mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-12-29 09:30:20 +00:00
784a216927
Gets this out of the global namespace.
395 lines
13 KiB
C++
395 lines
13 KiB
C++
// Copyright 2013 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include "VideoBackends/OGL/OGLStreamBuffer.h"
|
|
|
|
#include "Common/Align.h"
|
|
#include "Common/GL/GLUtil.h"
|
|
#include "Common/MathUtil.h"
|
|
#include "Common/MemoryUtil.h"
|
|
|
|
#include "VideoBackends/OGL/OGLConfig.h"
|
|
|
|
#include "VideoCommon/DriverDetails.h"
|
|
#include "VideoCommon/OnScreenDisplay.h"
|
|
|
|
namespace OGL
|
|
{
|
|
// moved out of constructor, so m_buffer is allowed to be const
|
|
static u32 GenBuffer()
|
|
{
|
|
u32 id;
|
|
glGenBuffers(1, &id);
|
|
return id;
|
|
}
|
|
|
|
StreamBuffer::StreamBuffer(u32 type, u32 size)
|
|
: m_buffer(GenBuffer()), m_buffertype(type), m_size(MathUtil::NextPowerOf2(size)),
|
|
m_bit_per_slot(MathUtil::IntLog2(MathUtil::NextPowerOf2(size) / SYNC_POINTS))
|
|
{
|
|
m_iterator = 0;
|
|
m_used_iterator = 0;
|
|
m_free_iterator = 0;
|
|
}
|
|
|
|
StreamBuffer::~StreamBuffer()
|
|
{
|
|
glDeleteBuffers(1, &m_buffer);
|
|
}
|
|
|
|
/* Shared synchronization code for ring buffers
|
|
*
|
|
* The next three functions are to create/delete/use the OpenGL synchronization.
|
|
* ARB_sync (OpenGL 3.2) is used and required.
|
|
*
|
|
* To reduce overhead, the complete buffer is splitted up into SYNC_POINTS chunks.
|
|
* For each of this chunks, there is a fence which checks if this chunk is still in use.
|
|
*
|
|
* As our API allows to alloc more memory then it has to use, we have to catch how much is already
|
|
* written.
|
|
*
|
|
* m_iterator - writing position
|
|
* m_free_iterator - last position checked if free
|
|
* m_used_iterator - last position known to be written
|
|
*
|
|
* So on alloc, we have to wait for all slots between m_free_iterator and m_iterator (and set
|
|
* m_free_iterator to m_iterator afterwards).
|
|
*
|
|
* We also assume that this buffer is accessed by the GPU between the Unmap and Map function,
|
|
* so we may create the fences on the start of mapping.
|
|
* Some here, new fences for the chunks between m_used_iterator and m_iterator (also update
|
|
* m_used_iterator).
|
|
*
|
|
* As ring buffers have an ugly behavior on rollover, have fun to read this code ;)
|
|
*/
|
|
|
|
void StreamBuffer::CreateFences()
|
|
{
|
|
for (int i = 0; i < SYNC_POINTS; i++)
|
|
{
|
|
m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
}
|
|
}
|
|
void StreamBuffer::DeleteFences()
|
|
{
|
|
for (int i = Slot(m_free_iterator) + 1; i < SYNC_POINTS; i++)
|
|
{
|
|
glDeleteSync(m_fences[i]);
|
|
}
|
|
for (int i = 0; i < Slot(m_iterator); i++)
|
|
{
|
|
glDeleteSync(m_fences[i]);
|
|
}
|
|
}
|
|
void StreamBuffer::AllocMemory(u32 size)
|
|
{
|
|
// insert waiting slots for used memory
|
|
for (int i = Slot(m_used_iterator); i < Slot(m_iterator); i++)
|
|
{
|
|
m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
}
|
|
m_used_iterator = m_iterator;
|
|
|
|
// wait for new slots to end of buffer
|
|
for (int i = Slot(m_free_iterator) + 1; i <= Slot(m_iterator + size) && i < SYNC_POINTS; i++)
|
|
{
|
|
glClientWaitSync(m_fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
|
|
glDeleteSync(m_fences[i]);
|
|
}
|
|
|
|
// If we allocate a large amount of memory (A), commit a smaller amount, then allocate memory
|
|
// smaller than allocation A, we will have already waited for these fences in A, but not used
|
|
// the space. In this case, don't set m_free_iterator to a position before that which we know
|
|
// is safe to use, which would result in waiting on the same fence(s) next time.
