// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. // Ideas for speeding things up on mobile OpenGL ES implementations // // Use superbuffers! Yes I just invented that name. // // The idea is to avoid respecifying the vertex format between every draw call (multiple glVertexAttribPointer ...) // by combining the contents of multiple draw calls into one buffer, as long as // they have exactly the same output vertex format. (different input formats is fine! This way // we can combine the data for multiple draws with different numbers of bones, as we consider numbones < 4 to be = 4) // into one VBO. // // This will likely be a win because I believe that between every change of VBO + glVertexAttribPointer*N, the driver will // perform a lot of validation, probably at draw call time, while all the validation can be skipped if the only thing // that changes between two draw calls is simple state or texture or a matrix etc, not anything vertex related. // Also the driver will have to manage hundreds instead of thousands of VBOs in games like GTA. // // * Every 10 frames or something, do the following: // - Frame 1: // + Mark all drawn buffers with in-frame sequence numbers (alternatively, // just log them in an array) // - Frame 2 (beginning?): // + Take adjacent buffers that have the same output vertex format, and add them // to a list of buffers to combine. Create said buffers with appropriate sizes // and precompute the offsets that the draws should be written into. // - Frame 2 (end): // + Actually do the work of combining the buffers. This probably means re-decoding // the vertices into a new one. Will also have to apply index offsets. // // Also need to change the drawing code so that we don't glBindBuffer and respecify glVAP if // two subsequent drawcalls come from the same superbuffer. // // Or we ignore all of this including vertex caching and simply find a way to do highly optimized vertex streaming, // like Dolphin is trying to. That will likely never be able to reach the same speed as perfectly optimized // superbuffers though. For this we will have to JIT the vertex decoder but that's not too hard. // // Now, when do we delete superbuffers? Maybe when half the buffers within have been killed? // // Another idea for GTA which switches textures a lot while not changing much other state is to use ES 3 Array // textures, if they are the same size (even if they aren't, might be okay to simply resize the textures to match // if they're just a multiple of 2 away) or something. Then we'd have to add a W texture coordinate to choose the // texture within the bound texture array to the vertex data when merging into superbuffers. // // There are even more things to try. For games that do matrix palette skinning by quickly switching bones and // just drawing a few triangles per call (NBA, FF:CC, Tekken 6 etc) we could even collect matrices, upload them // all at once, writing matrix indices into the vertices in addition to the weights, and then doing a single // draw call with specially generated shader to draw the whole mesh. This code will be seriously complex though. #include "base/logging.h" #include "base/timeutil.h" #include "Common/MemoryUtil.h" #include "Core/MemMap.h" #include "Core/Host.h" #include "Core/System.h" #include "Core/Reporting.h" #include "Core/Config.h" #include "Core/CoreTiming.h" #include "gfx/gl_debug_log.h" #include "profiler/profiler.h" #include "GPU/Math3D.