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https://github.com/yuzu-emu/yuzu-mainline
synced 2024-11-22 14:43:51 +00:00
gl_buffer_cache: Reintroduce NV_vertex_buffer_unified_memory
Workaround Nvidia drivers complaining when a buffer is bound as both a vertex buffer and transform feedback buffer
This commit is contained in:
parent
efe52db690
commit
372bca5945
5 changed files with 60 additions and 8 deletions
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@ -58,6 +58,9 @@ Buffer::Buffer(BufferCacheRuntime& runtime, VideoCore::RasterizerInterface& rast
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glObjectLabel(GL_BUFFER, buffer.handle, static_cast<GLsizei>(name.size()), name.data());
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}
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glNamedBufferData(buffer.handle, SizeBytes(), nullptr, GL_DYNAMIC_DRAW);
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if (runtime.has_unified_vertex_buffers) {
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glGetNamedBufferParameterui64vNV(buffer.handle, GL_BUFFER_GPU_ADDRESS_NV, &address);
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}
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}
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void Buffer::ImmediateUpload(size_t offset, std::span<const u8> data) noexcept {
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@ -109,6 +112,7 @@ BufferCacheRuntime::BufferCacheRuntime(const Device& device_,
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: device{device_}, staging_buffer_pool{staging_buffer_pool_},
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has_fast_buffer_sub_data{device.HasFastBufferSubData()},
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use_assembly_shaders{device.UseAssemblyShaders()},
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has_unified_vertex_buffers{device.HasVertexBufferUnifiedMemory()},
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stream_buffer{has_fast_buffer_sub_data ? std::nullopt : std::make_optional<StreamBuffer>()} {
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GLint gl_max_attributes;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &gl_max_attributes);
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@ -210,8 +214,14 @@ void BufferCacheRuntime::ClearBuffer(Buffer& dest_buffer, u32 offset, size_t siz
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}
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void BufferCacheRuntime::BindIndexBuffer(Buffer& buffer, u32 offset, u32 size) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle());
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index_buffer_offset = offset;
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if (has_unified_vertex_buffers) {
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buffer.MakeResident(GL_READ_ONLY);
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glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV, 0, buffer.HostGpuAddr() + offset,
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static_cast<GLsizeiptr>(Common::AlignUp(size, 4)));
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle());
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index_buffer_offset = offset;
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}
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}
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void BufferCacheRuntime::BindVertexBuffer(u32 index, Buffer& buffer, u32 offset, u32 size,
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@ -219,8 +229,15 @@ void BufferCacheRuntime::BindVertexBuffer(u32 index, Buffer& buffer, u32 offset,
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if (index >= max_attributes) {
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return;
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}
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glBindVertexBuffer(index, buffer.Handle(), static_cast<GLintptr>(offset),
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static_cast<GLsizei>(stride));
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if (has_unified_vertex_buffers) {
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buffer.MakeResident(GL_READ_ONLY);
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glBindVertexBuffer(index, 0, 0, static_cast<GLsizei>(stride));
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glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, index,
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buffer.HostGpuAddr() + offset, static_cast<GLsizeiptr>(size));
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} else {
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glBindVertexBuffer(index, buffer.Handle(), static_cast<GLintptr>(offset),
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static_cast<GLsizei>(stride));
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}
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}
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void BufferCacheRuntime::BindVertexBuffers(VideoCommon::HostBindings<Buffer>& bindings) {
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@ -233,9 +250,23 @@ void BufferCacheRuntime::BindVertexBuffers(VideoCommon::HostBindings<Buffer>& bi
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[](u64 stride) { return static_cast<GLsizei>(stride); });
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const u32 count =
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std::min(static_cast<u32>(bindings.buffers.size()), max_attributes - bindings.min_index);
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glBindVertexBuffers(bindings.min_index, static_cast<GLsizei>(count), buffer_handles.data(),
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reinterpret_cast<const GLintptr*>(bindings.offsets.data()),
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buffer_strides.data());
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if (has_unified_vertex_buffers) {
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for (u32 index = 0; index < count; ++index) {
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Buffer& buffer = *bindings.buffers[index];
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buffer.MakeResident(GL_READ_ONLY);
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glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, bindings.min_index + index,
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buffer.HostGpuAddr() + bindings.offsets[index],
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static_cast<GLsizeiptr>(bindings.sizes[index]));
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}
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static constexpr std::array<size_t, 32> ZEROS{};
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glBindVertexBuffers(bindings.min_index, static_cast<GLsizei>(count),
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reinterpret_cast<const GLuint*>(ZEROS.data()),
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reinterpret_cast<const GLintptr*>(ZEROS.data()), buffer_strides.data());
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} else {
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glBindVertexBuffers(bindings.min_index, static_cast<GLsizei>(count), buffer_handles.data(),
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reinterpret_cast<const GLintptr*>(bindings.offsets.data()),
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buffer_strides.data());
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}
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}
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void BufferCacheRuntime::BindUniformBuffer(size_t stage, u32 binding_index, Buffer& buffer,
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@ -209,6 +209,7 @@ private:
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bool has_fast_buffer_sub_data = false;
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bool use_assembly_shaders = false;
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bool has_unified_vertex_buffers = false;
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bool use_storage_buffers = false;
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@ -200,6 +200,7 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) {
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has_broken_texture_view_formats = is_amd || (!is_linux && is_intel);
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has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
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has_derivative_control = GLAD_GL_ARB_derivative_control;
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has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
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has_debugging_tool_attached = IsDebugToolAttached(extensions);
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has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float");
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has_geometry_shader_passthrough = GLAD_GL_NV_geometry_shader_passthrough;
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@ -72,6 +72,10 @@ public:
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return has_texture_shadow_lod;
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}
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bool HasVertexBufferUnifiedMemory() const {
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return has_vertex_buffer_unified_memory;
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}
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bool HasASTC() const {
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return has_astc;
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}
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@ -211,6 +215,7 @@ private:
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bool has_vertex_viewport_layer{};
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bool has_image_load_formatted{};
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bool has_texture_shadow_lod{};
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bool has_vertex_buffer_unified_memory{};
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bool has_astc{};
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bool has_variable_aoffi{};
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bool has_component_indexing_bug{};
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@ -168,6 +168,14 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
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if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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}
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// Enable unified vertex attributes and query vertex buffer address when the driver supports it
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if (device.HasVertexBufferUnifiedMemory()) {
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
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glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
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glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
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glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
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&vertex_buffer_address);
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}
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}
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RendererOpenGL::~RendererOpenGL() = default;
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@ -667,7 +675,13 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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offsetof(ScreenRectVertex, tex_coord));
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glVertexAttribBinding(PositionLocation, 0);
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glVertexAttribBinding(TexCoordLocation, 0);
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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if (device.HasVertexBufferUnifiedMemory()) {
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glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
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glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
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sizeof(vertices));
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} else {
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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}
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if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
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glBindSampler(0, present_sampler.handle);
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