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gl_device: Reserve base bindings on limited devices
SSBOs and other resources are limited per pipeline on Intel and AMD. Heuristically reserve resources per stage having in mind the reported OpenGL limits.
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@ -5,7 +5,9 @@
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#include <algorithm>
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#include <algorithm>
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#include <array>
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#include <array>
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#include <cstddef>
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#include <cstddef>
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#include <optional>
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#include <vector>
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#include <vector>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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@ -20,6 +22,27 @@ namespace {
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// One uniform block is reserved for emulation purposes
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// One uniform block is reserved for emulation purposes
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constexpr u32 ReservedUniformBlocks = 1;
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constexpr u32 ReservedUniformBlocks = 1;
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constexpr u32 NumStages = 5;
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constexpr std::array LimitUBOs = {GL_MAX_VERTEX_UNIFORM_BLOCKS, GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS,
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GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS,
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GL_MAX_GEOMETRY_UNIFORM_BLOCKS, GL_MAX_FRAGMENT_UNIFORM_BLOCKS};
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constexpr std::array LimitSSBOs = {
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GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS,
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GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS, GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS,
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GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS};
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constexpr std::array LimitSamplers = {
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GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS,
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GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS,
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GL_MAX_TEXTURE_IMAGE_UNITS};
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constexpr std::array LimitImages = {GL_MAX_VERTEX_IMAGE_UNIFORMS,
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GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS,
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GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS,
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GL_MAX_GEOMETRY_IMAGE_UNIFORMS, GL_MAX_FRAGMENT_IMAGE_UNIFORMS};
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template <typename T>
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template <typename T>
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T GetInteger(GLenum pname) {
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T GetInteger(GLenum pname) {
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GLint temporary;
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GLint temporary;
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@ -51,54 +74,71 @@ bool HasExtension(const std::vector<std::string_view>& images, std::string_view
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return std::find(images.begin(), images.end(), extension) != images.end();
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return std::find(images.begin(), images.end(), extension) != images.end();
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}
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}
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constexpr Device::BaseBindings operator+(Device::BaseBindings lhs, Device::BaseBindings rhs) {
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u32 Extract(u32& base, u32& num, u32 amount, std::optional<GLenum> limit = {}) {
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return Device::BaseBindings{lhs.uniform_buffer + rhs.uniform_buffer,
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ASSERT(num >= amount);
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lhs.shader_storage_buffer + rhs.shader_storage_buffer,
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if (limit) {
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lhs.sampler + rhs.sampler, lhs.image + rhs.image};
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amount = std::min(amount, GetInteger<u32>(*limit));
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}
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num -= amount;
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return std::exchange(base, base + amount);
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}
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}
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Device::BaseBindings BuildBaseBindings(GLenum uniform_blocks, GLenum shader_storage_blocks,
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std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> BuildBaseBindings() noexcept {
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GLenum texture_image_units, GLenum image_uniforms) noexcept {
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std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> bindings;
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return Device::BaseBindings{
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GetInteger<u32>(uniform_blocks) - ReservedUniformBlocks,
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static std::array<std::size_t, 5> stage_swizzle = {0, 1, 2, 3, 4};
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GetInteger<u32>(shader_storage_blocks),
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const u32 total_ubos = GetInteger<u32>(GL_MAX_UNIFORM_BUFFER_BINDINGS);
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GetInteger<u32>(texture_image_units),
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const u32 total_ssbos = GetInteger<u32>(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS);
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GetInteger<u32>(image_uniforms),
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const u32 total_samplers = GetInteger<u32>(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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};
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u32 num_ubos = total_ubos - ReservedUniformBlocks;
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u32 num_ssbos = total_ssbos;
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u32 num_samplers = total_samplers;
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u32 base_ubo = ReservedUniformBlocks;
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u32 base_ssbo = 0;
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u32 base_samplers = 0;
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for (std::size_t i = 0; i < NumStages; ++i) {
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const std::size_t stage = stage_swizzle[i];
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bindings[stage] = {
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Extract(base_ubo, num_ubos, total_ubos / NumStages, LimitUBOs[stage]),
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Extract(base_ssbo, num_ssbos, total_ssbos / NumStages, LimitSSBOs[stage]),
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Extract(base_samplers, num_samplers, total_samplers / NumStages, LimitSamplers[stage])};
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}
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u32 num_images = GetInteger<u32>(GL_MAX_IMAGE_UNITS);
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u32 base_images = 0;
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// Reserve more image bindings on fragment and vertex stages.
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bindings[4].image =
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Extract(base_images, num_images, num_images / NumStages + 2, LimitImages[4]);
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bindings[0].image =
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Extract(base_images, num_images, num_images / NumStages + 1, LimitImages[0]);
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// Reserve the other image bindings.
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const u32 total_extracted_images = num_images / (NumStages - 2);
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for (std::size_t i = 2; i < NumStages; ++i) {
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const std::size_t stage = stage_swizzle[i];
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bindings[stage].image =
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Extract(base_images, num_images, total_extracted_images, LimitImages[stage]);
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}
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// Compute doesn't care about any of this.
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bindings[5] = {0, 0, 0, 0};
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return bindings;
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}
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}
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} // Anonymous namespace
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} // Anonymous namespace
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Device::Device() {
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Device::Device() : base_bindings{BuildBaseBindings()} {
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const std::string_view vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
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const std::string_view vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
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const std::vector extensions = GetExtensions();
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const std::vector extensions = GetExtensions();
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const bool is_nvidia = vendor == "NVIDIA Corporation";
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const bool is_nvidia = vendor == "NVIDIA Corporation";
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const bool is_intel = vendor == "Intel";
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const bool is_intel = vendor == "Intel";
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// Reserve the first UBO for emulation bindings
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base_bindings[0] = BaseBindings{ReservedUniformBlocks, 0, 0, 0};
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base_bindings[1] = base_bindings[0] + BuildBaseBindings(GL_MAX_VERTEX_UNIFORM_BLOCKS,
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GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS,
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GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,
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GL_MAX_VERTEX_IMAGE_UNIFORMS);
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base_bindings[2] =
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base_bindings[1] + BuildBaseBindings(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS,
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GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS,
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GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS,
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GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS);
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base_bindings[3] =
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base_bindings[2] + BuildBaseBindings(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS,
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GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS,
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GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS,
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GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS);
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base_bindings[4] = base_bindings[3] + BuildBaseBindings(GL_MAX_GEOMETRY_UNIFORM_BLOCKS,
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GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS,
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GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS,
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GL_MAX_GEOMETRY_IMAGE_UNIFORMS);
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// Compute doesn't need any of that
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base_bindings[5] = BaseBindings{0, 0, 0, 0};
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uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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shader_storage_alignment = GetInteger<std::size_t>(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT);
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shader_storage_alignment = GetInteger<std::size_t>(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT);
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max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
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max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
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