GPU/HW: Use uniform blocks for batch rendering

This commit is contained in:
Connor McLaughlin
2019-11-03 13:15:17 +10:00
parent e3a9aa1c4f
commit 91c99f0226
9 changed files with 114 additions and 48 deletions

View File

@ -16,13 +16,14 @@ GPU_HW_OpenGL::~GPU_HW_OpenGL()
bool GPU_HW_OpenGL::Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers)
{
SetMaxResolutionScale();
SetCapabilities();
if (!GPU_HW::Initialize(system, dma, interrupt_controller, timers))
return false;
CreateFramebuffer();
CreateVertexBuffer();
CreateUniformBuffer();
CreateTextureBuffer();
if (!CompilePrograms())
return false;
@ -150,7 +151,7 @@ std::tuple<s32, s32> GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y
return std::make_tuple(x, static_cast<s32>(static_cast<s32>(VRAM_HEIGHT) - y));
}
void GPU_HW_OpenGL::SetMaxResolutionScale()
void GPU_HW_OpenGL::SetCapabilities()
{
GLint max_texture_size = VRAM_WIDTH;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
@ -163,6 +164,9 @@ void GPU_HW_OpenGL::SetMaxResolutionScale()
m_max_resolution_scale = std::min(max_texture_scale, line_width_range[1]);
Log_InfoPrintf("Maximum resolution scale is %u", m_max_resolution_scale);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<GLint*>(&m_uniform_buffer_alignment));
Log_InfoPrintf("Uniform buffer offset alignment: %u", m_uniform_buffer_alignment);
}
void GPU_HW_OpenGL::CreateFramebuffer()
@ -252,6 +256,13 @@ void GPU_HW_OpenGL::CreateVertexBuffer()
glGenVertexArrays(1, &m_attributeless_vao_id);
}
void GPU_HW_OpenGL::CreateUniformBuffer()
{
m_uniform_stream_buffer = GL::StreamBuffer::Create(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE);
if (!m_uniform_stream_buffer)
Panic("Failed to create uniform buffer");
}
void GPU_HW_OpenGL::CreateTextureBuffer()
{
// const GLenum target = GL_PIXEL_UNPACK_BUFFER;
@ -346,17 +357,13 @@ bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, HWBatchRenderMode render_m
if (!prog.Link())
return false;
prog.Bind();
prog.RegisterUniform("u_pos_offset");
prog.RegisterUniform("u_transparent_alpha");
prog.Uniform2i(0, 0, 0);
prog.Uniform2f(1, 1.0f, 0.0f);
prog.BindUniformBlock("UBOBlock", 1);
if (textured)
{
prog.RegisterUniform("u_texture_window");
prog.Bind();
prog.RegisterUniform("samp0");
prog.Uniform1i(3, 0);
prog.Uniform1i(0, 0);
}
return true;
@ -368,24 +375,8 @@ void GPU_HW_OpenGL::SetDrawState(HWBatchRenderMode render_mode)
[BoolToUInt8(m_batch.dithering)];
prog.Bind();
prog.Uniform2i(0, m_drawing_offset.x, m_drawing_offset.y);
if (m_batch.transparency_mode != TransparencyMode::Disabled)
{
static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
prog.Uniform2fv(1, transparent_alpha[static_cast<u32>(m_batch.transparency_mode)]);
}
else
{
static constexpr float disabled_alpha[2] = {1.0f, 0.0f};
prog.Uniform2fv(1, disabled_alpha);
}
if (m_batch.texture_mode != TextureMode::Disabled)
{
prog.Uniform4ui(2, m_batch.texture_window_values[0], m_batch.texture_window_values[1],
m_batch.texture_window_values[2], m_batch.texture_window_values[3]);
m_vram_read_texture->Bind();
}
if (m_batch.transparency_mode == TransparencyMode::Disabled || render_mode == HWBatchRenderMode::OnlyOpaque)
{
@ -415,6 +406,23 @@ void GPU_HW_OpenGL::SetDrawState(HWBatchRenderMode render_mode)
Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height);
glScissor(x, y, width, height);
}
if (m_batch_ubo_dirty)
{
UploadUniformBlock(&m_batch_ubo_data, sizeof(m_batch_ubo_data));
m_batch_ubo_dirty = false;
}
}
void GPU_HW_OpenGL::UploadUniformBlock(const void* data, u32 data_size)
{
const GL::StreamBuffer::MappingResult res = m_uniform_stream_buffer->Map(m_uniform_buffer_alignment, data_size);
std::memcpy(res.pointer, data, data_size);
m_uniform_stream_buffer->Unmap(data_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_stream_buffer->GetGLBufferId(), res.buffer_offset, data_size);
m_stats.num_uniform_buffer_updates++;
}
void GPU_HW_OpenGL::UpdateDrawingArea()