mirror of
https://github.com/libretro/parallel-gx1.git
synced 2026-11-11 11:21:29 -10:00
354 lines
12 KiB
C++
354 lines
12 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/OGL/OGLStreamBuffer.h"
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#include "Common/Align.h"
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#include "Common/MathUtil.h"
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#include "Common/MemoryUtil.h"
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#include "VideoBackends/OGL/OGLConfig.h"
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#include "VideoCommon/DriverDetails.h"
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namespace OGL
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{
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// moved out of constructor, so m_buffer is allowed to be const
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static u32 GenBuffer()
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{
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u32 id;
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glGenBuffers(1, &id);
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return id;
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}
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StreamBuffer::StreamBuffer(u32 type, u32 size)
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: m_buffer(GenBuffer()), m_buffertype(type), m_size(MathUtil::NextPowerOf2(size)),
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m_bit_per_slot(MathUtil::IntLog2(MathUtil::NextPowerOf2(size) / SYNC_POINTS))
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{
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m_iterator = 0;
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m_used_iterator = 0;
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m_free_iterator = 0;
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}
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/* Shared synchronization code for ring buffers
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*
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* The next three functions are to create/delete/use the OpenGL synchronization.
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* ARB_sync (OpenGL 3.2) is used and required.
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*
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* To reduce overhead, the complete buffer is split up into SYNC_POINTS chunks.
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* For each of this chunks, there is a fence which checks if this chunk is still in use.
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*
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* As our API allows to alloc more memory then it has to use, we have to catch how much is already
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* written.
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*
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* m_iterator - writing position
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* m_free_iterator - last position checked if free
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* m_used_iterator - last position known to be written
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*
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* So on alloc, we have to wait for all slots between m_free_iterator and m_iterator (and set
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* m_free_iterator to m_iterator afterwards).
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*
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* We also assume that this buffer is accessed by the GPU between the Unmap and Map function,
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* so we may create the fences on the start of mapping.
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* Some here, new fences for the chunks between m_used_iterator and m_iterator (also update
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* m_used_iterator).
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*
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* As ring buffers have an ugly behavior on rollover, have fun to read this code ;)
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*/
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void StreamBuffer::CreateFences()
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{
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for (int i = 0; i < SYNC_POINTS; i++)
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{
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m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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}
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void StreamBuffer::DeleteFences()
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{
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for (int i = Slot(m_free_iterator) + 1; i < SYNC_POINTS; i++)
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{
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glDeleteSync(m_fences[i]);
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}
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for (int i = 0; i < Slot(m_iterator); i++)
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{
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glDeleteSync(m_fences[i]);
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}
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}
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void StreamBuffer::AllocMemory(u32 size)
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{
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// insert waiting slots for used memory
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for (int i = Slot(m_used_iterator); i < Slot(m_iterator); i++)
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{
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m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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m_used_iterator = m_iterator;
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// wait for new slots to end of buffer
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for (int i = Slot(m_free_iterator) + 1; i <= Slot(m_iterator + size) && i < SYNC_POINTS; i++)
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{
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glClientWaitSync(m_fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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glDeleteSync(m_fences[i]);
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}
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// If we allocate a large amount of memory (A), commit a smaller amount, then allocate memory
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// smaller than allocation A, we will have already waited for these fences in A, but not used
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// the space. In this case, don't set m_free_iterator to a position before that which we know
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// is safe to use, which would result in waiting on the same fence(s) next time.
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if ((m_iterator + size) > m_free_iterator)
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m_free_iterator = m_iterator + size;
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// if buffer is full
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if (m_iterator + size >= m_size)
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{
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// insert waiting slots in unused space at the end of the buffer
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for (int i = Slot(m_used_iterator); i < SYNC_POINTS; i++)
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{
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m_fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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// move to the start
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m_used_iterator = m_iterator = 0; // offset 0 is always aligned
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// wait for space at the start
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for (int i = 0; i <= Slot(m_iterator + size); i++)
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{
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glClientWaitSync(m_fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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glDeleteSync(m_fences[i]);
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}
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m_free_iterator = m_iterator + size;
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}
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}
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/* The ways to stream, by kind:
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*
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* MAP_AND_ORPHAN: the usual way to stream data to the GPU.
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* Described here: https://www.opengl.org/wiki/Buffer_Object_Streaming#Unsynchronized_buffer_mapping
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* Just do unsync appends until the buffer is full. When it's full, orphan (alloc a new buffer and
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* free the old one). As reallocation is an overhead, this method isn't as fast as it is known to
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* be.
