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https://github.com/stenzek/duckstation.git
synced 2024-11-23 05:49:43 +00:00
GPU/OpenGL: Switch back to framebuffer blits over shader copy
Ends up being slower on Mali.
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934b6e8f45
commit
327e8f3f59
@ -369,7 +369,10 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
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}
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else
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{
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Log_WarningPrintf("Texture buffers and SSBOs are not supported, VRAM writes will be slower.");
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Log_WarningPrintf("Texture buffers and SSBOs are not supported, VRAM writes will be slower and multisampling "
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"will be unavailable.");
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m_max_multisamples = 1;
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m_supports_per_sample_shading = false;
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}
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}
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@ -725,21 +728,6 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_downsample_program = std::move(*prog);
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}
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prog = shader_cache.GetProgram(shadergen.GenerateUVQuadVertexShader(), {}, shadergen.GenerateSampleFragmentShader(),
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[this, use_binding_layout](GL::Program& prog) {
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if (!IsGLES() && !use_binding_layout)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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if (!use_binding_layout)
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{
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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}
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m_blit_program = std::move(*prog);
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UPDATE_PROGRESS();
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#undef UPDATE_PROGRESS
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@ -1155,20 +1143,21 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32));
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m_texture_stream_buffer->Bind();
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// have to write to the 1x texture first
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if (m_resolution_scale > 1)
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m_vram_encoding_texture.Bind();
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else
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m_vram_texture.Bind();
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// lower-left origin flip happens here
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const u32 flipped_y = VRAM_HEIGHT - y - height;
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// have to write to the 1x texture first
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GL::Texture& dst_texture =
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(m_resolution_scale > 1 || m_multisamples > 1) ? m_vram_encoding_texture : m_vram_texture;
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// update texture data
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dst_texture.Bind();
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glTexSubImage2D(dst_texture.GetGLTarget(), 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
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glTexSubImage2D(m_vram_texture.GetGLTarget(), 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
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reinterpret_cast<void*>(static_cast<uintptr_t>(map_result.buffer_offset)));
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m_texture_stream_buffer->Unbind();
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if (&dst_texture != &m_vram_texture)
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if (m_resolution_scale > 1)
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{
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// scale to internal resolution
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const u32 scaled_width = width * m_resolution_scale;
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@ -1176,12 +1165,12 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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const u32 scaled_x = x * m_resolution_scale;
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const u32 scaled_y = y * m_resolution_scale;
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const u32 scaled_flipped_y = m_vram_texture.GetHeight() - scaled_y - scaled_height;
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BlitTextureToFramebuffer(dst_texture, x, flipped_y, width, height, scaled_x, scaled_flipped_y, scaled_width,
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scaled_height);
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glDisable(GL_SCISSOR_TEST);
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m_vram_encoding_texture.BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y,
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scaled_x + scaled_width, scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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}
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RestoreGraphicsAPIState();
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}
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}
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@ -1253,76 +1242,19 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
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}
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else
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{
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// glBlitFramebufer with same source/destination should be legal, but on Mali (at least Bifrost) it breaks.
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// So, blit from the shadow texture, like in the other renderers.
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if (src_dirty)
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UpdateVRAMReadTexture();
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CopyTexture(m_vram_texture, m_vram_fbo_id, m_vram_read_texture, m_vram_read_texture.GetGLFramebufferID(), src_x,
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src_y, dst_x, dst_y, width, height);
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}
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IncludeVRAMDirtyRectangle(dst_bounds);
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}
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void GPU_HW_OpenGL::CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, GLuint src_fbo, u32 src_x,
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u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
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{
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if (src.IsMultisampled())
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{
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// The MSAA case still needs framebuffer blits.
