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	gl_rasterizer: Use the streaming buffer itself for the constant buffer.
Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
This commit is contained in:
		| @@ -94,17 +94,10 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window) | ||||
|  | ||||
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer.GetHandle()); | ||||
|  | ||||
|     for (unsigned index = 0; index < uniform_buffers.size(); ++index) { | ||||
|         auto& buffer = uniform_buffers[index]; | ||||
|         buffer.Create(); | ||||
|         glBindBuffer(GL_UNIFORM_BUFFER, buffer.handle); | ||||
|         glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::MaxwellUniformData), nullptr, | ||||
|                      GL_STREAM_COPY); | ||||
|         glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer.handle); | ||||
|     } | ||||
|  | ||||
|     glEnable(GL_BLEND); | ||||
|  | ||||
|     glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment); | ||||
|  | ||||
|     LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!"); | ||||
| } | ||||
|  | ||||
| @@ -193,21 +186,11 @@ static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program | ||||
| } | ||||
|  | ||||
| std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) { | ||||
|     // Helper function for uploading uniform data | ||||
|     const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) { | ||||
|         if (has_ARB_direct_state_access) { | ||||
|             glCopyNamedBufferSubData(stream_buffer.GetHandle(), handle, offset, 0, size); | ||||
|         } else { | ||||
|             glBindBuffer(GL_COPY_WRITE_BUFFER, handle); | ||||
|             glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size); | ||||
|         } | ||||
|     }; | ||||
|  | ||||
|     auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); | ||||
|  | ||||
|     // Next available bindpoints to use when uploading the const buffers and textures to the GLSL | ||||
|     // shaders. The constbuffer bindpoint starts after the shader stage configuration bind points. | ||||
|     u32 current_constbuffer_bindpoint = static_cast<u32>(uniform_buffers.size()); | ||||
|     u32 current_constbuffer_bindpoint = Tegra::Engines::Maxwell3D::Regs::MaxShaderStage; | ||||
|     u32 current_texture_bindpoint = 0; | ||||
|  | ||||
|     for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) { | ||||
| @@ -219,22 +202,21 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr | ||||
|             continue; | ||||
|         } | ||||
|  | ||||
|         std::tie(buffer_ptr, buffer_offset) = | ||||
|             AlignBuffer(buffer_ptr, buffer_offset, static_cast<size_t>(uniform_buffer_alignment)); | ||||
|  | ||||
|         const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5 | ||||
|  | ||||
|         GLShader::MaxwellUniformData ubo{}; | ||||
|         ubo.SetFromRegs(gpu.state.shader_stages[stage]); | ||||
|         std::memcpy(buffer_ptr, &ubo, sizeof(ubo)); | ||||
|  | ||||
|         // Flush the buffer so that the GPU can see the data we just wrote. | ||||
|         glFlushMappedBufferRange(GL_ARRAY_BUFFER, buffer_offset, sizeof(ubo)); | ||||
|         // Bind the buffer | ||||
|         glBindBufferRange(GL_UNIFORM_BUFFER, stage, stream_buffer.GetHandle(), buffer_offset, | ||||
|                           sizeof(ubo)); | ||||
|  | ||||
|         // Upload uniform data as one UBO per stage | ||||
|         const GLintptr ubo_offset = buffer_offset; | ||||
|         copy_buffer(uniform_buffers[stage].handle, ubo_offset, | ||||
|                     sizeof(GLShader::MaxwellUniformData)); | ||||
|  | ||||
|         buffer_ptr += sizeof(GLShader::MaxwellUniformData); | ||||
|         buffer_offset += sizeof(GLShader::MaxwellUniformData); | ||||
|         buffer_ptr += sizeof(ubo); | ||||
|         buffer_offset += sizeof(ubo); | ||||
|  | ||||
|         GLShader::ShaderSetup setup{GetShaderProgramCode(program)}; | ||||
|         GLShader::ShaderEntries shader_resources; | ||||
| @@ -467,8 +449,9 @@ void RasterizerOpenGL::DrawArrays() { | ||||
|     } | ||||
|  | ||||
|     // Uniform space for the 5 shader stages | ||||
|     buffer_size = Common::AlignUp<size_t>(buffer_size, 4) + | ||||
|                   sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage; | ||||
|     buffer_size = | ||||
|         Common::AlignUp<size_t>(buffer_size, 4) + | ||||
|         (sizeof(GLShader::MaxwellUniformData) + uniform_buffer_alignment) * Maxwell::MaxShaderStage; | ||||
|  | ||||
|     u8* buffer_ptr; | ||||
|     GLintptr buffer_offset; | ||||
|   | ||||
| @@ -162,13 +162,12 @@ private: | ||||
|     OGLStreamBuffer stream_buffer; | ||||
|     OGLBuffer uniform_buffer; | ||||
|     OGLFramebuffer framebuffer; | ||||
|     GLint uniform_buffer_alignment; | ||||
|  | ||||
|     size_t CalculateVertexArraysSize() const; | ||||
|  | ||||
|     std::pair<u8*, GLintptr> SetupVertexArrays(u8* array_ptr, GLintptr buffer_offset); | ||||
|  | ||||
|     std::array<OGLBuffer, Tegra::Engines::Maxwell3D::Regs::MaxShaderStage> uniform_buffers; | ||||
|  | ||||
|     std::pair<u8*, GLintptr> SetupShaders(u8* buffer_ptr, GLintptr buffer_offset); | ||||
|  | ||||
|     std::pair<u8*, GLintptr> AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset, size_t alignment); | ||||
|   | ||||
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	 Markus Wick
					Markus Wick