From ea4928393f164723e904cf2192a5b724f11ef844 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Sun, 6 Jan 2019 00:28:01 -0300 Subject: [PATCH 1/4] gl_state: Drop uniform buffer state tracking --- src/video_core/renderer_opengl/gl_state.cpp | 8 -------- src/video_core/renderer_opengl/gl_state.h | 1 - src/video_core/renderer_opengl/renderer_opengl.cpp | 1 - 3 files changed, 10 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index dc0a5ed5e..e54aff995 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -84,7 +84,6 @@ OpenGLState::OpenGLState() { draw.draw_framebuffer = 0; draw.vertex_array = 0; draw.vertex_buffer = 0; - draw.uniform_buffer = 0; draw.shader_program = 0; draw.program_pipeline = 0; @@ -544,10 +543,6 @@ void OpenGLState::ApplyDepthClamp() const { void OpenGLState::Apply() const { ApplyFramebufferState(); ApplyVertexBufferState(); - // Uniform buffer - if (draw.uniform_buffer != cur_state.draw.uniform_buffer) { - glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer); - } // Shader program if (draw.shader_program != cur_state.draw.shader_program) { @@ -642,9 +637,6 @@ OpenGLState& OpenGLState::ResetBuffer(GLuint handle) { if (draw.vertex_buffer == handle) { draw.vertex_buffer = 0; } - if (draw.uniform_buffer == handle) { - draw.uniform_buffer = 0; - } return *this; } diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index 439bfbc98..170dd4047 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -155,7 +155,6 @@ public: GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING - GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING GLuint shader_program; // GL_CURRENT_PROGRAM GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING } draw; diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 235732d86..4947f06fd 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -248,7 +248,6 @@ void RendererOpenGL::InitOpenGLObjects() { state.draw.vertex_array = vertex_array.handle; state.draw.vertex_buffer = vertex_buffer.handle; - state.draw.uniform_buffer = 0; state.Apply(); // Attach vertex data to VAO From 35c095898bf51098d9b2a71447850f3e1b0fc350 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Sun, 6 Jan 2019 01:53:27 -0300 Subject: [PATCH 2/4] gl_rasterizer: Use DSA for vertex array objects --- .../renderer_opengl/gl_rasterizer.cpp | 62 +++++++++---------- .../renderer_opengl/gl_rasterizer.h | 6 +- .../renderer_opengl/gl_resource_manager.cpp | 5 +- src/video_core/renderer_opengl/gl_state.cpp | 26 ++------ src/video_core/renderer_opengl/gl_state.h | 4 -- .../renderer_opengl/renderer_opengl.cpp | 29 +++++---- 6 files changed, 53 insertions(+), 79 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 089daf96f..7ce8c2bcc 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -135,27 +135,25 @@ void RasterizerOpenGL::CheckExtensions() { } } -void RasterizerOpenGL::SetupVertexFormat() { +GLuint RasterizerOpenGL::SetupVertexFormat() { auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); const auto& regs = gpu.regs; - if (!gpu.dirty_flags.vertex_attrib_format) - return; + if (!gpu.dirty_flags.vertex_attrib_format) { + return state.draw.vertex_array; + } gpu.dirty_flags.vertex_attrib_format = false; MICROPROFILE_SCOPE(OpenGL_VAO); auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format); - auto& VAO = iter->second; + auto& vao_entry = iter->second; if (is_cache_miss) { - VAO.Create(); - state.draw.vertex_array = VAO.handle; - state.ApplyVertexBufferState(); + vao_entry.Create(); + const GLuint vao = vao_entry.handle; - // The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work - // around. - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_cache.GetHandle()); + glVertexArrayElementBuffer(vao, buffer_cache.GetHandle()); // Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL. // Enables the first 16 vertex attributes always, as we don't know which ones are actually @@ -163,7 +161,7 @@ void RasterizerOpenGL::SetupVertexFormat() { // for now to avoid OpenGL errors. // TODO(Subv): Analyze the shader to identify which attributes are actually used and don't // assume every shader uses them all. - for (unsigned index = 0; index < 16; ++index) { + for (u32 index = 0; index < 16; ++index) { const auto& attrib = regs.vertex_attrib_format[index]; // Ignore invalid attributes. @@ -178,28 +176,29 @@ void RasterizerOpenGL::SetupVertexFormat() { ASSERT(buffer.IsEnabled()); - glEnableVertexAttribArray(index); + glEnableVertexArrayAttrib(vao, index); if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt || attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) { - glVertexAttribIFormat(index, attrib.ComponentCount(), - MaxwellToGL::VertexType(attrib), attrib.offset); + glVertexArrayAttribIFormat(vao, index, attrib.ComponentCount(), + MaxwellToGL::VertexType(attrib), attrib.offset); } else { - glVertexAttribFormat(index, attrib.ComponentCount(), - MaxwellToGL::VertexType(attrib), - attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset); + glVertexArrayAttribFormat( + vao, index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib), + attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset); } - glVertexAttribBinding(index, attrib.buffer); + glVertexArrayAttribBinding(vao, index, attrib.buffer); } } - state.draw.vertex_array = VAO.handle; - state.ApplyVertexBufferState(); // Rebinding the VAO invalidates the vertex buffer bindings. gpu.dirty_flags.vertex_array = 0xFFFFFFFF; + + state.draw.vertex_array = vao_entry.handle; + return vao_entry.handle; } -void RasterizerOpenGL::SetupVertexBuffer() { +void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) { auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); const auto& regs = gpu.regs; @@ -217,7 +216,7 @@ void RasterizerOpenGL::SetupVertexBuffer() { if (!vertex_array.IsEnabled()) continue; - Tegra::GPUVAddr start = vertex_array.StartAddress(); + const Tegra::GPUVAddr start = vertex_array.StartAddress(); const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress(); ASSERT(end > start); @@ -225,21 +224,18 @@ void RasterizerOpenGL::SetupVertexBuffer() { const GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size); // Bind the vertex array to the buffer at the current offset. - glBindVertexBuffer(index, buffer_cache.GetHandle(), vertex_buffer_offset, - vertex_array.stride); + glVertexArrayVertexBuffer(vao, index, buffer_cache.GetHandle(), vertex_buffer_offset, + vertex_array.stride); if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) { // Enable vertex buffer instancing with the specified divisor. - glVertexBindingDivisor(index, vertex_array.divisor); + glVertexArrayBindingDivisor(vao, index, vertex_array.divisor); } else { // Disable the vertex buffer instancing. - glVertexBindingDivisor(index, 0); + glVertexArrayBindingDivisor(vao, index, 0); } } - // Implicit set by glBindVertexBuffer. Stupid glstate handling... - state.draw.vertex_buffer = buffer_cache.GetHandle(); - gpu.dirty_flags.vertex_array = 0; } @@ -689,9 +685,6 @@ void RasterizerOpenGL::DrawArrays() { // Draw the vertex batch const bool is_indexed = accelerate_draw == AccelDraw::Indexed; - state.draw.vertex_buffer = buffer_cache.GetHandle(); - state.ApplyVertexBufferState(); - std::size_t buffer_size = CalculateVertexArraysSize(); // Add space for index buffer (keeping in mind non-core primitives) @@ -721,8 +714,9 @@ void RasterizerOpenGL::DrawArrays() { gpu.dirty_flags.vertex_array = 0xFFFFFFFF; } - SetupVertexFormat(); - SetupVertexBuffer(); + const GLuint vao = SetupVertexFormat(); + SetupVertexBuffer(vao); + DrawParameters params = SetupDraw(); SetupShaders(params.primitive_mode); diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h index 8a891ffc7..bac5de91e 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.h +++ b/src/video_core/renderer_opengl/gl_rasterizer.h @@ -209,8 +209,10 @@ private: std::size_t CalculateIndexBufferSize() const; - void SetupVertexFormat(); - void SetupVertexBuffer(); + /// Updates and returns a vertex array object representing current vertex format + GLuint SetupVertexFormat(); + + void SetupVertexBuffer(GLuint vao); DrawParameters SetupDraw(); diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp index c17d5ac00..1da744158 100644 --- a/src/video_core/renderer_opengl/gl_resource_manager.cpp +++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp @@ -117,7 +117,7 @@ void OGLBuffer::Create() { return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); - glGenBuffers(1, &handle); + glCreateBuffers(1, &handle); } void OGLBuffer::Release() { @@ -126,7 +126,6 @@ void OGLBuffer::Release() { MICROPROFILE_SCOPE(OpenGL_ResourceDeletion); glDeleteBuffers(1, &handle); - OpenGLState::GetCurState().ResetBuffer(handle).Apply(); handle = 0; } @@ -152,7 +151,7 @@ void OGLVertexArray::Create() { return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); - glGenVertexArrays(1, &handle); + glCreateVertexArrays(1, &handle); } void