|
|
if ((m_iterator + size) > m_free_iterator)
|
|
m_free_iterator = m_iterator + size;
|
|
|
|
// if buffer is full
|
|
if (m_iterator + size >= m_size)
|
|
{
|
|
// insert waiting slots in unused space at the end of the buffer
|
|
for (int i = Slot(m_used_iterator); i < SYNC_POINTS; i++)
|
|
{
|
|
m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
}
|
|
|
|
// move to the start
|
|
m_used_iterator = m_iterator = 0; // offset 0 is always aligned
|
|
|
|
// wait for space at the start
|
|
for (int i = 0; i <= Slot(m_iterator + size); i++)
|
|
{
|
|
glClientWaitSync(m_fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
|
|
glDeleteSync(m_fences[i]);
|
|
}
|
|
m_free_iterator = m_iterator + size;
|
|
}
|
|
}
|
|
|
|
/* The usual way to stream data to the GPU.
|
|
* Described here: https://www.opengl.org/wiki/Buffer_Object_Streaming#Unsynchronized_buffer_mapping
|
|
* Just do unsync appends until the buffer is full.
|
|
* When it's full, orphan (alloc a new buffer and free the old one)
|
|
*
|
|
* As reallocation is an overhead, this method isn't as fast as it is known to be.
|
|
*/
|
|
class MapAndOrphan : public StreamBuffer
|
|
{
|
|
public:
|
|
MapAndOrphan(u32 type, u32 size) : StreamBuffer(type, size)
|
|
{
|
|
glBindBuffer(m_buffertype, m_buffer);
|
|
glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
|
|
}
|
|
|
|
~MapAndOrphan() {}
|
|
std::pair<u8*, u32> Map(u32 size) override
|
|
{
|
|
if (m_iterator + size >= m_size)
|
|
{
|
|
glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
|
|
m_iterator = 0;
|
|
}
|
|
u8* pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
|
|
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
|
|
GL_MAP_UNSYNCHRONIZED_BIT);
|
|
return std::make_pair(pointer, m_iterator);
|
|
}
|
|
|
|
void Unmap(u32 used_size) override
|
|
{
|
|
glFlushMappedBufferRange(m_buffertype, 0, used_size);
|
|
glUnmapBuffer(m_buffertype);
|
|
m_iterator += used_size;
|
|
}
|
|
};
|
|
|
|
/* A modified streaming way without reallocation
|
|
* This one fixes the reallocation overhead of the MapAndOrphan one.
|
|
* So it alloc a ring buffer on initialization.
|
|
* But with this limited resource, we have to care about the CPU-GPU distance.
|
|
* Else this fifo may overflow.
|
|
* So we had traded orphan vs syncing.
|
|
*/
|
|
class MapAndSync : public StreamBuffer
|
|
{
|
|
public:
|
|
MapAndSync(u32 type, u32 size) : StreamBuffer(type, size)
|
|
{
|
|
CreateFences();
|
|
glBindBuffer(m_buffertype, m_buffer);
|
|
glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
|
|
}
|
|
|
|
~MapAndSync() { DeleteFences(); }
|
|
std::pair<u8*, u32> Map(u32 size) override
|
|
{
|
|
AllocMemory(size);
|
|
u8* pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
|
|
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
|
|
GL_MAP_UNSYNCHRONIZED_BIT);
|
|
return std::make_pair(pointer, m_iterator);
|
|
}
|
|
|
|
void Unmap(u32 used_size) override
|
|
{
|
|
glFlushMappedBufferRange(m_buffertype, 0, used_size);
|
|
glUnmapBuffer(m_buffertype);
|
|
m_iterator += used_size;
|
|
}
|
|
};
|
|
|
|
/* Streaming fifo without mapping overhead.
|
|
* This one usually requires ARB_buffer_storage (OpenGL 4.4).
|
|
* And is usually not available on OpenGL3 GPUs.
|
|
*
|
|
* ARB_buffer_storage allows us to render from a mapped buffer.
