mirror of
https://github.com/dolphin-emu/dolphin
synced 2024-11-24 14:24:11 -05:00
784a216927
Gets this out of the global namespace.
395 lines
13 KiB
C++
395 lines
13 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/OGL/OGLStreamBuffer.h"
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#include "Common/Align.h"
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#include "Common/GL/GLUtil.h"
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#include "Common/MathUtil.h"
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#include "Common/MemoryUtil.h"
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#include "VideoBackends/OGL/OGLConfig.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/OnScreenDisplay.h"
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namespace OGL
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{
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// moved out of constructor, so m_buffer is allowed to be const
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static u32 GenBuffer()
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{
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u32 id;
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glGenBuffers(1, &id);
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return id;
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}
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StreamBuffer::StreamBuffer(u32 type, u32 size)
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: m_buffer(GenBuffer()), m_buffertype(type), m_size(MathUtil::NextPowerOf2(size)),
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m_bit_per_slot(MathUtil::IntLog2(MathUtil::NextPowerOf2(size) / SYNC_POINTS))
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{
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m_iterator = 0;
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m_used_iterator = 0;
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m_free_iterator = 0;
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}
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StreamBuffer::~StreamBuffer()
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{
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glDeleteBuffers(1, &m_buffer);
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}
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/* Shared synchronization code for ring buffers
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*
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* The next three functions are to create/delete/use the OpenGL synchronization.
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* ARB_sync (OpenGL 3.2) is used and required.
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*
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* To reduce overhead, the complete buffer is splitted up into SYNC_POINTS chunks.
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* For each of this chunks, there is a fence which checks if this chunk is still in use.
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*
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* As our API allows to alloc more memory then it has to use, we have to catch how much is already
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* written.
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*
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* m_iterator - writing position
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* m_free_iterator - last position checked if free
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* m_used_iterator - last position known to be written
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*
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* So on alloc, we have to wait for all slots between m_free_iterator and m_iterator (and set
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* m_free_iterator to m_iterator afterwards).
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*
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* We also assume that this buffer is accessed by the GPU between the Unmap and Map function,
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* so we may create the fences on the start of mapping.
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* Some here, new fences for the chunks between m_used_iterator and m_iterator (also update
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* m_used_iterator).
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*
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* As ring buffers have an ugly behavior on rollover, have fun to read this code ;)
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*/
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void StreamBuffer::CreateFences()
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{
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for (int i = 0; i < SYNC_POINTS; i++)
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{
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m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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}
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void StreamBuffer::DeleteFences()
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{
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for (int i = Slot(m_free_iterator) + 1; i < SYNC_POINTS; i++)
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{
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glDeleteSync(m_fences[i]);
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}
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for (int i = 0; i < Slot(m_iterator); i++)
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{
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glDeleteSync(m_fences[i]);
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}
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}
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void StreamBuffer::AllocMemory(u32 size)
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{
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// insert waiting slots for used memory
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for (int i = Slot(m_used_iterator); i < Slot(m_iterator); i++)
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{
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m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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m_used_iterator = m_iterator;
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// wait for new slots to end of buffer
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for (int i = Slot(m_free_iterator) + 1; i <= Slot(m_iterator + size) && i < SYNC_POINTS; i++)
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{
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glClientWaitSync(m_fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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glDeleteSync(m_fences[i]);
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}
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// If we allocate a large amount of memory (A), commit a smaller amount, then allocate memory
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// smaller than allocation A, we will have already waited for these fences in A, but not used
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// the space. In this case, don't set m_free_iterator to a position before that which we know
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// is safe to use, which would result in waiting on the same fence(s) next time.
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if ((m_iterator + size) > m_free_iterator)
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m_free_iterator = m_iterator + size;
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// if buffer is full
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if (m_iterator + size >= m_size)
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{
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// insert waiting slots in unused space at the end of the buffer
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for (int i = Slot(m_used_iterator); i < SYNC_POINTS; i++)
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{
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m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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// move to the start
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m_used_iterator = m_iterator = 0; // offset 0 is always aligned
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// wait for space at the start
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for (int i = 0; i <= Slot(m_iterator + size); i++)
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{
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glClientWaitSync(m_fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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glDeleteSync(m_fences[i]);
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}
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m_free_iterator = m_iterator + size;
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}
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}
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/* The usual way to stream data to the GPU.
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* Described here: https://www.opengl.org/wiki/Buffer_Object_Streaming#Unsynchronized_buffer_mapping
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* Just do unsync appends until the buffer is full.