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/SoftwareTransformCommon.h" #include "ext/native/gfx/GLStateCache.h" #include "GPU/GLES/FragmentTestCacheGLES.h" #include "GPU/GLES/StateMappingGLES.h" #include "GPU/GLES/TextureCacheGLES.h" #include "GPU/GLES/DrawEngineGLES.h" #include "GPU/GLES/ShaderManagerGLES.h" #include "GPU/GLES/GPU_GLES.h" extern const GLuint glprim[8] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, // Rectangles need to be expanded into triangles. }; enum { TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex) }; #define VERTEXCACHE_DECIMATION_INTERVAL 17 #define VERTEXCACHE_NAME_DECIMATION_INTERVAL 41 #define VERTEXCACHE_NAME_DECIMATION_MAX 100 #define VERTEXCACHE_NAME_CACHE_SIZE 64 #define VERTEXCACHE_NAME_CACHE_FULL_BYTES (1024 * 1024) #define VERTEXCACHE_NAME_CACHE_MAX_AGE 120 enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 }; DrawEngineGLES::DrawEngineGLES() : vai_(256) { decOptions_.expandAllWeightsToFloat = false; decOptions_.expand8BitNormalsToFloat = false; decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL; bufferDecimationCounter_ = VERTEXCACHE_NAME_DECIMATION_INTERVAL; // Allocate nicely aligned memory. Maybe graphics drivers will // appreciate it. // All this is a LOT of memory, need to see if we can cut down somehow. decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE); decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE); splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE); indexGen.Setup(decIndex); InitDeviceObjects(); register_gl_resource_holder(this, "drawengine_gles", 1); tessDataTransfer = new TessellationDataTransferGLES(gl_extensions.VersionGEThan(3, 0, 0)); } DrawEngineGLES::~DrawEngineGLES() { DestroyDeviceObjects(); FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE); FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE); FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE); unregister_gl_resource_holder(this); delete tessDataTransfer; } void DrawEngineGLES::RestoreVAO() { if (sharedVao_ != 0) { glBindVertexArray(sharedVao_); } else if (gstate_c.Supports(GPU_SUPPORTS_VAO)) { // Note: this is here because, InitDeviceObjects() is called before GPU_SUPPORTS_VAO is setup. // So, this establishes it if Supports() returns true and there isn't one yet. glGenVertexArrays(1, &sharedVao_); glBindVertexArray(sharedVao_); } } void DrawEngineGLES::InitDeviceObjects() { if (bufferNameCache_.empty()) { bufferNameCache_.resize(VERTEXCACHE_NAME_CACHE_SIZE); glGenBuffers(VERTEXCACHE_NAME_CACHE_SIZE, &bufferNameCache_[0]); bufferNameCacheSize_ = 0; if (gstate_c.Supports(GPU_SUPPORTS_VAO)) { glGenVertexArrays(1, &sharedVao_); } else { sharedVao_ = 0; } } else { ERROR_LOG(G3D, "Device objects already initialized!"); } } void DrawEngineGLES::DestroyDeviceObjects() { ClearTrackedVertexArrays(); if (!bufferNameCache_.empty()) { glstate.arrayBuffer.unbind(); glstate.elementArrayBuffer.unbind(); glDeleteBuffers((GLsizei)bufferNameCache_.size(), &bufferNameCache_[0]); bufferNameCache_.clear(); bufferNameInfo_.clear(); freeSizedBuffers_.clear(); bufferNameCacheSize_ = 0; if (sharedVao_ != 0) { glDeleteVertexArrays(1, &sharedVao_); } } } void DrawEngineGLES::GLLost() { ILOG("TransformDrawEngine::GLLost()"); // The objects have already been deleted by losing the context, so we don't call DestroyDeviceObjects. bufferNameCache_.clear(); bufferNameInfo_.clear(); freeSizedBuffers_.clear(); bufferNameCacheSize_ = 0; ClearTrackedVertexArrays(); } void DrawEngineGLES::GLRestore() { ILOG("TransformDrawEngine::GLRestore()"); InitDeviceObjects(); } struct GlTypeInfo { u16 type; u8 count; u8 normalized; }; static const GlTypeInfo GLComp[] = { {0}, // DEC_NONE, {GL_FLOAT, 1, GL_FALSE}, // DEC_FLOAT_1, {GL_FLOAT, 2, GL_FALSE}, // DEC_FLOAT_2, {GL_FLOAT, 3, GL_FALSE}, // DEC_FLOAT_3, {GL_FLOAT, 4, GL_FALSE}, // DEC_FLOAT_4, {GL_BYTE, 4, GL_TRUE}, // DEC_S8_3, {GL_SHORT, 4, GL_TRUE},// DEC_S16_3, {GL_UNSIGNED_BYTE, 1, GL_TRUE},// DEC_U8_1, {GL_UNSIGNED_BYTE, 2, GL_TRUE},// DEC_U8_2, {GL_UNSIGNED_BYTE, 3, GL_TRUE},// DEC_U8_3, {GL_UNSIGNED_BYTE, 