|
|
* So we map it persistently in the initialization.
|
|
*
|
|
* Unsync mapping sounds like an easy task, but it isn't for threaded drivers.
|
|
* So every mapping on current close-source driver _will_ end in
|
|
* at least a round trip time between two threads.
|
|
*
|
|
* As persistently mapped buffer can't use orphaning, we also have to sync.
|
|
*/
|
|
class BufferStorage : public StreamBuffer
|
|
{
|
|
public:
|
|
BufferStorage(u32 type, u32 size, bool _coherent = true)
|
|
: StreamBuffer(type, size), coherent(_coherent)
|
|
{
|
|
CreateFences();
|
|
glBindBuffer(m_buffertype, m_buffer);
|
|
|
|
// PERSISTANT_BIT to make sure that the buffer can be used while mapped
|
|
// COHERENT_BIT is set so we don't have to use a MemoryBarrier on write
|
|
// CLIENT_STORAGE_BIT is set since we access the buffer more frequently on the client side then
|
|
// server side
|
|
glBufferStorage(m_buffertype, m_size, nullptr,
|
|
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
|
|
(coherent ? GL_MAP_COHERENT_BIT : 0));
|
|
m_pointer =
|
|
(u8*)glMapBufferRange(m_buffertype, 0, m_size,
|
|
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
|
|
(coherent ? GL_MAP_COHERENT_BIT : GL_MAP_FLUSH_EXPLICIT_BIT));
|
|
}
|
|
|
|
~BufferStorage()
|
|
{
|
|
DeleteFences();
|
|
glUnmapBuffer(m_buffertype);
|
|
glBindBuffer(m_buffertype, 0);
|
|
}
|
|
|
|
std::pair<u8*, u32> Map(u32 size) override
|
|
{
|
|
AllocMemory(size);
|
|
return std::make_pair(m_pointer + m_iterator, m_iterator);
|
|
}
|
|
|
|
void Unmap(u32 used_size) override
|
|
{
|
|
if (!coherent)
|
|
glFlushMappedBufferRange(m_buffertype, m_iterator, used_size);
|
|
m_iterator += used_size;
|
|
}
|
|
|
|
u8* m_pointer;
|
|
const bool coherent;
|
|
};
|
|
|
|
/* --- AMD only ---
|
|
* Another streaming fifo without mapping overhead.
|
|
* As we can't orphan without mapping, we have to sync.
|
|
*
|
|
* This one uses AMD_pinned_memory which is available on all AMD GPUs.
|
|
* OpenGL 4.4 drivers should use BufferStorage.
|
|
*/
|
|
class PinnedMemory : public StreamBuffer
|
|
{
|
|
public:
|
|
PinnedMemory(u32 type, u32 size) : StreamBuffer(type, size)
|
|
{
|
|
CreateFences();
|
|
m_pointer = static_cast<u8*>(Common::AllocateAlignedMemory(
|
|
Common::AlignUp(m_size, ALIGN_PINNED_MEMORY), ALIGN_PINNED_MEMORY));
|
|
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, m_buffer);
|
|
glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
|
|
Common::AlignUp(m_size, ALIGN_PINNED_MEMORY), m_pointer, GL_STREAM_COPY);
|
|
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
|
|
glBindBuffer(m_buffertype, m_buffer);
|
|
}
|
|
|
|
~PinnedMemory()
|
|
{
|
|
DeleteFences();
|
|
glBindBuffer(m_buffertype, 0);
|
|
glFinish(); // ogl pipeline must be flushed, else this buffer can be in use
|
|
Common::FreeAlignedMemory(m_pointer);
|
|
m_pointer = nullptr;
|
|
}
|
|
|
|
std::pair<u8*, u32> Map(u32 size) override
|
|
{
|
|
AllocMemory(size);
|
|
return std::make_pair(m_pointer + m_iterator, m_iterator);
|
|
}
|
|
|
|
void Unmap(u32 used_size) override { m_iterator += used_size; }
|
|
u8* m_pointer;
|
|
static const u32 ALIGN_PINNED_MEMORY = 4096;
|
|
};
|
|
|
|
/* Fifo based on the glBufferSubData call.
