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Merge pull request #12411 from ameerj/gl-nv-tfb-fixups

gl_buffer_cache: Reintroduce NV_vertex_buffer_unified_memory
This commit is contained in:
liamwhite 2023-12-19 18:36:50 -05:00 committed by GitHub
commit 6a1fa9bb17
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6 changed files with 68 additions and 14 deletions

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@ -58,6 +58,9 @@ Buffer::Buffer(BufferCacheRuntime& runtime, VideoCore::RasterizerInterface& rast
glObjectLabel(GL_BUFFER, buffer.handle, static_cast<GLsizei>(name.size()), name.data()); glObjectLabel(GL_BUFFER, buffer.handle, static_cast<GLsizei>(name.size()), name.data());
} }
glNamedBufferData(buffer.handle, SizeBytes(), nullptr, GL_DYNAMIC_DRAW); glNamedBufferData(buffer.handle, SizeBytes(), nullptr, GL_DYNAMIC_DRAW);
if (runtime.has_unified_vertex_buffers) {
glGetNamedBufferParameterui64vNV(buffer.handle, GL_BUFFER_GPU_ADDRESS_NV, &address);
}
} }
void Buffer::ImmediateUpload(size_t offset, std::span<const u8> data) noexcept { void Buffer::ImmediateUpload(size_t offset, std::span<const u8> data) noexcept {
@ -109,6 +112,7 @@ BufferCacheRuntime::BufferCacheRuntime(const Device& device_,
: device{device_}, staging_buffer_pool{staging_buffer_pool_}, : device{device_}, staging_buffer_pool{staging_buffer_pool_},
has_fast_buffer_sub_data{device.HasFastBufferSubData()}, has_fast_buffer_sub_data{device.HasFastBufferSubData()},
use_assembly_shaders{device.UseAssemblyShaders()}, use_assembly_shaders{device.UseAssemblyShaders()},
has_unified_vertex_buffers{device.HasVertexBufferUnifiedMemory()},
stream_buffer{has_fast_buffer_sub_data ? std::nullopt : std::make_optional<StreamBuffer>()} { stream_buffer{has_fast_buffer_sub_data ? std::nullopt : std::make_optional<StreamBuffer>()} {
GLint gl_max_attributes; GLint gl_max_attributes;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &gl_max_attributes); glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &gl_max_attributes);
@ -210,8 +214,14 @@ void BufferCacheRuntime::ClearBuffer(Buffer& dest_buffer, u32 offset, size_t siz
} }
void BufferCacheRuntime::BindIndexBuffer(Buffer& buffer, u32 offset, u32 size) { void BufferCacheRuntime::BindIndexBuffer(Buffer& buffer, u32 offset, u32 size) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle()); if (has_unified_vertex_buffers) {
index_buffer_offset = offset; buffer.MakeResident(GL_READ_ONLY);
glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV, 0, buffer.HostGpuAddr() + offset,
static_cast<GLsizeiptr>(Common::AlignUp(size, 4)));
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle());
index_buffer_offset = offset;
}
} }
void BufferCacheRuntime::BindVertexBuffer(u32 index, Buffer& buffer, u32 offset, u32 size, void BufferCacheRuntime::BindVertexBuffer(u32 index, Buffer& buffer, u32 offset, u32 size,
@ -219,8 +229,15 @@ void BufferCacheRuntime::BindVertexBuffer(u32 index, Buffer& buffer, u32 offset,
if (index >= max_attributes) { if (index >= max_attributes) {
return; return;
} }
glBindVertexBuffer(index, buffer.Handle(), static_cast<GLintptr>(offset), if (has_unified_vertex_buffers) {
static_cast<GLsizei>(stride)); buffer.MakeResident(GL_READ_ONLY);
glBindVertexBuffer(index, 0, 0, static_cast<GLsizei>(stride));
glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, index,
buffer.HostGpuAddr() + offset, static_cast<GLsizeiptr>(size));
} else {
glBindVertexBuffer(index, buffer.Handle(), static_cast<GLintptr>(offset),
static_cast<GLsizei>(stride));
}
} }
void BufferCacheRuntime::BindVertexBuffers(VideoCommon::HostBindings<Buffer>& bindings) { void BufferCacheRuntime::BindVertexBuffers(VideoCommon::HostBindings<Buffer>& bindings) {
@ -233,9 +250,23 @@ void BufferCacheRuntime::BindVertexBuffers(VideoCommon::HostBindings<Buffer>& bi
[](u64 stride) { return static_cast<GLsizei>(stride); }); [](u64 stride) { return static_cast<GLsizei>(stride); });
const u32 count = const u32 count =
std::min(static_cast<u32>(bindings.buffers.size()), max_attributes - bindings.min_index); std::min(static_cast<u32>(bindings.buffers.size()), max_attributes - bindings.min_index);
glBindVertexBuffers(bindings.min_index, static_cast<GLsizei>(count), buffer_handles.data(), if (has_unified_vertex_buffers) {
reinterpret_cast<const GLintptr*>(bindings.offsets.data()), for (u32 index = 0; index < count; ++index) {
buffer_strides.data()); Buffer& buffer = *bindings.buffers[index];
buffer.MakeResident(GL_READ_ONLY);
glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, bindings.min_index + index,
buffer.HostGpuAddr() + bindings.offsets[index],
static_cast<GLsizeiptr>(bindings.sizes[index]));
}
static constexpr std::array<size_t, 32> ZEROS{};
glBindVertexBuffers(bindings.min_index, static_cast<GLsizei>(count),
reinterpret_cast<const GLuint*>(ZEROS.data()),
reinterpret_cast<const GLintptr*>(ZEROS.data()), buffer_strides.data());
} else {
glBindVertexBuffers(bindings.min_index, static_cast<GLsizei>(count), buffer_handles.data(),
reinterpret_cast<const GLintptr*>(bindings.offsets.data()),
buffer_strides.data());
}
} }
void BufferCacheRuntime::BindUniformBuffer(size_t stage, u32 binding_index, Buffer& buffer, void BufferCacheRuntime::BindUniformBuffer(size_t stage, u32 binding_index, Buffer& buffer,

