Enable (when available) and improve performance of persistently mapped buffer path for the vertex/index buffers used with automatic batching.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-09-03 18:23:54 -03:00
parent 9bb105711a
commit b4f8f08b70
8 changed files with 230 additions and 77 deletions
+139 -62
View File
@@ -18,13 +18,15 @@
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "common/config.h"
#include "StreamBuffer.h"
#include "OpenGL.h"
#include "BufferSync.h"
#include "FenceSync.h"
#include "graphics/Volatile.h"
#include "common/Exception.h"
#include <vector>
#include <algorithm>
namespace love
{
@@ -33,7 +35,8 @@ namespace graphics
namespace opengl
{
static int BUFFER_FRAMES = 3;
static const int BUFFER_FRAMES = 3;
static const int MAX_SYNCS_PER_FRAME = 4;
class StreamBufferClientMemory final : public love::graphics::StreamBuffer
{
@@ -58,6 +61,11 @@ public:
delete[] data;
}
size_t getUsableSize() const override
{
return bufferSize;
}
MapInfo map(size_t /*minsize*/) override
{
return MapInfo(data, bufferSize);
@@ -87,6 +95,7 @@ public:
, glMode(OpenGL::getGLBufferType(mode))
, data(nullptr)
, offset(0)
, frameOffset(0)
{
try
{
@@ -106,11 +115,17 @@ public:
delete[] data;
}
size_t getUsableSize() const override
{
return bufferSize - frameOffset;
}
MapInfo map(size_t minsize) override
{
if (offset + minsize > bufferSize)
{
offset = 0;
frameOffset = 0;
gl.bindBuffer(mode, vbo);
glBufferData(glMode, bufferSize, nullptr, GL_STREAM_DRAW);
}
@@ -128,6 +143,12 @@ public:
void markUsed(size_t usedsize) override
{
offset += usedsize;
frameOffset += usedsize;
}
void nextFrame() override
{
frameOffset = 0;
}
ptrdiff_t getHandle() const override { return vbo; }
@@ -142,6 +163,7 @@ public:
glBufferData(glMode, bufferSize, nullptr, GL_STREAM_DRAW);
offset = 0;
frameOffset = 0;
return true;
}
@@ -163,17 +185,69 @@ protected:
uint8 *data;
size_t offset;
size_t frameOffset;
}; // StreamBufferSubDataOrphan
class StreamBufferMapSync final : public love::graphics::StreamBuffer, public Volatile
class StreamBufferSync : public love::graphics::StreamBuffer
{
public:
StreamBufferSync(BufferType type, size_t size)
: love::graphics::StreamBuffer(type, size)
, syncSize((size + MAX_SYNCS_PER_FRAME - 1) / MAX_SYNCS_PER_FRAME)
, frameIndex(0)
, frameGPUReadOffset(0)
, syncs()
{}
virtual ~StreamBufferSync() {}
void nextFrame() override
{
getCurrentSync()->fence();
frameIndex = (frameIndex + 1) % BUFFER_FRAMES;
frameGPUReadOffset = 0;
}
void markUsed(size_t usedsize) override
{
int firstSyncIndex = frameGPUReadOffset / syncSize;
int lastSyncIndex = std::min((frameGPUReadOffset + usedsize), bufferSize - 1) / syncSize;
// Insert fences for all sync buckets completely filled by this section
// of the data. The last bucket before the end of the frame will also be
// handled by nextFrame().
for (int i = firstSyncIndex; i < lastSyncIndex; i++)
syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].fence();
frameGPUReadOffset += usedsize;
}
protected:
const size_t syncSize;
int frameIndex;
size_t frameGPUReadOffset;
FenceSync syncs[MAX_SYNCS_PER_FRAME * BUFFER_FRAMES];
FenceSync *getCurrentSync()
{
return &syncs[frameIndex * MAX_SYNCS_PER_FRAME + frameGPUReadOffset / syncSize];
}
}; // StreamBufferSync
class StreamBufferMapSync final : public StreamBufferSync, public Volatile
{
public:
StreamBufferMapSync(BufferType type, size_t size)
: love::graphics::StreamBuffer(type, size)
: StreamBufferSync(type, size)
, vbo(0)
, gpuReadOffset(0)
, glMode(OpenGL::getGLBufferType(mode))
{
loadVolatile();
@@ -184,21 +258,32 @@ public:
unloadVolatile();
}
MapInfo map(size_t minsize) override
size_t getUsableSize() const override
{
return bufferSize - frameGPUReadOffset;
}
MapInfo map(size_t /*minsize*/) override
{
gl.bindBuffer(mode, vbo);
if (gpuReadOffset + minsize > bufferSize * BUFFER_FRAMES)
gpuReadOffset = 0;
MapInfo info;
info.size = bufferSize - (gpuReadOffset % bufferSize);
info.size = bufferSize - frameGPUReadOffset;
sync.wait(gpuReadOffset, info.size);
int firstSyncIndex = frameGPUReadOffset / syncSize;
int lastSyncIndex = (bufferSize - 1) / syncSize;
// We're mapping the full range of space left in the buffer, so we
// need to wait on all of it...
