From 3b86c9328577e09daf762b83a195de2c3e53f4d7 Mon Sep 17 00:00:00 2001 From: Stenzek Date: Sun, 24 Mar 2019 14:24:03 +1000 Subject: VertexManagerBase: Increase vertex/uniform buffer sizes ZTP was uploading 10MB+ of uniforms per frame, reducing paralellism by forcing GPU waits. --- Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp') 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(); -- cgit v1.2.3