|
|
* As everything must be copied before glBufferSubData returns,
|
|
* an additional memcpy in the driver will be done.
|
|
* So this is a huge overhead, only use it if required.
|
|
*/
|
|
class BufferSubData : public StreamBuffer
|
|
{
|
|
public:
|
|
BufferSubData(u32 type, u32 size) : StreamBuffer(type, size)
|
|
{
|
|
glBindBuffer(m_buffertype, m_buffer);
|
|
glBufferData(m_buffertype, size, nullptr, GL_STATIC_DRAW);
|
|
m_pointer = new u8[m_size];
|
|
}
|
|
|
|
~BufferSubData() { delete[] m_pointer; }
|
|
std::pair<u8*, u32> Map(u32 size) override { return std::make_pair(m_pointer, 0); }
|
|
void Unmap(u32 used_size) override { glBufferSubData(m_buffertype, 0, used_size, m_pointer); }
|
|
u8* m_pointer;
|
|
};
|
|
|
|
/* Fifo based on the glBufferData call.
|
|
* Some trashy drivers stall in BufferSubData.
|
|
* So here we use glBufferData, which realloc this buffer every time.
|
|
* This may avoid stalls, but it is a bigger overhead than BufferSubData.
|
|
*/
|
|
class BufferData : public StreamBuffer
|
|
{
|
|
public:
|
|
BufferData(u32 type, u32 size) : StreamBuffer(type, size)
|
|
{
|
|
glBindBuffer(m_buffertype, m_buffer);
|
|
m_pointer = new u8[m_size];
|
|
}
|
|
|
|
~BufferData() { delete[] m_pointer; }
|
|
std::pair<u8*, u32> Map(u32 size) override { return std::make_pair(m_pointer, 0); }
|
|
void Unmap(u32 used_size) override
|
|
{
|
|
glBufferData(m_buffertype, used_size, m_pointer, GL_STREAM_DRAW);
|
|
}
|
|
|
|
u8* m_pointer;
|
|
};
|
|
|
|
// Chooses the best streaming method based on the supported extensions and known issues
|
|
std::unique_ptr<StreamBuffer> StreamBuffer::Create(u32 type, u32 size)
|
|
{
|
|
// without basevertex support, only streaming methods whith uploads everything to zero works fine:
|
|
if (!g_ogl_config.bSupportsGLBaseVertex)
|
|
{
|
|
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STREAM))
|
|
return std::make_unique<BufferSubData>(type, size);
|
|
|
|
// BufferData is by far the worst way, only use it if needed
|
|
return std::make_unique<BufferData>(type, size);
|
|
}
|
|
|
|
// Prefer the syncing buffers over the orphaning one
|
|
if (g_ogl_config.bSupportsGLSync)
|
|
{
|
|
// pinned memory is much faster than buffer storage on AMD cards
|
|
if (g_ogl_config.bSupportsGLPinnedMemory &&
|
|
!(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_PINNED_MEMORY)))
|
|
return std::make_unique<PinnedMemory>(type, size);
|
|
|
|
// buffer storage works well in most situations
|
|
if (g_ogl_config.bSupportsGLBufferStorage &&
|
|
!(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STORAGE) &&
|
|
type == GL_ARRAY_BUFFER) &&
|
|
!(DriverDetails::HasBug(DriverDetails::BUG_INTEL_BROKEN_BUFFER_STORAGE) &&
|
|
type == GL_ELEMENT_ARRAY_BUFFER))
|
|
return std::make_unique<BufferStorage>(type, size);
|
|
|
|
// don't fall back to MapAnd* for Nvidia drivers
|
|
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_UNSYNC_MAPPING))
|
|
{
|
|
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STREAM))
|
|
return std::make_unique<BufferData>(type, size);
|
|
else
|
|
return std::make_unique<BufferSubData>(type, size);
|
|
}
|
|
|
|
// mapping fallback
|
|
if (g_ogl_config.bSupportsGLSync)
|
|
return std::make_unique<MapAndSync>(type, size);
|
|
}
|
|
|
|
// default fallback, should work everywhere, but isn't the best way to do this job
|
|
return std::make_unique<MapAndOrphan>(type, size);
|
|
}
|
|
} // namespace OGL
|