// FIXME: is it even worth it to have multiple sync objects per frame?
for (int i = firstSyncIndex; i <= lastSyncIndex; i++)
syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].cpuWait();
GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
info.data = (uint8 *) glMapBufferRange(glMode, gpuReadOffset, info.size, flags);
size_t mapoffset = (frameIndex * bufferSize) + frameGPUReadOffset;
info.data = (uint8 *) glMapBufferRange(glMode, mapoffset, info.size, flags);
return info;
}
@@ -208,13 +293,7 @@ public:
glFlushMappedBufferRange(glMode, 0, usedsize);
glUnmapBuffer(glMode);
return gpuReadOffset;
}
void markUsed(size_t usedsize) override
{
sync.lock(gpuReadOffset, usedsize);
gpuReadOffset += usedsize;
return (frameIndex * bufferSize) + frameGPUReadOffset;
}
ptrdiff_t getHandle() const override { return vbo; }
@@ -228,40 +307,38 @@ public:
gl.bindBuffer(mode, vbo);
glBufferData(glMode, bufferSize * BUFFER_FRAMES, nullptr, GL_STREAM_DRAW);
gpuReadOffset = 0;
frameGPUReadOffset = 0;
frameIndex = 0;
return true;
}
void unloadVolatile() override
{
if (vbo == 0)
return;
if (vbo != 0)
{
gl.deleteBuffer(vbo);
vbo = 0;
}
gl.deleteBuffer(vbo);
vbo = 0;
sync.cleanup();
for (FenceSync &sync : syncs)
sync.cleanup();
}
private:
GLuint vbo;
size_t gpuReadOffset;
GLenum glMode;
BufferSync sync;
}; // StreamBufferMapSync
class StreamBufferPersistentMapSync final : public love::graphics::StreamBuffer, public Volatile
class StreamBufferPersistentMapSync final : public StreamBufferSync, public Volatile
{
public:
StreamBufferPersistentMapSync(BufferType type, size_t size)
: love::graphics::StreamBuffer(type, size)
: StreamBufferSync(type, size)
, vbo(0)
, gpuReadOffset(0)
, glMode(OpenGL::getGLBufferType(mode))
, data(nullptr)
{
@@ -273,32 +350,37 @@ public:
unloadVolatile();
}
MapInfo map(size_t minsize) override
size_t getUsableSize() const override
{
if (gpuReadOffset + minsize > bufferSize * BUFFER_FRAMES)
gpuReadOffset = 0;
return bufferSize - frameGPUReadOffset;
}
MapInfo map(size_t /*minsize*/) override
{
MapInfo info;
info.size = bufferSize - (gpuReadOffset % bufferSize);
info.data = data + gpuReadOffset;
info.size = bufferSize - frameGPUReadOffset;
info.data = data + (frameIndex * bufferSize) + frameGPUReadOffset;
sync.wait(gpuReadOffset, info.size);
int firstSyncIndex = frameGPUReadOffset / syncSize;
int lastSyncIndex = (bufferSize - 1) / syncSize;
// We're mapping the full range of space left in the buffer, so we
// need to wait on all of it...
// FIXME: is it even worth it to have multiple sync objects per frame?
for (int i = firstSyncIndex; i <= lastSyncIndex; i++)
syncs[frameIndex * MAX_SYNCS_PER_FRAME + i].cpuWait();
return info;
}
size_t unmap(size_t usedsize) override
{
size_t offset = (frameIndex * bufferSize) + frameGPUReadOffset;
gl.bindBuffer(mode, vbo);
glFlushMappedBufferRange(glMode, gpuReadOffset, usedsize);
glFlushMappedBufferRange(glMode, offset, usedsize);
return gpuReadOffset;
}
void markUsed(size_t usedsize) override
{
sync.lock(gpuReadOffset, usedsize);
gpuReadOffset += usedsize;
return offset;
}
ptrdiff_t getHandle() const override { return vbo; }
@@ -317,46 +399,41 @@ public:
glBufferStorage(glMode, bufferSize * BUFFER_FRAMES, nullptr, storageflags);
data = (uint8 *) glMapBufferRange(glMode, 0, bufferSize * BUFFER_FRAMES, mapflags);
gpuReadOffset = 0;
frameGPUReadOffset = 0;
frameIndex = 0;
return true;
}
void unloadVolatile() override
{
if (vbo == 0)
return;
if (vbo != 0)
{
gl.bindBuffer(mode, vbo);
glUnmapBuffer(glMode);
gl.deleteBuffer(vbo);
vbo = 0;
}
gl.bindBuffer(mode, vbo);
glUnmapBuffer(glMode);
gl.deleteBuffer(vbo);
vbo = 0;
sync.cleanup();
for (FenceSync &sync : syncs)
sync.cleanup();
}
private:
GLuint vbo;
size_t gpuReadOffset;
GLenum glMode;
uint8 *data;
BufferSync sync;
}; // StreamBufferPersistentMapSync
love::graphics::StreamBuffer *CreateStreamBuffer(BufferType mode, size_t size)
{
if (gl.isCoreProfile())
{
// FIXME: This is disabled until more efficient manual syncing can be
// implemented.
#if 0
if (GLAD_VERSION_4_4 || GLAD_ARB_buffer_storage)
return new StreamBufferPersistentMapSync(mode, size);
else
#endif
return new StreamBufferSubDataOrphan(mode, size);
}
else