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo);
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glDisable(GL_SCISSOR_TEST);
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m_vram_read_texture.BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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RestoreGraphicsAPIState();
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return;
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}
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if (GLAD_GL_VERSION_4_3)
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{
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glCopyImageSubData(src.GetGLId(), src.GetGLTarget(), 0, src_x, src_y, 0, dest.GetGLId(), src.GetGLTarget(), 0,
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dst_x, dst_y, 0, width, height, 1);
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}
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else if (GLAD_GL_EXT_copy_image)
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{
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glCopyImageSubDataEXT(src.GetGLId(), src.GetGLTarget(), 0, src_x, src_y, 0, dest.GetGLId(), src.GetGLTarget(), 0,
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dst_x, dst_y, 0, width, height, 1);
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}
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else if (GLAD_GL_OES_copy_image)
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{
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glCopyImageSubDataOES(src.GetGLId(), src.GetGLTarget(), 0, src_x, src_y, 0, dest.GetGLId(), src.GetGLTarget(), 0,
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dst_x, dst_y, 0, width, height, 1);
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}
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else
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo);
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BlitTextureToFramebuffer(src, src_x, src_y, width, height, dst_x, dst_y, width, height);
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RestoreGraphicsAPIState();
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}
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}
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void GPU_HW_OpenGL::BlitTextureToFramebuffer(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
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u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height)
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{
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// But a copy shader is probably better on mobile drivers.
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const float uniforms[4] = {
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static_cast<float>(src_x) / static_cast<float>(src.GetWidth()),
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static_cast<float>(src_y) / static_cast<float>(src.GetHeight()),
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static_cast<float>(src_x + src_width) / static_cast<float>(src.GetWidth()),
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static_cast<float>(src_y + src_height) / static_cast<float>(src.GetHeight()),
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};
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UploadUniformBuffer(uniforms, sizeof(uniforms));
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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SetDepthFunc(GL_ALWAYS);
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glViewport(dst_x, dst_y, dst_width, dst_height);
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src.Bind();
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m_blit_program.Bind();
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glBindVertexArray(m_attributeless_vao_id);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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IncludeVRAMDirtyRectangle(dst_bounds);
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}
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void GPU_HW_OpenGL::UpdateVRAMReadTexture()
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@ -1332,9 +1264,32 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
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const u32 height = scaled_rect.GetHeight();
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const u32 x = scaled_rect.left;
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const u32 y = m_vram_texture.GetHeight() - scaled_rect.top - height;
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const bool multisampled = m_vram_texture.IsMultisampled();
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CopyTexture(m_vram_read_texture, m_vram_read_texture.GetGLFramebufferID(), m_vram_texture, m_vram_fbo_id, x, y, x, y,
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width, height);
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if (!multisampled && GLAD_GL_VERSION_4_3)
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{
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glCopyImageSubData(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
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m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
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}
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else if (!multisampled && GLAD_GL_EXT_copy_image)
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{
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glCopyImageSubDataEXT(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
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m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
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}
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else if (!multisampled && GLAD_GL_OES_copy_image)
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{
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glCopyImageSubDataOES(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
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m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
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}
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else
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{
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m_vram_read_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo_id);
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glDisable(GL_SCISSOR_TEST);
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glBlitFramebuffer(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
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}
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GPU_HW::UpdateVRAMReadTexture();
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}
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@ -76,10 +76,6 @@ private:
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bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
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void DownsampleFramebuffer(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
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void DownsampleFramebufferBoxFilter(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
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void CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, GLuint src_fbo, u32 src_x, u32 src_y,
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u32 dst_x, u32 dst_y, u32 width, u32 height);
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void BlitTextureToFramebuffer(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x, u32 dst_y,
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u32 dst_width, u32 dst_height);
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// downsample texture - used for readbacks at >1xIR.
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GL::Texture m_vram_texture;
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@ -108,7 +104,6 @@ private:
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GL::Program m_vram_write_program;
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GL::Program m_vram_copy_program;
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GL::Program m_vram_update_depth_program;
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GL::Program m_blit_program;
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u32 m_uniform_buffer_alignment = 1;
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u32 m_texture_stream_buffer_size = 0;
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