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*
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* MAP_AND_SYNC: a modified streaming way without reallocation, a ring buffer allocated on
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* initialization. With this limited resource, we have to care about the CPU-GPU distance, else
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* this fifo may overflow. So we had traded orphan vs syncing.
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*
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* BUFFER_STORAGE: streaming fifo without mapping overhead, with ARB_buffer_storage (OpenGL 4.4),
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* usually not available on OpenGL3 GPUs. It allows us to render from a mapped buffer, so we map it
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* persistently in the initialization. Unsync mapping sounds like an easy task, but it isn't for
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* threaded drivers: every mapping on current close-source driver _will_ end in at least a round
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* trip time between two threads. As persistently mapped buffer can't use orphaning, we also have
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* to sync.
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*
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* PINNED_MEMORY (AMD only): another streaming fifo without mapping overhead, with
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* AMD_pinned_memory, available on all AMD GPUs. As we can't orphan without mapping, we have to
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* sync. OpenGL 4.4 drivers should use BUFFER_STORAGE.
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*
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* BUFFER_SUB_DATA: fifo based on the glBufferSubData call. As everything must be copied before
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* glBufferSubData returns, an additional memcpy in the driver will be done. So this is a huge
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* overhead, only use it if required.
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*
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* BUFFER_DATA: fifo based on the glBufferData call. Some trashy drivers stall in BufferSubData.
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* So here we use glBufferData, which realloc this buffer every time. This may avoid stalls, but it
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* is a bigger overhead than BufferSubData.
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*/
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static constexpr u32 ALIGN_PINNED_MEMORY = 4096;
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StreamBuffer::StreamBuffer(Kind kind, u32 type, u32 size, bool coherent, bool client_storage)
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: StreamBuffer(type, size)
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{
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m_kind = kind;
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m_coherent = coherent;
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switch (kind)
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{
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case MAP_AND_ORPHAN:
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glBindBuffer(m_buffertype, m_buffer);
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glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
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break;
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case MAP_AND_SYNC:
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CreateFences();
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glBindBuffer(m_buffertype, m_buffer);
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glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
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break;
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case BUFFER_STORAGE:
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CreateFences();
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glBindBuffer(m_buffertype, m_buffer);
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// PERSISTANT_BIT to make sure that the buffer can be used while mapped
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// COHERENT_BIT is set so we don't have to use a MemoryBarrier on write
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// CLIENT_STORAGE_BIT asks for client memory, cached, for what the CPU writes in place
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glBufferStorage(m_buffertype, m_size, nullptr,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
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(coherent ? GL_MAP_COHERENT_BIT : 0) |
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(client_storage ? GL_CLIENT_STORAGE_BIT : 0));
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m_pointer =
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(u8*)glMapBufferRange(m_buffertype, 0, m_size,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
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(coherent ? GL_MAP_COHERENT_BIT : GL_MAP_FLUSH_EXPLICIT_BIT));
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break;
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case PINNED_MEMORY:
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CreateFences();
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m_pointer = static_cast<u8*>(Common::AllocateAlignedMemory(
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Common::AlignUp(m_size, ALIGN_PINNED_MEMORY), ALIGN_PINNED_MEMORY));
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glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, m_buffer);
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glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
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Common::AlignUp(m_size, ALIGN_PINNED_MEMORY), m_pointer, GL_STREAM_COPY);
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glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
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glBindBuffer(m_buffertype, m_buffer);
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break;
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case BUFFER_SUB_DATA:
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glBindBuffer(m_buffertype, m_buffer);
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glBufferData(m_buffertype, size, nullptr, GL_STATIC_DRAW);
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m_pointer = new u8[m_size];
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break;
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case BUFFER_DATA:
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glBindBuffer(m_buffertype, m_buffer);
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m_pointer = new u8[m_size];
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break;
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}
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}
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StreamBuffer::~StreamBuffer()
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{
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switch (m_kind)
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{
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case MAP_AND_ORPHAN:
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break;
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case MAP_AND_SYNC:
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DeleteFences();
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break;
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case BUFFER_STORAGE:
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DeleteFences();
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glUnmapBuffer(m_buffertype);
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glBindBuffer(m_buffertype, 0);
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break;
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case PINNED_MEMORY:
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DeleteFences();
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glBindBuffer(m_buffertype, 0);
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glFinish(); // ogl pipeline must be flushed, else this buffer can be in use
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Common::FreeAlignedMemory(m_pointer);
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break;
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case BUFFER_SUB_DATA:
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case BUFFER_DATA:
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delete[] m_pointer;
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break;
