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gl_rasterizer: Fix vertex and index data invalidations

This commit is contained in:
ReinUsesLisp 2019-06-20 03:44:06 -03:00
parent 1fa21fa192
commit 9cdc576f60
4 changed files with 67 additions and 8 deletions

View File

@ -198,8 +198,7 @@ void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) {
const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size); const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size);
// Bind the vertex array to the buffer at the current offset. // Bind the vertex array to the buffer at the current offset.
// FIXME(Rodrigo): This dereferenced pointer might be invalidated in future uploads. vertex_array_pushbuffer.SetVertexBuffer(index, vertex_buffer, vertex_buffer_offset,
glVertexArrayVertexBuffer(vao, index, *vertex_buffer, vertex_buffer_offset,
vertex_array.stride); vertex_array.stride);
if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) { if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
@ -214,7 +213,7 @@ void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) {
gpu.dirty_flags.vertex_array.reset(); gpu.dirty_flags.vertex_array.reset();
} }
GLintptr RasterizerOpenGL::SetupIndexBuffer(GLuint vao) { GLintptr RasterizerOpenGL::SetupIndexBuffer() {
if (accelerate_draw != AccelDraw::Indexed) { if (accelerate_draw != AccelDraw::Indexed) {
return 0; return 0;
} }
@ -222,8 +221,7 @@ GLintptr RasterizerOpenGL::SetupIndexBuffer(GLuint vao) {
const auto& regs = system.GPU().Maxwell3D().regs; const auto& regs = system.GPU().Maxwell3D().regs;
const std::size_t size = CalculateIndexBufferSize(); const std::size_t size = CalculateIndexBufferSize();
const auto [buffer, offset] = buffer_cache.UploadMemory(regs.index_array.IndexStart(), size); const auto [buffer, offset] = buffer_cache.UploadMemory(regs.index_array.IndexStart(), size);
// FIXME(Rodrigo): This dereferenced pointer might be invalidated in future uploads. vertex_array_pushbuffer.SetIndexBuffer(buffer);
glVertexArrayElementBuffer(vao, *buffer);
return offset; return offset;
} }
@ -644,10 +642,11 @@ void RasterizerOpenGL::DrawArrays() {
// Prepare vertex array format. // Prepare vertex array format.
const GLuint vao = SetupVertexFormat(); const GLuint vao = SetupVertexFormat();
vertex_array_pushbuffer.Setup(vao);
// Upload vertex and index data. // Upload vertex and index data.
SetupVertexBuffer(vao); SetupVertexBuffer(vao);
const GLintptr index_buffer_offset = SetupIndexBuffer(vao); const GLintptr index_buffer_offset = SetupIndexBuffer();
// Setup draw parameters. It will automatically choose what glDraw* method to use. // Setup draw parameters. It will automatically choose what glDraw* method to use.
const DrawParameters params = SetupDraw(index_buffer_offset); const DrawParameters params = SetupDraw(index_buffer_offset);
@ -667,6 +666,7 @@ void RasterizerOpenGL::DrawArrays() {
const bool invalidate = buffer_cache.Unmap(); const bool invalidate = buffer_cache.Unmap();
// Now that we are no longer uploading data, we can safely bind the buffers to OpenGL. // Now that we are no longer uploading data, we can safely bind the buffers to OpenGL.
vertex_array_pushbuffer.Bind();
bind_ubo_pushbuffer.Bind(); bind_ubo_pushbuffer.Bind();
bind_ssbo_pushbuffer.Bind(); bind_ssbo_pushbuffer.Bind();

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@ -207,6 +207,7 @@ private:
static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024; static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
OGLBufferCache buffer_cache; OGLBufferCache buffer_cache;
VertexArrayPushBuffer vertex_array_pushbuffer;
BindBuffersRangePushBuffer bind_ubo_pushbuffer{GL_UNIFORM_BUFFER}; BindBuffersRangePushBuffer bind_ubo_pushbuffer{GL_UNIFORM_BUFFER};
BindBuffersRangePushBuffer bind_ssbo_pushbuffer{GL_SHADER_STORAGE_BUFFER}; BindBuffersRangePushBuffer bind_ssbo_pushbuffer{GL_SHADER_STORAGE_BUFFER};
@ -219,7 +220,7 @@ private:
void SetupVertexBuffer(GLuint vao); void SetupVertexBuffer(GLuint vao);
GLintptr SetupIndexBuffer(GLuint vao); GLintptr SetupIndexBuffer();
DrawParameters SetupDraw(GLintptr index_buffer_offset); DrawParameters SetupDraw(GLintptr index_buffer_offset);

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@ -13,6 +13,37 @@
namespace OpenGL { namespace OpenGL {
VertexArrayPushBuffer::VertexArrayPushBuffer() = default;
VertexArrayPushBuffer::~VertexArrayPushBuffer() = default;
void VertexArrayPushBuffer::Setup(GLuint vao_) {
vao = vao_;
index_buffer = nullptr;
vertex_buffers.clear();
}
void VertexArrayPushBuffer::SetIndexBuffer(const GLuint* buffer) {
index_buffer = buffer;
}
void VertexArrayPushBuffer::SetVertexBuffer(GLuint binding_index, const GLuint* buffer,
GLintptr offset, GLsizei stride) {
vertex_buffers.push_back(Entry{binding_index, buffer, offset, stride});
}
void VertexArrayPushBuffer::Bind() {
if (index_buffer) {
glVertexArrayElementBuffer(vao, *index_buffer);
}
// TODO(Rodrigo): Find a way to ARB_multi_bind this
for (const auto& entry : vertex_buffers) {
glVertexArrayVertexBuffer(vao, entry.binding_index, *entry.buffer, entry.offset,
entry.stride);
}
}
BindBuffersRangePushBuffer::BindBuffersRangePushBuffer(GLenum target) : target{target} {} BindBuffersRangePushBuffer::BindBuffersRangePushBuffer(GLenum target) : target{target} {}
BindBuffersRangePushBuffer::~BindBuffersRangePushBuffer() = default; BindBuffersRangePushBuffer::~BindBuffersRangePushBuffer() = default;

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@ -11,6 +11,33 @@
namespace OpenGL { namespace OpenGL {
class VertexArrayPushBuffer final {
public:
explicit VertexArrayPushBuffer();
~VertexArrayPushBuffer();
void Setup(GLuint vao_);
void SetIndexBuffer(const GLuint* buffer);
void SetVertexBuffer(GLuint binding_index, const GLuint* buffer, GLintptr offset,
GLsizei stride);
void Bind();
private:
struct Entry {
GLuint binding_index{};
const GLuint* buffer{};
GLintptr offset{};
GLsizei stride{};
};
GLuint vao{};
const GLuint* index_buffer{};
std::vector<Entry> vertex_buffers;
};
class BindBuffersRangePushBuffer final { class BindBuffersRangePushBuffer final {
public: public:
explicit BindBuffersRangePushBuffer(GLenum target); explicit BindBuffersRangePushBuffer(GLenum target);