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exploring optimization in Backend for bffer bindings

This commit is contained in:
Sam Gateau 2018-08-22 22:48:42 -07:00
parent b8e93ec688
commit 1123ba2b0a
9 changed files with 41 additions and 8 deletions

View file

@ -239,6 +239,7 @@ public:
virtual GLuint getFramebufferID(const FramebufferPointer& framebuffer) = 0;
virtual GLuint getTextureID(const TexturePointer& texture) final;
virtual GLuint getBufferID(const Buffer& buffer) = 0;
virtual GLuint getBufferIDUnsafe(const Buffer& buffer) = 0;
virtual GLuint getQueryID(const QueryPointer& query) = 0;
virtual GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) = 0;

View file

@ -11,6 +11,7 @@
#include "GLBackend.h"
#include "GLShared.h"
#include "GLInputFormat.h"
#include "GLBuffer.h"
using namespace gpu;
using namespace gpu::gl;
@ -39,14 +40,20 @@ void GLBackend::do_setInputBuffer(const Batch& batch, size_t paramOffset) {
BufferPointer buffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
uint32 channel = batch._params[paramOffset + 3]._uint;
if (channel < getNumInputBuffers()) {
// if (channel < getNumInputBuffers()) {
bool isModified = false;
if (_input._buffers[channel] != buffer) {
_input._buffers[channel] = buffer;
GLuint vbo = 0;
if (buffer) {
vbo = getBufferID((*buffer));
// vbo = getBufferID((*buffer));
// vbo = getBufferIDUnsafe((*buffer));
auto* object = Backend::getGPUObject<GLBuffer>((*buffer));
if (object) {
vbo = object->_buffer;
}
}
_input._bufferVBOs[channel] = vbo;
@ -66,7 +73,7 @@ void GLBackend::do_setInputBuffer(const Batch& batch, size_t paramOffset) {
if (isModified) {
_input._invalidBuffers.set(channel);
}
}
// }
}
void GLBackend::initInput() {
@ -128,7 +135,7 @@ void GLBackend::do_setIndexBuffer(const Batch& batch, size_t paramOffset) {
if (indexBuffer != _input._indexBuffer) {
_input._indexBuffer = indexBuffer;
if (indexBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferIDUnsafe(*indexBuffer));
} else {
// FIXME do we really need this? Is there ever a draw call where we care that the element buffer is null?
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
@ -145,7 +152,7 @@ void GLBackend::do_setIndirectBuffer(const Batch& batch, size_t paramOffset) {
if (buffer != _input._indirectBuffer) {
_input._indirectBuffer = buffer;
if (buffer) {
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, getBufferID(*buffer));
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, getBufferIDUnsafe(*buffer));
} else {
// FIXME do we really need this? Is there ever a draw call where we care that the element buffer is null?
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);

View file

@ -172,6 +172,8 @@ void GLBackend::bindUniformBuffer(uint32_t slot, const BufferPointer& buffer, GL
// Sync BufferObject
auto* object = syncGPUObject(*bufferState.buffer);
// auto glBO = getBufferIDUnsafe(*buffer);
if (object) {
glBindBufferRange(GL_UNIFORM_BUFFER, slot, object->_buffer, bufferState.offset, bufferState.size);

View file

@ -49,13 +49,25 @@ public:
}
}
template <typename GLBufferType>
static GLuint getIdUnsafe(GLBackend& backend, const Buffer& buffer) {
GLBufferType* object = Backend::getGPUObject<GLBufferType>(buffer);
if (object) {
return object->_buffer;
}
else {
return 0;
}
}
const GLuint& _buffer { _id };
const GLuint _size;
const Stamp _stamp;
~GLBuffer();
virtual void transfer() = 0;
virtual void transfer() {};
protected:
GLBuffer(const std::weak_ptr<GLBackend>& backend, const Buffer& buffer, GLuint id);

View file

@ -134,6 +134,7 @@ protected:
GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) override;
GLuint getBufferID(const Buffer& buffer) override;
GLuint getBufferIDUnsafe(const Buffer& buffer) override;
GLuint getResourceBufferID(const Buffer& buffer);
GLBuffer* syncGPUObject(const Buffer& buffer) override;

View file

@ -83,6 +83,10 @@ GLuint GL41Backend::getBufferID(const Buffer& buffer) {
return GL41Buffer::getId<GL41Buffer>(*this, buffer);
}
GLuint GL41Backend::getBufferIDUnsafe(const Buffer& buffer) {
return GL41Backend::getBufferID(buffer);
}
GLuint GL41Backend::getResourceBufferID(const Buffer& buffer) {
auto* object = GL41Buffer::sync<GL41Buffer>(*this, buffer);
if (object) {

View file

@ -235,6 +235,7 @@ protected:
GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) override;
GLuint getBufferID(const Buffer& buffer) override;
GLuint getBufferIDUnsafe(const Buffer& buffer) override;
GLBuffer* syncGPUObject(const Buffer& buffer) override;
GLTexture* syncGPUObject(const TexturePointer& texture) override;

View file

@ -51,6 +51,11 @@ GLuint GL45Backend::getBufferID(const Buffer& buffer) {
return GL45Buffer::getId<GL45Buffer>(*this, buffer);
}
GLuint GL45Backend::getBufferIDUnsafe(const Buffer& buffer) {
//return GL45Buffer::getId<GL45Buffer>(*this, buffer);
return GL45Buffer::getIdUnsafe<GL45Buffer>(*this, buffer);
}
GLBuffer* GL45Backend::syncGPUObject(const Buffer& buffer) {
return GL45Buffer::sync<GL45Buffer>(*this, buffer);
}

View file

@ -417,10 +417,10 @@ public:
}
const Data& get(uint32 offset) const {
if (offset >= _items.size()) {
/* if (offset >= _items.size()) {
static const Data EMPTY;
return EMPTY;
}
}*/
return (_items.data() + offset)->_data;
}