Implementation of UBOs instead of uniform constant arrays (#186)
* Sort uniform binding to avoid possible failures in drivers fewer bindings * Throw exception for Cbuf overflow * Search for free bindings instead of using locked ones * EnsureAllocated when binding buffers * Fix uniform bindings * Remove spaces * Use 64 KiB UBOs when available * Remove double colon * Use IdentationStr and avoid division in Cbuf offset * Add spaces
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3 changed files with 223 additions and 20 deletions
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@ -69,6 +69,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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public ShaderStage Fragment;
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}
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const int ConstBuffersPerStage = 18;
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private ShaderProgram Current;
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private ConcurrentDictionary<long, ShaderStage> Stages;
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@ -77,11 +79,20 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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public int CurrentProgramHandle { get; private set; }
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private OGLStreamBuffer[][] ConstBuffers;
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public OGLShader()
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{
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Stages = new ConcurrentDictionary<long, ShaderStage>();
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Programs = new Dictionary<ShaderProgram, int>();
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ConstBuffers = new OGLStreamBuffer[5][];
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for (int i = 0; i < 5; i++)
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{
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ConstBuffers[i] = new OGLStreamBuffer[ConstBuffersPerStage];
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}
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}
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public void Create(IGalMemory Memory, long Key, GalShaderType Type)
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@ -119,27 +130,19 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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public void SetConstBuffer(long Key, int Cbuf, byte[] Data)
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{
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BindProgram();
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if (Stages.TryGetValue(Key, out ShaderStage Stage))
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{
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foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
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{
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int Location = GL.GetUniformLocation(CurrentProgramHandle, DeclInfo.Name);
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OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, Cbuf);
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int Count = Data.Length >> 2;
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int Size = Math.Min(Data.Length, Buffer.Size);
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//The Index is the index of the last element,
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//so we can add 1 to get the uniform array size.
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Count = Math.Min(Count, DeclInfo.Index + 1);
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byte[] Destiny = Buffer.Map(Size);
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unsafe
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{
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fixed (byte* Ptr = Data)
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{
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GL.Uniform1(Location, Count, (float*)Ptr);
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}
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}
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Array.Copy(Data, Destiny, Size);
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Buffer.Unmap(Size);
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}
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}
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}
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@ -204,11 +207,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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CheckProgramLink(Handle);
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BindUniformBlocks(Handle);
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Programs.Add(Current, Handle);
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}
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GL.UseProgram(Handle);
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BindUniformBuffers(Handle);
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CurrentProgramHandle = Handle;
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}
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@ -222,6 +229,87 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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private void BindUniformBlocks(int ProgramHandle)
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{
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int FreeBinding = 0;
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int BindUniformBlocksIfNotNull(ShaderStage Stage)
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{
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if (Stage != null)
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{
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foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
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{
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int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);
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if (BlockIndex < 0)
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{
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//It is expected that its found, if it's not then driver might be in a malfunction
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throw new InvalidOperationException();
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}
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GL.UniformBlockBinding(ProgramHandle, BlockIndex, FreeBinding);
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FreeBinding++;
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}
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}
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return FreeBinding;
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}
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BindUniformBlocksIfNotNull(Current.Vertex);
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BindUniformBlocksIfNotNull(Current.TessControl);
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BindUniformBlocksIfNotNull(Current.TessEvaluation);
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BindUniformBlocksIfNotNull(Current.Geometry);
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BindUniformBlocksIfNotNull(Current.Fragment);
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}
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private void BindUniformBuffers(int ProgramHandle)
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{
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int FreeBinding = 0;
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int BindUniformBuffersIfNotNull(ShaderStage Stage)
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{
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if (Stage != null)
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{
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foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
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{
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OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, DeclInfo.Cbuf);
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GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, Buffer.Handle);
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FreeBinding++;
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}
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}
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return FreeBinding;
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}
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BindUniformBuffersIfNotNull(Current.Vertex);
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BindUniformBuffersIfNotNull(Current.TessControl);
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BindUniformBuffersIfNotNull(Current.TessEvaluation);
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BindUniformBuffersIfNotNull(Current.Geometry);
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BindUniformBuffersIfNotNull(Current.Fragment);
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}
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private OGLStreamBuffer GetConstBuffer(GalShaderType StageType, int Cbuf)
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{
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int StageIndex = (int)StageType;
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OGLStreamBuffer Buffer = ConstBuffers[StageIndex][Cbuf];
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if (Buffer == null)
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{
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//Allocate a maximum of 64 KiB
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int Size = Math.Min(GL.GetInteger(GetPName.MaxUniformBlockSize), 64 * 1024);
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Buffer = OGLStreamBuffer.Create(BufferTarget.UniformBuffer, Size);
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ConstBuffers[StageIndex][Cbuf] = Buffer;
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}
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return Buffer;
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}
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public static void CompileAndCheck(int Handle, string Code)
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{
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GL.ShaderSource(Handle, Code);
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