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@ -209,6 +209,7 @@ private:
bool has_fast_buffer_sub_data = false; bool has_fast_buffer_sub_data = false;
bool use_assembly_shaders = false; bool use_assembly_shaders = false;
bool has_unified_vertex_buffers = false;
bool use_storage_buffers = false; bool use_storage_buffers = false;

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@ -200,6 +200,7 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) {
has_broken_texture_view_formats = is_amd || (!is_linux && is_intel); has_broken_texture_view_formats = is_amd || (!is_linux && is_intel);
has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2; has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
has_derivative_control = GLAD_GL_ARB_derivative_control; has_derivative_control = GLAD_GL_ARB_derivative_control;
has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
has_debugging_tool_attached = IsDebugToolAttached(extensions); has_debugging_tool_attached = IsDebugToolAttached(extensions);
has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float"); has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float");
has_geometry_shader_passthrough = GLAD_GL_NV_geometry_shader_passthrough; has_geometry_shader_passthrough = GLAD_GL_NV_geometry_shader_passthrough;

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@ -72,6 +72,10 @@ public:
return has_texture_shadow_lod; return has_texture_shadow_lod;
} }
bool HasVertexBufferUnifiedMemory() const {
return has_vertex_buffer_unified_memory;
}
bool HasASTC() const { bool HasASTC() const {
return has_astc; return has_astc;
} }
@ -211,6 +215,7 @@ private:
bool has_vertex_viewport_layer{}; bool has_vertex_viewport_layer{};
bool has_image_load_formatted{}; bool has_image_load_formatted{};
bool has_texture_shadow_lod{}; bool has_texture_shadow_lod{};
bool has_vertex_buffer_unified_memory{};
bool has_astc{}; bool has_astc{};
bool has_variable_aoffi{}; bool has_variable_aoffi{};
bool has_component_indexing_bug{}; bool has_component_indexing_bug{};

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@ -162,14 +162,18 @@ void RasterizerOpenGL::Clear(u32 layer_count) {
SyncFramebufferSRGB(); SyncFramebufferSRGB();
} }
if (regs.clear_surface.Z) { if (regs.clear_surface.Z) {
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!"); if (regs.zeta_enable != 0) {
LOG_DEBUG(Render_OpenGL, "Tried to clear Z but buffer is not enabled!");
}
use_depth = true; use_depth = true;
state_tracker.NotifyDepthMask(); state_tracker.NotifyDepthMask();
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
} }
if (regs.clear_surface.S) { if (regs.clear_surface.S) {
ASSERT_MSG(regs.zeta_enable, "Tried to clear stencil but buffer is not enabled!"); if (regs.zeta_enable) {
LOG_DEBUG(Render_OpenGL, "Tried to clear stencil but buffer is not enabled!");
}
use_stencil = true; use_stencil = true;
} }
@ -1294,15 +1298,13 @@ void RasterizerOpenGL::BeginTransformFeedback(GraphicsPipeline* program, GLenum
program->ConfigureTransformFeedback(); program->ConfigureTransformFeedback();
UNIMPLEMENTED_IF(regs.IsShaderConfigEnabled(Maxwell::ShaderType::TessellationInit) || UNIMPLEMENTED_IF(regs.IsShaderConfigEnabled(Maxwell::ShaderType::TessellationInit) ||
regs.IsShaderConfigEnabled(Maxwell::ShaderType::Tessellation) || regs.IsShaderConfigEnabled(Maxwell::ShaderType::Tessellation));
regs.IsShaderConfigEnabled(Maxwell::ShaderType::Geometry));
UNIMPLEMENTED_IF(primitive_mode != GL_POINTS);
// We may have to call BeginTransformFeedbackNV here since they seem to call different // We may have to call BeginTransformFeedbackNV here since they seem to call different
// implementations on Nvidia's driver (the pointer is different) but we are using // implementations on Nvidia's driver (the pointer is different) but we are using
// ARB_transform_feedback3 features with NV_transform_feedback interactions and the ARB // ARB_transform_feedback3 features with NV_transform_feedback interactions and the ARB
// extension doesn't define BeginTransformFeedback (without NV) interactions. It just works. // extension doesn't define BeginTransformFeedback (without NV) interactions. It just works.
glBeginTransformFeedback(GL_POINTS); glBeginTransformFeedback(primitive_mode);
} }
void RasterizerOpenGL::EndTransformFeedback() { void RasterizerOpenGL::EndTransformFeedback() {

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@ -168,6 +168,14 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) { if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
} }
// Enable unified vertex attributes and query vertex buffer address when the driver supports it
if (device.HasVertexBufferUnifiedMemory()) {
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
&vertex_buffer_address);
}
} }
RendererOpenGL::~RendererOpenGL() = default; RendererOpenGL::~RendererOpenGL() = default;
@ -667,7 +675,13 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
offsetof(ScreenRectVertex, tex_coord)); offsetof(ScreenRectVertex, tex_coord));
glVertexAttribBinding(PositionLocation, 0); glVertexAttribBinding(PositionLocation, 0);
glVertexAttribBinding(TexCoordLocation, 0); glVertexAttribBinding(TexCoordLocation, 0);
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex)); if (device.HasVertexBufferUnifiedMemory()) {
glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
sizeof(vertices));
} else {
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
}
if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) { if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
glBindSampler(0, present_sampler.handle); glBindSampler(0, present_sampler.handle);