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authorStenzek <stenzek@gmail.com>2019-03-24 14:24:03 +1000
committerStenzek <stenzek@gmail.com>2019-03-29 19:52:38 +1000
commit3b86c9328577e09daf762b83a195de2c3e53f4d7 (patch)
treee65a9a99480e4fec86db96924f9ce7d218c2b887 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
parent2a4bca8b4ab4a698ae034a8ac8ffa3b10c660601 (diff)
VertexManagerBase: Increase vertex/uniform buffer sizes
ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by forcing GPU waits.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index e06491b986..f3c5505d7d 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -39,8 +39,6 @@
namespace OGL
{
-static constexpr u32 UBO_LENGTH = 32 * 1024 * 1024;
-
u32 ProgramShaderCache::s_ubo_buffer_size;
s32 ProgramShaderCache::s_ubo_align;
GLuint ProgramShaderCache::s_attributeless_VBO = 0;
@@ -497,7 +495,7 @@ void ProgramShaderCache::Init()
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
- s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
+ s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, VertexManagerBase::UNIFORM_STREAM_BUFFER_SIZE);
CreateHeader();
CreateAttributelessVAO();