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exploring optimization in Backend for bffer bindings
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parent
b8e93ec688
commit
1123ba2b0a
9 changed files with 41 additions and 8 deletions
libraries
gpu-gl-common/src/gpu/gl
gpu-gl/src/gpu
gpu/src/gpu
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@ -239,6 +239,7 @@ public:
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virtual GLuint getFramebufferID(const FramebufferPointer& framebuffer) = 0;
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virtual GLuint getTextureID(const TexturePointer& texture) final;
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virtual GLuint getBufferID(const Buffer& buffer) = 0;
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virtual GLuint getBufferIDUnsafe(const Buffer& buffer) = 0;
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virtual GLuint getQueryID(const QueryPointer& query) = 0;
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virtual GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) = 0;
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@ -11,6 +11,7 @@
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#include "GLBackend.h"
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#include "GLShared.h"
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#include "GLInputFormat.h"
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#include "GLBuffer.h"
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using namespace gpu;
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using namespace gpu::gl;
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@ -39,14 +40,20 @@ void GLBackend::do_setInputBuffer(const Batch& batch, size_t paramOffset) {
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BufferPointer buffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
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uint32 channel = batch._params[paramOffset + 3]._uint;
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if (channel < getNumInputBuffers()) {
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// if (channel < getNumInputBuffers()) {
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bool isModified = false;
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if (_input._buffers[channel] != buffer) {
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_input._buffers[channel] = buffer;
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GLuint vbo = 0;
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if (buffer) {
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vbo = getBufferID((*buffer));
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// vbo = getBufferID((*buffer));
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// vbo = getBufferIDUnsafe((*buffer));
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auto* object = Backend::getGPUObject<GLBuffer>((*buffer));
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if (object) {
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vbo = object->_buffer;
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}
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}
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_input._bufferVBOs[channel] = vbo;
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@ -66,7 +73,7 @@ void GLBackend::do_setInputBuffer(const Batch& batch, size_t paramOffset) {
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if (isModified) {
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_input._invalidBuffers.set(channel);
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}
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}
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// }
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}
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void GLBackend::initInput() {
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@ -128,7 +135,7 @@ void GLBackend::do_setIndexBuffer(const Batch& batch, size_t paramOffset) {
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if (indexBuffer != _input._indexBuffer) {
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_input._indexBuffer = indexBuffer;
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if (indexBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferIDUnsafe(*indexBuffer));
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} else {
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// FIXME do we really need this? Is there ever a draw call where we care that the element buffer is null?
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -145,7 +152,7 @@ void GLBackend::do_setIndirectBuffer(const Batch& batch, size_t paramOffset) {
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if (buffer != _input._indirectBuffer) {
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_input._indirectBuffer = buffer;
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if (buffer) {
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, getBufferID(*buffer));
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, getBufferIDUnsafe(*buffer));
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} else {
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// FIXME do we really need this? Is there ever a draw call where we care that the element buffer is null?
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
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@ -172,6 +172,8 @@ void GLBackend::bindUniformBuffer(uint32_t slot, const BufferPointer& buffer, GL
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// Sync BufferObject
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auto* object = syncGPUObject(*bufferState.buffer);
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// auto glBO = getBufferIDUnsafe(*buffer);
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if (object) {
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glBindBufferRange(GL_UNIFORM_BUFFER, slot, object->_buffer, bufferState.offset, bufferState.size);
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@ -49,13 +49,25 @@ public:
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}
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}
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template <typename GLBufferType>
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static GLuint getIdUnsafe(GLBackend& backend, const Buffer& buffer) {
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GLBufferType* object = Backend::getGPUObject<GLBufferType>(buffer);
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if (object) {
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return object->_buffer;
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}
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else {
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return 0;
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}
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}
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const GLuint& _buffer { _id };
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const GLuint _size;
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const Stamp _stamp;
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~GLBuffer();
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virtual void transfer() = 0;
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virtual void transfer() {};
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protected:
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GLBuffer(const std::weak_ptr<GLBackend>& backend, const Buffer& buffer, GLuint id);
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@ -134,6 +134,7 @@ protected:
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GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) override;
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GLuint getBufferID(const Buffer& buffer) override;
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GLuint getBufferIDUnsafe(const Buffer& buffer) override;
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GLuint getResourceBufferID(const Buffer& buffer);
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GLBuffer* syncGPUObject(const Buffer& buffer) override;
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@ -83,6 +83,10 @@ GLuint GL41Backend::getBufferID(const Buffer& buffer) {
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return GL41Buffer::getId<GL41Buffer>(*this, buffer);
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}
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GLuint GL41Backend::getBufferIDUnsafe(const Buffer& buffer) {
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return GL41Backend::getBufferID(buffer);
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}
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GLuint GL41Backend::getResourceBufferID(const Buffer& buffer) {
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auto* object = GL41Buffer::sync<GL41Buffer>(*this, buffer);
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if (object) {
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@ -235,6 +235,7 @@ protected:
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GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) override;
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GLuint getBufferID(const Buffer& buffer) override;
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GLuint getBufferIDUnsafe(const Buffer& buffer) override;
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GLBuffer* syncGPUObject(const Buffer& buffer) override;
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GLTexture* syncGPUObject(const TexturePointer& texture) override;
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@ -51,6 +51,11 @@ GLuint GL45Backend::getBufferID(const Buffer& buffer) {
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return GL45Buffer::getId<GL45Buffer>(*this, buffer);
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}
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GLuint GL45Backend::getBufferIDUnsafe(const Buffer& buffer) {
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//return GL45Buffer::getId<GL45Buffer>(*this, buffer);
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return GL45Buffer::getIdUnsafe<GL45Buffer>(*this, buffer);
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}
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GLBuffer* GL45Backend::syncGPUObject(const Buffer& buffer) {
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return GL45Buffer::sync<GL45Buffer>(*this, buffer);
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}
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@ -417,10 +417,10 @@ public:
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}
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const Data& get(uint32 offset) const {
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if (offset >= _items.size()) {
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/* if (offset >= _items.size()) {
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static const Data EMPTY;
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return EMPTY;
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}
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}*/
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return (_items.data() + offset)->_data;
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}
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