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authorJules Blok <jules.blok@gmail.com>2014-12-14 21:23:13 +0100
committerJules Blok <jules.blok@gmail.com>2014-12-14 21:23:13 +0100
commitb406e4e1f2c696ba5f6bec04ea2e6a8cc03a02d1 (patch)
tree5d047b49b3b35e4f2f4abe05a69992f630bc7870 /Source/Core/VideoBackends
parent21ac9aa715d7bfc24e52474c2511892ed4ad6ac8 (diff)
VideoCommon: Add a separate constants buffer for the geometry shader.
Diffstat (limited to 'Source/Core/VideoBackends')
-rw-r--r--Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp26
-rw-r--r--Source/Core/VideoBackends/D3D/GeometryShaderCache.h1
-rw-r--r--Source/Core/VideoBackends/D3D/VertexManager.cpp2
-rw-r--r--Source/Core/VideoBackends/D3D/main.cpp3
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp14
-rw-r--r--Source/Core/VideoBackends/OGL/main.cpp3
6 files changed, 46 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
index 29172f91a1..6f87e124e7 100644
--- a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
@@ -17,6 +17,8 @@
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderGen.h"
+#include "VideoCommon/GeometryShaderManager.h"
+#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
@@ -37,6 +39,22 @@ ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return Copy
ID3D11Buffer* gscbuf = nullptr;
+ID3D11Buffer* &GeometryShaderCache::GetConstantBuffer()
+{
+ // TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
+ if (GeometryShaderManager::dirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map;
+ D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
+ D3D::context->Unmap(gscbuf, 0);
+ GeometryShaderManager::dirty = false;
+
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
+ }
+ return gscbuf;
+}
+
// this class will load the precompiled shaders into our cache
class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
{
@@ -113,6 +131,12 @@ const char copy_shader_code[] = {
void GeometryShaderCache::Init()
{
+ unsigned int gbsize = ((sizeof(GeometryShaderConstants))&(~0xf)) + 0x10; // must be a multiple of 16
+ D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
+ HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
+ CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf, "geometry shader constant buffer used to emulate the GX pipeline");
+
// used when drawing clear quads
ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
@@ -152,6 +176,8 @@ void GeometryShaderCache::Clear()
void GeometryShaderCache::Shutdown()
{
+ SAFE_RELEASE(gscbuf);
+
SAFE_RELEASE(ClearGeometryShader);
SAFE_RELEASE(CopyGeometryShader);
diff --git a/Source/Core/VideoBackends/D3D/GeometryShaderCache.h b/Source/Core/VideoBackends/D3D/GeometryShaderCache.h
index 9d38922d04..0c44554412 100644
--- a/Source/Core/VideoBackends/D3D/GeometryShaderCache.h
+++ b/Source/Core/VideoBackends/D3D/GeometryShaderCache.h
@@ -25,6 +25,7 @@ public:
static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
+ static ID3D11Buffer* &GetConstantBuffer();
private:
struct GSCacheEntry
diff --git a/Source/Core/VideoBackends/D3D/VertexManager.cpp b/Source/Core/VideoBackends/D3D/VertexManager.cpp
index abc7f18e33..29fcf1c365 100644
--- a/Source/Core/VideoBackends/D3D/VertexManager.cpp
+++ b/Source/Core/VideoBackends/D3D/VertexManager.cpp
@@ -140,7 +140,7 @@ void VertexManager::Draw(u32 stride)
if (current_primitive_type == PRIMITIVE_TRIANGLES)
{
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
- D3D::stateman->SetGeometryConstants(VertexShaderCache::GetConstantBuffer());
+ D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
D3D::stateman->SetGeometryShader(g_ActiveConfig.iStereoMode > 0 ? GeometryShaderCache::GetActiveShader() : nullptr);
D3D::stateman->Apply();
diff --git a/Source/Core/VideoBackends/D3D/main.cpp b/Source/Core/VideoBackends/D3D/main.cpp
index 22782cc41c..0126ab8b1d 100644
--- a/Source/Core/VideoBackends/D3D/main.cpp
+++ b/Source/Core/VideoBackends/D3D/main.cpp
@@ -28,6 +28,7 @@
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
+#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/OpcodeDecoding.h"
@@ -187,6 +188,7 @@ void VideoBackend::Video_Prepare()
OpcodeDecoder_Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
+ GeometryShaderManager::Init();
CommandProcessor::Init();
PixelEngine::Init();
BBox::Init();
@@ -205,6 +207,7 @@ void VideoBackend::Shutdown()
// VideoCommon
Fifo_Shutdown();
CommandProcessor::Shutdown();
+ GeometryShaderManager::Shutdown();
PixelShaderManager::Shutdown();
VertexShaderManager::Shutdown();
OpcodeDecoder_Shutdown();
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index 439c4c9040..08b22e8071 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -13,6 +13,7 @@
#include "VideoCommon/Debugger.h"
#include "VideoCommon/DriverDetails.h"
+#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
@@ -71,11 +72,14 @@ void SHADER::SetProgramVariables()
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
+ GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
if (PSBlock_id != -1)
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if (VSBlock_id != -1)
glUniformBlockBinding(glprogid, VSBlock_id, 2);
+ if (GSBlock_id != -1)
+ glUniformBlockBinding(glprogid, GSBlock_id, 3);
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)
@@ -133,7 +137,7 @@ void SHADER::Bind()
void ProgramShaderCache::UploadConstants()
{
- if (PixelShaderManager::dirty || VertexShaderManager::dirty)
+ if (PixelShaderManager::dirty || VertexShaderManager::dirty || GeometryShaderManager::dirty)
{
auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
@@ -143,14 +147,20 @@ void ProgramShaderCache::UploadConstants()
memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
&VertexShaderManager::constants, sizeof(VertexShaderConstants));
+ memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align),
+ &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
+
s_buffer->Unmap(s_ubo_buffer_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
sizeof(PixelShaderConstants));
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
sizeof(VertexShaderConstants));
+ glBindBufferRange(GL_UNIFORM_BUFFER, 3, s_buffer->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align),
+ sizeof(GeometryShaderConstants));
PixelShaderManager::dirty = false;
VertexShaderManager::dirty = false;
+ GeometryShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
}
@@ -419,7 +429,7 @@ void ProgramShaderCache::Init()
// then the UBO will fail.
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
- s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align);
+ s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align) + ROUND_UP(sizeof(GeometryShaderConstants), s_ubo_align);
// 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
diff --git a/Source/Core/VideoBackends/OGL/main.cpp b/Source/Core/VideoBackends/OGL/main.cpp
index eb486c811b..addfcf0533 100644
--- a/Source/Core/VideoBackends/OGL/main.cpp
+++ b/Source/Core/VideoBackends/OGL/main.cpp
@@ -65,6 +65,7 @@ Make AA apply instantly during gameplay if possible
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
+#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/LookUpTables.h"
@@ -202,6 +203,7 @@ void VideoBackend::Video_Prepare()
IndexGenerator::Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
+ GeometryShaderManager::Init();
ProgramShaderCache::Init();
g_texture_cache = new TextureCache();
g_sampler_cache = new SamplerCache();
@@ -243,6 +245,7 @@ void VideoBackend::Video_Cleanup()
ProgramShaderCache::Shutdown();
VertexShaderManager::Shutdown();
PixelShaderManager::Shutdown();
+ GeometryShaderManager::Shutdown();
delete g_perf_query;
g_perf_query = nullptr;
delete g_vertex_manager;