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* When it's full, orphan (alloc a new buffer and free the old one)
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*
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* As reallocation is an overhead, this method isn't as fast as it is known to be.
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*/
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class MapAndOrphan : public StreamBuffer
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{
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public:
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MapAndOrphan(u32 type, u32 size) : StreamBuffer(type, size)
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{
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glBindBuffer(m_buffertype, m_buffer);
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glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
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}
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~MapAndOrphan() {}
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std::pair<u8*, u32> Map(u32 size) override
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{
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if (m_iterator + size >= m_size)
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{
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glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
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m_iterator = 0;
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}
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u8* pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
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GL_MAP_UNSYNCHRONIZED_BIT);
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return std::make_pair(pointer, m_iterator);
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}
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void Unmap(u32 used_size) override
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{
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glFlushMappedBufferRange(m_buffertype, 0, used_size);
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glUnmapBuffer(m_buffertype);
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m_iterator += used_size;
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}
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};
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/* A modified streaming way without reallocation
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* This one fixes the reallocation overhead of the MapAndOrphan one.
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* So it alloc a ring buffer on initialization.
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* But with this limited resource, we have to care about the CPU-GPU distance.
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* Else this fifo may overflow.
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* So we had traded orphan vs syncing.
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*/
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class MapAndSync : public StreamBuffer
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{
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public:
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MapAndSync(u32 type, u32 size) : StreamBuffer(type, size)
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{
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CreateFences();
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glBindBuffer(m_buffertype, m_buffer);
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glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
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}
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~MapAndSync() { DeleteFences(); }
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std::pair<u8*, u32> Map(u32 size) override
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{
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AllocMemory(size);
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u8* pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
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GL_MAP_UNSYNCHRONIZED_BIT);
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return std::make_pair(pointer, m_iterator);
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}
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void Unmap(u32 used_size) override
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{
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glFlushMappedBufferRange(m_buffertype, 0, used_size);
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glUnmapBuffer(m_buffertype);
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m_iterator += used_size;
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}
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};
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/* Streaming fifo without mapping overhead.
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* This one usually requires ARB_buffer_storage (OpenGL 4.4).
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* And is usually not available on OpenGL3 GPUs.
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*
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* ARB_buffer_storage allows us to render from a mapped buffer.
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* So we map it persistently in the initialization.
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*
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* Unsync mapping sounds like an easy task, but it isn't for threaded drivers.
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* So every mapping on current close-source driver _will_ end in
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* at least a round trip time between two threads.
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*
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* As persistently mapped buffer can't use orphaning, we also have to sync.
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*/
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class BufferStorage : public StreamBuffer
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{
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public:
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BufferStorage(u32 type, u32 size, bool _coherent = true)
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: StreamBuffer(type, size), coherent(_coherent)
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{
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CreateFences();
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glBindBuffer(m_buffertype, m_buffer);
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// PERSISTANT_BIT to make sure that the buffer can be used while mapped
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// COHERENT_BIT is set so we don't have to use a MemoryBarrier on write
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// CLIENT_STORAGE_BIT is set since we access the buffer more frequently on the client side then
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// server side
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glBufferStorage(m_buffertype, m_size, nullptr,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
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(coherent ? GL_MAP_COHERENT_BIT : 0));
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m_pointer =
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(u8*)glMapBufferRange(m_buffertype, 0, m_size,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
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(coherent ? GL_MAP_COHERENT_BIT : GL_MAP_FLUSH_EXPLICIT_BIT));
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}
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~BufferStorage()
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{
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DeleteFences();
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glUnmapBuffer(m_buffertype);
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glBindBuffer(m_buffertype, 0);
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}
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std::pair<u8*, u32> Map(u32 size) override
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{
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AllocMemory(size);
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return std::make_pair(m_pointer + m_iterator, m_iterator);
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}
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void Unmap(u32 used_size) override
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{
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if (!coherent)
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glFlushMappedBufferRange(m_buffertype, m_iterator, used_size);
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m_iterator += used_size;
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}
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u8* m_pointer;
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const bool coherent;
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};
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/* --- AMD only ---
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* Another streaming fifo without mapping overhead.
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* As we can't orphan without mapping, we have to sync.
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*
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* This one uses AMD_pinned_memory which is available on all AMD GPUs.
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* OpenGL 4.4 drivers should use BufferStorage.