4, GL_TRUE},// DEC_U8_4, {GL_UNSIGNED_SHORT, 1, GL_TRUE},// DEC_U16_1, {GL_UNSIGNED_SHORT, 2, GL_TRUE},// DEC_U16_2, {GL_UNSIGNED_SHORT, 3, GL_TRUE},// DEC_U16_3, {GL_UNSIGNED_SHORT, 4, GL_TRUE},// DEC_U16_4, {GL_UNSIGNED_BYTE, 2, GL_FALSE},// DEC_U8A_2, {GL_UNSIGNED_SHORT, 2, GL_FALSE},// DEC_U16A_2, }; static inline void VertexAttribSetup(int attrib, int fmt, int stride, u8 *ptr) { if (fmt) { const GlTypeInfo &type = GLComp[fmt]; glVertexAttribPointer(attrib, type.count, type.type, type.normalized, stride, ptr); } } // TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets static void SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt, u8 *vertexData) { CHECK_GL_ERROR_IF_DEBUG(); VertexAttribSetup(ATTR_W1, decFmt.w0fmt, decFmt.stride, vertexData + decFmt.w0off); VertexAttribSetup(ATTR_W2, decFmt.w1fmt, decFmt.stride, vertexData + decFmt.w1off); VertexAttribSetup(ATTR_TEXCOORD, decFmt.uvfmt, decFmt.stride, vertexData + decFmt.uvoff); VertexAttribSetup(ATTR_COLOR0, decFmt.c0fmt, decFmt.stride, vertexData + decFmt.c0off); VertexAttribSetup(ATTR_COLOR1, decFmt.c1fmt, decFmt.stride, vertexData + decFmt.c1off); VertexAttribSetup(ATTR_NORMAL, decFmt.nrmfmt, decFmt.stride, vertexData + decFmt.nrmoff); VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.stride, vertexData + decFmt.posoff); CHECK_GL_ERROR_IF_DEBUG(); } void DrawEngineGLES::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) { if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX) Flush(); // TODO: Is this the right thing to do? if (prim == GE_PRIM_KEEP_PREVIOUS) { prim = prevPrim_ != GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS; } else { prevPrim_ = prim; } SetupVertexDecoder(vertType); *bytesRead = vertexCount * dec_->VertexSize(); if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > 2 && prim != GE_PRIM_RECTANGLES)) return; DeferredDrawCall &dc = drawCalls[numDrawCalls]; dc.verts = verts; dc.inds = inds; dc.vertType = vertType; dc.indexType = (vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT; dc.prim = prim; dc.vertexCount = vertexCount; u32 dhash = dcid_; dhash ^= (u32)(uintptr_t)verts; dhash = __rotl(dhash, 13); dhash ^= (u32)(uintptr_t)inds; dhash = __rotl(dhash, 13); dhash ^= (u32)vertType; dhash = __rotl(dhash, 13); dhash ^= (u32)vertexCount; dhash = __rotl(dhash, 13); dhash ^= (u32)prim; dcid_ = dhash; if (inds) { GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound); } else { dc.indexLowerBound = 0; dc.indexUpperBound = vertexCount - 1; } uvScale[numDrawCalls] = gstate_c.uv; numDrawCalls++; vertexCountInDrawCalls_ += vertexCount; if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) { DecodeVertsStep(decoded, decodeCounter_, decodedVerts_); decodeCounter_++; } if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) { // Rendertarget == texture? if (!g_Config.bDisableSlowFramebufEffects) { gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); Flush(); } } } void DrawEngineGLES::DecodeVerts() { const UVScale origUV = gstate_c.uv; for (; decodeCounter_ < numDrawCalls; decodeCounter_++) { gstate_c.uv = uvScale[decodeCounter_]; DecodeVertsStep(decoded, decodeCounter_, decodedVerts_); } gstate_c.uv = origUV; // Sanity check if (indexGen.Prim() < 0) { ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim()); // Force to points (0) indexGen.AddPrim(GE_PRIM_POINTS, 0); } } void DrawEngineGLES::MarkUnreliable(VertexArrayInfo *vai) { vai->status = VertexArrayInfo::VAI_UNRELIABLE; if (vai->vbo) { FreeBuffer(vai->vbo); vai->vbo = 0; } if (vai->ebo) { FreeBuffer(vai->ebo); vai->ebo = 0; } } void DrawEngineGLES::ClearTrackedVertexArrays() { vai_.Iterate([&](uint32_t hash, VertexArrayInfo *vai){ FreeVertexArray(vai); delete vai; }); vai_.Clear(); } void DrawEngineGLES::DecimateTrackedVertexArrays() { if (--decimationCounter_ <= 0) { decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL; } else { return; } const int threshold = gpuStats.numFlips - VAI_KILL_AGE; const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE; int unreliableLeft = VAI_UNRELIABLE_KILL_MAX; vai_.Iterate([&](uint32_t hash, VertexArrayInfo *vai) { bool kill; if (vai->status == VertexArrayInfo::VAI_UNRELIABLE) { // We limit killing unreliable so we don't rehash too often. kill = vai->lastFrame < unreliableThreshold && --unreliableLeft >= 0; } else { kill = vai->lastFrame < threshold; } if (kill) { FreeVertexArray(vai); delete vai; vai_.Remove(hash); } }); } GLuint DrawEngineGLES::AllocateBuffer(size_t sz) { GLuint unused = 0; auto freeMatch = freeSizedBuffers_.find(sz); if (freeMatch != freeSizedBuffers_.end()) { unused = freeMatch->second; _assert_(!bufferNameInfo_[unused].used); freeSizedBuffers_.erase(freeMatch); } else { for (GLuint buf : bufferNameCache_) { const BufferNameInfo &info = bufferNameInfo_[buf]; if (info.used) { continue; } // Just pick the first unused one, we'll have to resize it. unused = buf; // Let's also remove from the free list, if it's there. if (info.sz != 0) { auto range = freeSizedBuffers_.equal_range(info.sz); for (auto it = range.first; it != range.second; ++it) { if (it->second == buf) { // It will only be once, so remove and bail. freeSizedBuffers_.erase(it); break; } } } break; } } if (unused == 0) { size_t oldSize = bufferNameCache_.size(); bufferNameCache_.resize(oldSize + VERTEXCACHE_NAME_CACHE_SIZE); glGenBuffers(VERTEXCACHE_NAME_CACHE_SIZE, &bufferNameCache_[oldSize]); unused = bufferNameCache_[oldSize]; } BufferNameInfo &info = bufferNameInfo_[unused]; // Record the change in size. bufferNameCacheSize_ += sz - info.sz; info.sz = sz; info.used = true; return unused; } void DrawEngineGLES::FreeBuffer(GLuint buf) { // We can reuse buffers by setting new data on them, so let's actually keep it. auto it = bufferNameInfo_.find(buf); if (it != bufferNameInfo_.end()) { it->second.used = false; it->second.lastFrame = gpuStats.numFlips; if (it->second.sz != 0) { freeSizedBuffers_.insert(std::make_pair(it->second.sz, buf)); } } else { ERROR_LOG(G3D, "Unexpected buffer freed (%d) but not tracked", buf); } } void DrawEngineGLES::FreeVertexArray(VertexArrayInfo *vai) { if (vai->vbo) { FreeBuffer(vai->vbo); vai->vbo = 0; } if (vai->ebo) { FreeBuffer(vai->ebo); vai->ebo = 0; } } void DrawEngineGLES::DoFlush() { PROFILE_THIS_SCOPE("flush"); CHECK_GL_ERROR_IF_DEBUG(); gpuStats.numFlushes++; gpuStats.numTrackedVertexArrays = (int)vai_.size(); GEPrimitiveType prim = prevPrim_; ApplyDrawState(prim); CHECK_GL_ERROR_IF_DEBUG(); ShaderID vsid; Shader *vshader = shaderManager_->ApplyVertexShader(prim, lastVType_, &vsid); if (vshader->UseHWTransform()) { GLuint vbo = 0, ebo = 0; int vertexCount = 0; bool useElements = true; // Cannot cache vertex data with morph enabled. bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK); // Also avoid caching when software skinning. if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) useCache = false; if (useCache) { u32 id = dcid_ ^ gstate.getUVGenMode(); // This can have an effect on which UV decoder we need to use! And hence what the decoded data will look like. See #9263 VertexArrayInfo *vai = vai_.Get(id); if (!vai) { vai = new VertexArrayInfo(); vai_.Insert(id, vai); } switch (vai->status) { case VertexArrayInfo::VAI_NEW: { // Haven't seen this one before. ReliableHashType dataHash = ComputeHash(); vai->hash = dataHash; vai->minihash = ComputeMiniHash(); vai->status = VertexArrayInfo::VAI_HASHING; vai->drawsUntilNextFullHash = 0; DecodeVerts(); // writes to indexGen vai->numVerts = indexGen.VertexCount(); vai->prim = indexGen.Prim(); vai->maxIndex = indexGen.MaxIndex(); vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0; goto rotateVBO; } // Hashing - still gaining confidence about the buffer. // But if we get this far it's likely to be worth creating a vertex buffer. case VertexArrayInfo::VAI_HASHING: { vai->numDraws++; if (vai->lastFrame != gpuStats.numFlips) { vai->numFrames++; } if (vai->drawsUntilNextFullHash == 0) { // Let's try to skip a full hash if mini would fail. const u32 newMiniHash = ComputeMiniHash(); ReliableHashType newHash = vai->hash; if (newMiniHash == vai->minihash) { newHash = ComputeHash(); } if (newMiniHash != vai->minihash || newHash != vai->hash) { MarkUnreliable(vai); DecodeVerts(); goto rotateVBO; } if (vai->numVerts > 64) { // exponential backoff up to 16 draws, then every 32 vai->drawsUntilNextFullHash = std::min(32, vai->numFrames); } else { // Lower numbers seem much more likely to change. vai->drawsUntilNextFullHash = 0; } // TODO: tweak //if (vai->numFrames > 1000) { // vai->status = VertexArrayInfo::VAI_RELIABLE; //} } else { vai->drawsUntilNextFullHash--; u32 newMiniHash = ComputeMiniHash(); if (newMiniHash != vai->minihash) { MarkUnreliable(vai); DecodeVerts(); goto rotateVBO; } } if (vai->vbo == 0) { DecodeVerts(); vai->numVerts = indexGen.VertexCount(); vai->prim = indexGen.Prim(); vai->maxIndex = indexGen.MaxIndex(); vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0; useElements = !indexGen.SeenOnlyPurePrims(); if (!useElements && indexGen.PureCount()) { vai->numVerts = indexGen.PureCount(); } _dbg_assert_msg_(G3D, gstate_c.vertBounds.minV >= gstate_c.vertBounds.maxV, "Should not have checked UVs when caching."); size_t vsz = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex(); vai->vbo = AllocateBuffer(vsz); glstate.arrayBuffer.bind(vai->vbo); glBufferData(GL_ARRAY_BUFFER, vsz, decoded, GL_STATIC_DRAW); // If there's only been one primitive type, and it's either TRIANGLES, LINES or POINTS, // there is no need for the index buffer we built. We can then use glDrawArrays instead // for a very minor speed boost. if (useElements) { size_t esz = sizeof(short) * indexGen.VertexCount(); vai->ebo = AllocateBuffer(esz); glstate.elementArrayBuffer.bind(vai->ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, esz, (GLvoid *)decIndex, GL_STATIC_DRAW); } else { vai->ebo = 0; glstate.elementArrayBuffer.bind(vai->ebo); } } else { gpuStats.numCachedDrawCalls++; glstate.arrayBuffer.bind(vai->vbo); glstate.elementArrayBuffer.bind(vai->ebo); useElements = vai->ebo ? true : false; gpuStats.numCachedVertsDrawn += vai->numVerts; gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA; } vbo = vai->vbo; ebo = vai->ebo; vertexCount = vai->numVerts; prim = static_cast(vai->prim); break; } // Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time. case VertexArrayInfo::VAI_RELIABLE: { vai->numDraws++; if (vai->lastFrame != gpuStats.numFlips) { vai->numFrames++; } gpuStats.numCachedDrawCalls++; gpuStats.numCachedVertsDrawn += vai->numVerts; vbo = vai->vbo; ebo = vai->ebo; glstate.arrayBuffer.bind(vbo); glstate.elementArrayBuffer.bind(ebo); vertexCount = vai->numVerts; prim = static_cast(vai->prim); gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA; break; } case VertexArrayInfo::VAI_UNRELIABLE: { vai->numDraws++; if (vai->lastFrame != gpuStats.numFlips) { vai->numFrames++; } DecodeVerts(); goto rotateVBO; } } vai->lastFrame = gpuStats.numFlips; } else { DecodeVerts(); rotateVBO: gpuStats.numUncachedVertsDrawn += indexGen.VertexCount(); useElements = !indexGen.SeenOnlyPurePrims(); vertexCount = indexGen.VertexCount(); if (!useElements && indexGen.PureCount()) { vertexCount = indexGen.PureCount(); } glstate.arrayBuffer.unbind(); glstate.elementArrayBuffer.unbind(); prim = indexGen.Prim(); } VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount); bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE; if (gstate.isModeThrough()) { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255); } else { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255); } ApplyDrawStateLate(); if (gstate_c.Supports(GPU_SUPPORTS_VAO) && vbo == 0) { vbo = BindBuffer(decoded, dec_->GetDecVtxFmt().stride * indexGen.MaxIndex()); if (useElements) { ebo = BindElementBuffer(decIndex, sizeof(short) * indexGen.VertexCount()); } } LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, lastVType_, prim); SetupDecFmtForDraw(program, dec_->GetDecVtxFmt(), vbo ? 0 : decoded); if (useElements) { if (gstate_c.bezier || gstate_c.spline) // Instanced rendering for instanced tessellation glDrawElementsInstanced(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex, numPatches); else glDrawElements(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex); } else { glDrawArrays(glprim[prim], 0, vertexCount); } } else { DecodeVerts(); bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE; if (gstate.isModeThrough()) { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255); } else { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255); } gpuStats.numUncachedVertsDrawn += indexGen.VertexCount(); prim = indexGen.Prim(); // Undo the strip optimization, not supported by the SW code yet. if (prim == GE_PRIM_TRIANGLE_STRIP) prim = GE_PRIM_TRIANGLES; TransformedVertex *drawBuffer = NULL; int numTrans; bool drawIndexed = false; u16 *inds = decIndex; SoftwareTransformResult result; memset(&result, 0, sizeof(result)); // TODO: Keep this static? Faster than repopulating? SoftwareTransformParams params; memset(¶ms, 0, sizeof(params)); params.decoded = decoded; params.transformed = transformed; params.transformedExpanded = transformedExpanded; params.fbman = framebufferManager_; params.texCache = textureCache_; params.allowSeparateAlphaClear = true; int maxIndex = indexGen.MaxIndex(); SoftwareTransform( prim, indexGen.VertexCount(), dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(), maxIndex, drawBuffer, numTrans, drawIndexed, ¶ms, &result); ApplyDrawStateLate(); LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, lastVType_, prim); if (result.action == SW_DRAW_PRIMITIVES) { if (result.setStencil) { glstate.stencilFunc.set(GL_ALWAYS, result.stencilValue, 255); } const int vertexSize = sizeof(transformed[0]); bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX; const uint8_t *bufferStart = (const uint8_t *)drawBuffer; if (gstate_c.Supports(GPU_SUPPORTS_VAO)) { bufferStart = 0; BindBuffer(drawBuffer, vertexSize * maxIndex); if (drawIndexed) { BindElementBuffer(inds, sizeof(short) * numTrans); inds = 0; } } else { glstate.arrayBuffer.unbind(); glstate.elementArrayBuffer.unbind(); } glVertexAttribPointer(ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, bufferStart); int attrMask = program->attrMask; if (attrMask & (1 << ATTR_TEXCOORD)) glVertexAttribPointer(ATTR_TEXCOORD, doTextureProjection ? 3 : 2, GL_FLOAT, GL_FALSE, vertexSize, bufferStart + offsetof(TransformedVertex, u)); if (attrMask & (1 << ATTR_COLOR0)) glVertexAttribPointer(ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, bufferStart + offsetof(TransformedVertex, color0)); if (attrMask & (1 << ATTR_COLOR1)) glVertexAttribPointer(ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, bufferStart + offsetof(TransformedVertex, color1)); if (drawIndexed) { glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds); } else { glDrawArrays(glprim[prim], 0, numTrans); } } else if (result.action == SW_CLEAR) { u32 clearColor = result.color; float clearDepth = result.depth; const float col[4] = { ((clearColor & 0xFF)) / 