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}
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glDeleteBuffers(1, &m_buffer);
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}
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std::pair<u8*, u32> StreamBuffer::Map(u32 size)
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{
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u8* pointer;
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switch (m_kind)
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{
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case MAP_AND_ORPHAN:
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if (m_iterator + size >= m_size)
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{
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glBufferData(m_buffertype, m_size, nullptr, GL_STREAM_DRAW);
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m_iterator = 0;
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}
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pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
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GL_MAP_UNSYNCHRONIZED_BIT);
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return std::make_pair(pointer, m_iterator);
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case MAP_AND_SYNC:
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AllocMemory(size);
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pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size,
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
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GL_MAP_UNSYNCHRONIZED_BIT);
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return std::make_pair(pointer, m_iterator);
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case BUFFER_STORAGE:
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case PINNED_MEMORY:
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AllocMemory(size);
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return std::make_pair(m_pointer + m_iterator, m_iterator);
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default: // BUFFER_SUB_DATA, BUFFER_DATA
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return std::make_pair(m_pointer, 0u);
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}
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}
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void StreamBuffer::Unmap(u32 used_size)
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{
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switch (m_kind)
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{
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case MAP_AND_ORPHAN:
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case MAP_AND_SYNC:
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glFlushMappedBufferRange(m_buffertype, 0, used_size);
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glUnmapBuffer(m_buffertype);
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m_iterator += used_size;
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break;
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case BUFFER_STORAGE:
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if (!m_coherent)
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glFlushMappedBufferRange(m_buffertype, m_iterator, used_size);
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m_iterator += used_size;
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break;
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case PINNED_MEMORY:
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m_iterator += used_size;
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break;
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case BUFFER_SUB_DATA:
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glBufferSubData(m_buffertype, 0, used_size, m_pointer);
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break;
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case BUFFER_DATA:
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glBufferData(m_buffertype, used_size, m_pointer, GL_STREAM_DRAW);
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break;
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}
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}
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StreamBuffer* StreamBuffer::CreatePersistentClient(u32 type, u32 size)
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{
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if (!g_ogl_config.bSupportsGLSync || !g_ogl_config.bSupportsGLBufferStorage ||
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STORAGE))
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{
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return nullptr;
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}
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return new StreamBuffer(BUFFER_STORAGE, type, size, true, true);
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}
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// Chooses the best streaming method based on the supported extensions and known issues
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static StreamBuffer::Kind ChooseKind(u32 type)
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{
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// without basevertex support, only streaming methods whith uploads everything to zero works fine:
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if (!g_ogl_config.bSupportsGLBaseVertex)
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{
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if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STREAM))
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return StreamBuffer::BUFFER_SUB_DATA;
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// BufferData is by far the worst way, only use it if needed
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return StreamBuffer::BUFFER_DATA;
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}
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// Prefer the syncing buffers over the orphaning one
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if (g_ogl_config.bSupportsGLSync)
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{
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// pinned memory is much faster than buffer storage on AMD cards
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if (g_ogl_config.bSupportsGLPinnedMemory &&
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!(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_PINNED_MEMORY)))
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return StreamBuffer::PINNED_MEMORY;
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// buffer storage works well in most situations
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if (g_ogl_config.bSupportsGLBufferStorage &&
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!(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STORAGE) &&
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type == GL_ARRAY_BUFFER) &&
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!(DriverDetails::HasBug(DriverDetails::BUG_INTEL_BROKEN_BUFFER_STORAGE) &&
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type == GL_ELEMENT_ARRAY_BUFFER))
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return StreamBuffer::BUFFER_STORAGE;
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// don't fall back to MapAnd* for Nvidia drivers
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_UNSYNC_MAPPING))
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{
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BUFFER_STREAM))
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return StreamBuffer::BUFFER_DATA;
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else
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return StreamBuffer::BUFFER_SUB_DATA;
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}
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// mapping fallback
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return StreamBuffer::MAP_AND_SYNC;
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}
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// default fallback, should work everywhere, but isn't the best way to do this job
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return StreamBuffer::MAP_AND_ORPHAN;
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}
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StreamBuffer* StreamBuffer::Create(u32 type, u32 size)
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{
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return new StreamBuffer(ChooseKind(type), type, size, true, false);
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}
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} // namespace OGL
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