entry.GetIndex()) + "[];");
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declarations.AddLine(" vec4 c" + std::to_string(entry.GetIndex()) +
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"[MAX_CONSTBUFFER_ELEMENTS];");
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declarations.AddLine("};");
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declarations.AddNewLine();
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++const_buffer_layout;
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@ -1611,7 +1618,10 @@ private:
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}; // namespace Decompiler
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std::string GetCommonDeclarations() {
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return "bool exec_shader();";
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std::string declarations = "bool exec_shader();\n";
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declarations += "#define MAX_CONSTBUFFER_ELEMENTS " +
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std::to_string(RasterizerOpenGL::MaxConstbufferSize / (sizeof(GLvec4)));
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return declarations;
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}
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boost::optional<ProgramResult> DecompileProgram(const ProgramCode& program_code, u32 main_offset,
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@ -223,7 +223,7 @@ void OpenGLState::Apply() const {
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if (current.enabled != new_state.enabled || current.bindpoint != new_state.bindpoint ||
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current.ssbo != new_state.ssbo) {
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if (new_state.enabled) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, new_state.bindpoint, new_state.ssbo);
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glBindBufferBase(GL_UNIFORM_BUFFER, new_state.bindpoint, new_state.ssbo);
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}
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}
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}
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