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*/
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class PinnedMemory : public StreamBuffer
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{
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public:
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PinnedMemory(u32 type, u32 size) : StreamBuffer(type, size)
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{
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CreateFences();
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m_pointer = static_cast<u8*>(Common::AllocateAlignedMemory(
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Common::AlignUp(m_size, ALIGN_PINNED_MEMORY), ALIGN_PINNED_MEMORY));
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glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, m_buffer);
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glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
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Common::AlignUp(m_size, ALIGN_PINNED_MEMORY), m_pointer, GL_STREAM_COPY);
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glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
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glBindBuffer(m_buffertype, m_buffer);
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}
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~PinnedMemory()
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{
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DeleteFences();
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glBindBuffer(m_buffertype, 0);
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glFinish(); // ogl pipeline must be flushed, else this buffer can be in use
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Common::FreeAlignedMemory(m_pointer);
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m_pointer = nullptr;
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}
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std::pair<u8*, u32> Map(u32 size) override
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{
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AllocMemory(size);
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return std::make_pair(m_pointer + m_iterator, m_iterator);
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}
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void Unmap(u32 used_size) override { m_iterator += used_size; }
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u8* m_pointer;
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static const u32 ALIGN_PINNED_MEMORY = 4096;
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};
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/* Fifo based on the glBufferSubData call.
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* As everything must be copied before glBufferSubData returns,
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* an additional memcpy in the driver will be done.
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* So this is a huge overhead, only use it if required.
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*/
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class BufferSubData : public StreamBuffer
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{
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public:
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BufferSubData(u32 type, u32 size) : StreamBuffer(type, size)
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{
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glBindBuffer(m_buffertype, m_buffer);
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glBufferData(m_buffertype, size, nullptr, GL_STATIC_DRAW);
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m_pointer = new u8[m_size];
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}
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~BufferSubData() { delete[] m_pointer; }
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std::pair<u8*, u32> Map(u32 size) override { return std::make_pair(m_pointer, 0); }
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void Unmap(u32 used_size) override { glBufferSubData(m_buffertype, 0, used_size, m_pointer); }
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u8* m_pointer;
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};
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/* Fifo based on the glBufferData call.
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* Some trashy drivers stall in BufferSubData.
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* So here we use glBufferData, which realloc this buffer every time.
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* This may avoid stalls, but it is a bigger overhead than BufferSubData.
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*/
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class BufferData : public StreamBuffer
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{
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public:
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BufferData(u32 type, u32 size) : StreamBuffer(type, size)
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{
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glBindBuffer(m_buffertype, m_buffer);
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m_pointer = new u8[m_size];
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}
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~BufferData() { delete[] m_pointer; }
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std::pair<u8*, u32> Map(u32 size) override { return std::make_pair(m_pointer, 0); }
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void Unmap(u32 used_size) override
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{
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glBufferData(m_buffertype, used_size, m_pointer, GL_STREAM_DRAW);
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}
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u8* m_pointer;
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};
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// Chooses the best streaming method based on the supported extensions and known issues
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std::unique_ptr<StreamBuffer> StreamBuffer::Create(u32 type, u32 size)
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{
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// without basevertex support, only streaming methods whith uploads everything to zero works fine:
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if (!g_ogl_config.bSupportsGLBaseVertex)
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{
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if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STREAM))
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return std::make_unique<BufferSubData>(type, size);
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// BufferData is by far the worst way, only use it if needed
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return std::make_unique<BufferData>(type, size);
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}
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// Prefer the syncing buffers over the orphaning one
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if (g_ogl_config.bSupportsGLSync)
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{
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// pinned memory is much faster than buffer storage on AMD cards
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if (g_ogl_config.bSupportsGLPinnedMemory &&
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!(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_PINNED_MEMORY)))
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return std::make_unique<PinnedMemory>(type, size);
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// buffer storage works well in most situations
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if (g_ogl_config.bSupportsGLBufferStorage &&
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!(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STORAGE) &&
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type == GL_ARRAY_BUFFER) &&
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!(DriverDetails::HasBug(DriverDetails::BUG_INTEL_BROKEN_BUFFER_STORAGE) &&
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type == GL_ELEMENT_ARRAY_BUFFER))
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return std::make_unique<BufferStorage>(type, size);
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// don't fall back to MapAnd* for Nvidia drivers
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_UNSYNC_MAPPING))
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{
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STREAM))
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return std::make_unique<BufferData>(type, size);
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else
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return std::make_unique<BufferSubData>(type, size);
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}
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// mapping fallback
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if (g_ogl_config.bSupportsGLSync)
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return std::make_unique<MapAndSync>(type, size);
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}
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// default fallback, should work everywhere, but isn't the best way to do this job
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return std::make_unique<MapAndOrphan>(type, size);
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}
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} // namespace OGL
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