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Use ARB_multi_bind for uniform buffers (#1287)
* gl_rasterizer: use ARB_multi_bind for uniform buffers * address feedback
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commit
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <algorithm>
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#include <array>
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#include <memory>
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#include <memory>
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#include <string>
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#include <string>
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#include <string_view>
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#include <string_view>
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@ -58,6 +59,8 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
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if (extension == "GL_ARB_direct_state_access") {
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if (extension == "GL_ARB_direct_state_access") {
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has_ARB_direct_state_access = true;
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has_ARB_direct_state_access = true;
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} else if (extension == "GL_ARB_multi_bind") {
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has_ARB_multi_bind = true;
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} else if (extension == "GL_ARB_separate_shader_objects") {
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} else if (extension == "GL_ARB_separate_shader_objects") {
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has_ARB_separate_shader_objects = true;
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has_ARB_separate_shader_objects = true;
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} else if (extension == "GL_ARB_vertex_attrib_binding") {
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} else if (extension == "GL_ARB_vertex_attrib_binding") {
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@ -644,12 +647,23 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shad
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const auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
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const auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
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const auto& entries = shader->GetShaderEntries().const_buffer_entries;
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const auto& entries = shader->GetShaderEntries().const_buffer_entries;
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constexpr u64 max_binds = Tegra::Engines::Maxwell3D::Regs::MaxConstBuffers;
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std::array<GLuint, max_binds> bind_buffers;
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std::array<GLintptr, max_binds> bind_offsets;
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std::array<GLsizeiptr, max_binds> bind_sizes;
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ASSERT_MSG(entries.size() <= max_binds, "Exceeded expected number of binding points.");
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// Upload only the enabled buffers from the 16 constbuffers of each shader stage
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// Upload only the enabled buffers from the 16 constbuffers of each shader stage
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for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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const auto& used_buffer = entries[bindpoint];
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const auto& used_buffer = entries[bindpoint];
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const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
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const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
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if (!buffer.enabled) {
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if (!buffer.enabled) {
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// With disabled buffers set values as zero to unbind them
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bind_buffers[bindpoint] = 0;
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bind_offsets[bindpoint] = 0;
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bind_sizes[bindpoint] = 0;
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continue;
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continue;
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}
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}
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@ -677,15 +691,20 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shad
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GLintptr const_buffer_offset = buffer_cache.UploadMemory(
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GLintptr const_buffer_offset = buffer_cache.UploadMemory(
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buffer.address, size, static_cast<size_t>(uniform_buffer_alignment));
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buffer.address, size, static_cast<size_t>(uniform_buffer_alignment));
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glBindBufferRange(GL_UNIFORM_BUFFER, current_bindpoint + bindpoint,
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buffer_cache.GetHandle(), const_buffer_offset, size);
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// Now configure the bindpoint of the buffer inside the shader
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// Now configure the bindpoint of the buffer inside the shader
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glUniformBlockBinding(shader->GetProgramHandle(),
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glUniformBlockBinding(shader->GetProgramHandle(),
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shader->GetProgramResourceIndex(used_buffer),
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shader->GetProgramResourceIndex(used_buffer),
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current_bindpoint + bindpoint);
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current_bindpoint + bindpoint);
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// Prepare values for multibind
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bind_buffers[bindpoint] = buffer_cache.GetHandle();
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bind_offsets[bindpoint] = const_buffer_offset;
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bind_sizes[bindpoint] = size;
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}
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}
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glBindBuffersRange(GL_UNIFORM_BUFFER, current_bindpoint, static_cast<GLsizei>(entries.size()),
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bind_buffers.data(), bind_offsets.data(), bind_sizes.data());
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return current_bindpoint + static_cast<u32>(entries.size());
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return current_bindpoint + static_cast<u32>(entries.size());
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}
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}
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@ -159,6 +159,7 @@ private:
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void SyncLogicOpState();
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void SyncLogicOpState();
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bool has_ARB_direct_state_access = false;
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bool has_ARB_direct_state_access = false;
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bool has_ARB_multi_bind = false;
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bool has_ARB_separate_shader_objects = false;
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bool has_ARB_separate_shader_objects = false;
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bool has_ARB_vertex_attrib_binding = false;
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bool has_ARB_vertex_attrib_binding = false;
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@ -449,6 +449,8 @@ QStringList GMainWindow::GetUnsupportedGLExtensions() {
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unsupported_ext.append("ARB_base_instance");
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unsupported_ext.append("ARB_base_instance");
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if (!GLAD_GL_ARB_texture_storage)
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if (!GLAD_GL_ARB_texture_storage)
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unsupported_ext.append("ARB_texture_storage");
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unsupported_ext.append("ARB_texture_storage");
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if (!GLAD_GL_ARB_multi_bind)
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unsupported_ext.append("ARB_multi_bind");
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// Extensions required to support some texture formats.
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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@ -96,6 +96,8 @@ bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
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unsupported_ext.push_back("ARB_base_instance");
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unsupported_ext.push_back("ARB_base_instance");
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if (!GLAD_GL_ARB_texture_storage)
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if (!GLAD_GL_ARB_texture_storage)
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unsupported_ext.push_back("ARB_texture_storage");
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unsupported_ext.push_back("ARB_texture_storage");
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if (!GLAD_GL_ARB_multi_bind)
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unsupported_ext.push_back("ARB_multi_bind");
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// Extensions required to support some texture formats.
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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