255.0f, ((clearColor & 0xFF00) >> 8) / 255.0f, ((clearColor & 0xFF0000) >> 16) / 255.0f, ((clearColor & 0xFF000000) >> 24) / 255.0f, }; bool colorMask = gstate.isClearModeColorMask(); bool alphaMask = gstate.isClearModeAlphaMask(); bool depthMask = gstate.isClearModeDepthMask(); if (depthMask) { framebufferManager_->SetDepthUpdated(); } // Note that scissor may still apply while clearing. Turn off other tests for the clear. glstate.stencilTest.disable(); glstate.stencilMask.set(0xFF); glstate.depthTest.disable(); GLbitfield target = 0; if (colorMask || alphaMask) target |= GL_COLOR_BUFFER_BIT; if (alphaMask) target |= GL_STENCIL_BUFFER_BIT; if (depthMask) target |= GL_DEPTH_BUFFER_BIT; glstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask); glClearColor(col[0], col[1], col[2], col[3]); #ifdef USING_GLES2 glClearDepthf(clearDepth); #else glClearDepth(clearDepth); #endif // Stencil takes alpha. glClearStencil(clearColor >> 24); glClear(target); framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason); int scissorX1 = gstate.getScissorX1(); int scissorY1 = gstate.getScissorY1(); int scissorX2 = gstate.getScissorX2() + 1; int scissorY2 = gstate.getScissorY2() + 1; framebufferManager_->SetSafeSize(scissorX2, scissorY2); if (g_Config.bBlockTransferGPU && (gstate_c.featureFlags & GPU_USE_CLEAR_RAM_HACK) && colorMask && (alphaMask || gstate.FrameBufFormat() == GE_FORMAT_565)) { framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor); } } } gpuStats.numDrawCalls += numDrawCalls; gpuStats.numVertsSubmitted += vertexCountInDrawCalls_; indexGen.Reset(); decodedVerts_ = 0; numDrawCalls = 0; vertexCountInDrawCalls_ = 0; decodeCounter_ = 0; dcid_ = 0; prevPrim_ = GE_PRIM_INVALID; gstate_c.vertexFullAlpha = true; framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason); // Now seems as good a time as any to reset the min/max coords, which we may examine later. gstate_c.vertBounds.minU = 512; gstate_c.vertBounds.minV = 512; gstate_c.vertBounds.maxU = 0; gstate_c.vertBounds.maxV = 0; #ifndef MOBILE_DEVICE host->GPUNotifyDraw(); #endif CHECK_GL_ERROR_IF_DEBUG(); } GLuint DrawEngineGLES::BindBuffer(const void *p, size_t sz) { // Get a new buffer each time we need one. GLuint buf = AllocateBuffer(sz); glstate.arrayBuffer.bind(buf); // These aren't used more than once per frame, so let's use GL_STREAM_DRAW. glBufferData(GL_ARRAY_BUFFER, sz, p, GL_STREAM_DRAW); buffersThisFrame_.push_back(buf); return buf; } GLuint DrawEngineGLES::BindBuffer(const void *p1, size_t sz1, const void *p2, size_t sz2) { GLuint buf = AllocateBuffer(sz1 + sz2); glstate.arrayBuffer.bind(buf); glBufferData(GL_ARRAY_BUFFER, sz1 + sz2, nullptr, GL_STREAM_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sz1, p1); glBufferSubData(GL_ARRAY_BUFFER, sz1, sz2, p2); buffersThisFrame_.push_back(buf); return buf; } GLuint DrawEngineGLES::BindElementBuffer(const void *p, size_t sz) { GLuint buf = AllocateBuffer(sz); glstate.elementArrayBuffer.bind(buf); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sz, p, GL_STREAM_DRAW); buffersThisFrame_.push_back(buf); return buf; } void DrawEngineGLES::DecimateBuffers() { for (GLuint buf : buffersThisFrame_) { FreeBuffer(buf); } buffersThisFrame_.clear(); if (--bufferDecimationCounter_ <= 0) { bufferDecimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL; } else { return; } // Let's not keep too many around, will eat up memory. // First check if there's any to free, and only check if it seems somewhat full. bool hasOld = false; if (bufferNameCacheSize_ > VERTEXCACHE_NAME_CACHE_FULL_BYTES) { for (GLuint buf : bufferNameCache_) { const BufferNameInfo &info = bufferNameInfo_[buf]; const int age = gpuStats.numFlips - info.lastFrame; if (!info.used && age > VERTEXCACHE_NAME_CACHE_MAX_AGE) { hasOld = true; break; } } } if (hasOld) { // Okay, it is. Let's rebuild the array. std::vector toFree; std::vector toKeep; toKeep.reserve(bufferNameCache_.size()); for (size_t i = 0, n = bufferNameCache_.size(); i < n; ++i) { const GLuint buf = bufferNameCache_[i]; const BufferNameInfo &info = bufferNameInfo_[buf]; const int age = gpuStats.numFlips - info.lastFrame; if (!info.used && age > VERTEXCACHE_NAME_CACHE_MAX_AGE) { toFree.push_back(buf); bufferNameCacheSize_ -= bufferNameInfo_[buf].sz; bufferNameInfo_.erase(buf); // If we've removed all we want to this round, keep the rest and abort. if (toFree.size() >= VERTEXCACHE_NAME_DECIMATION_MAX && i + 1 < bufferNameCache_.size()) { toKeep.insert(toKeep.end(), bufferNameCache_.begin() + i + 1, bufferNameCache_.end()); break; } } else { toKeep.push_back(buf); } } if (!toFree.empty()) { bufferNameCache_ = toKeep; // TODO: Rebuild? freeSizedBuffers_.clear(); glstate.arrayBuffer.unbind(); glstate.elementArrayBuffer.unbind(); glDeleteBuffers((GLsizei)toFree.size(), &toFree[0]); } } } bool DrawEngineGLES::IsCodePtrVertexDecoder(const u8 *ptr) const { return decJitCache_->IsInSpace(ptr); } void DrawEngineGLES::TessellationDataTransferGLES::SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) { #ifndef USING_GLES2 if (isAllowTexture1D_) { // Position glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_1D, data_tex[0]); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (prevSize < size) { glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, size, 0, GL_RGBA, GL_FLOAT, (GLfloat*)pos); prevSize = size; } else { glTexSubImage1D(GL_TEXTURE_1D, 0, 0, size, GL_RGBA, GL_FLOAT, (GLfloat*)pos); } // Texcoords if (hasTexCoords) { glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_1D, data_tex[1]); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (prevSizeTex < size) { glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, size, 0, GL_RGBA, GL_FLOAT, (GLfloat*)tex); prevSizeTex = size; } else { glTexSubImage1D(GL_TEXTURE_1D, 0, 0, size, GL_RGBA, GL_FLOAT, (GLfloat*)tex); } } // Color glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_1D, data_tex[2]); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); int sizeColor = hasColor ? size : 1; if (prevSizeCol < sizeColor) { glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, sizeColor, 0, GL_RGBA, GL_FLOAT, (GLfloat*)col); prevSizeCol = sizeColor; } else { glTexSubImage1D(GL_TEXTURE_1D, 0, 0, sizeColor, GL_RGBA, GL_FLOAT, (GLfloat*)col); } } else #endif { // Position glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, data_tex[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (prevSize < size) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, size, 1, 0, GL_RGBA, GL_FLOAT, (GLfloat*)pos); prevSize = size; } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, 1, GL_RGBA, GL_FLOAT, (GLfloat*)pos); } // Texcoords if (hasTexCoords) { glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, data_tex[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (prevSizeTex < size) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, size, 1, 0, GL_RGBA, GL_FLOAT, (GLfloat*)tex); prevSizeTex = size; } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, 1, GL_RGBA, GL_FLOAT, (GLfloat*)tex); } } // Color glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, data_tex[2]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); int sizeColor = hasColor ? size : 1; if (prevSizeCol < sizeColor) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, sizeColor, 1, 0, GL_RGBA, GL_FLOAT, (GLfloat*)col); prevSizeCol = sizeColor; } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, sizeColor, 1, GL_RGBA, GL_FLOAT, (GLfloat*)col); } } glActiveTexture(GL_TEXTURE0); CHECK_GL_ERROR_IF_DEBUG(); }