OGLVertexArray::Release() { diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index e54aff995..79bb52ddf 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -83,7 +83,6 @@ OpenGLState::OpenGLState() { draw.read_framebuffer = 0; draw.draw_framebuffer = 0; draw.vertex_array = 0; - draw.vertex_buffer = 0; draw.shader_program = 0; draw.program_pipeline = 0; @@ -513,18 +512,6 @@ void OpenGLState::ApplyFramebufferState() const { } } -void OpenGLState::ApplyVertexBufferState() const { - // Vertex array - if (draw.vertex_array != cur_state.draw.vertex_array) { - glBindVertexArray(draw.vertex_array); - } - - // Vertex buffer - if (draw.vertex_buffer != cur_state.draw.vertex_buffer) { - glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer); - } -} - void OpenGLState::ApplyDepthClamp() const { if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane && depth_clamp.near_plane == cur_state.depth_clamp.near_plane) { @@ -542,7 +529,11 @@ void OpenGLState::ApplyDepthClamp() const { void OpenGLState::Apply() const { ApplyFramebufferState(); - ApplyVertexBufferState(); + + // Vertex array + if (draw.vertex_array != cur_state.draw.vertex_array) { + glBindVertexArray(draw.vertex_array); + } // Shader program if (draw.shader_program != cur_state.draw.shader_program) { @@ -633,13 +624,6 @@ OpenGLState& OpenGLState::ResetPipeline(GLuint handle) { return *this; } -OpenGLState& OpenGLState::ResetBuffer(GLuint handle) { - if (draw.vertex_buffer == handle) { - draw.vertex_buffer = 0; - } - return *this; -} - OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) { if (draw.vertex_array == handle) { draw.vertex_array = 0; diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index 170dd4047..9dc3f0cc8 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -154,7 +154,6 @@ public: GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING - GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING GLuint shader_program; // GL_CURRENT_PROGRAM GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING } draw; @@ -207,8 +206,6 @@ public: void Apply() const; /// Apply only the state afecting the framebuffer void ApplyFramebufferState() const; - /// Apply only the state afecting the vertex buffer - void ApplyVertexBufferState() const; /// Set the initial OpenGL state static void ApplyDefaultState(); /// Resets any references to the given resource @@ -216,7 +213,6 @@ public: OpenGLState& ResetSampler(GLuint handle); OpenGLState& ResetProgram(GLuint handle); OpenGLState& ResetPipeline(GLuint handle); - OpenGLState& ResetBuffer(GLuint handle); OpenGLState& ResetVertexArray(GLuint handle); OpenGLState& ResetFramebuffer(GLuint handle); void EmulateViewportWithScissor(); diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 4947f06fd..c268c9686 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -245,19 +245,20 @@ void RendererOpenGL::InitOpenGLObjects() { // Generate VAO vertex_array.Create(); - state.draw.vertex_array = vertex_array.handle; - state.draw.vertex_buffer = vertex_buffer.handle; - state.Apply(); // Attach vertex data to VAO - glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); - glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), - (GLvoid*)offsetof(ScreenRectVertex, position)); - glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), - (GLvoid*)offsetof(ScreenRectVertex, tex_coord)); - glEnableVertexAttribArray(attrib_position); - glEnableVertexAttribArray(attrib_tex_coord); + glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); + glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE, + offsetof(ScreenRectVertex, position)); + glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, + offsetof(ScreenRectVertex, tex_coord)); + glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0); + glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0); + glEnableVertexArrayAttrib(vertex_array.handle, attrib_position); + glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord); + glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0, + sizeof(ScreenRectVertex)); // Allocate textures for the screen screen_info.texture.resource.Create(); @@ -369,14 +370,12 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, state.texture_units[0].texture = screen_info.display_texture; state.texture_units[0].swizzle = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA}; // Workaround brigthness problems in SMO by enabling sRGB in the final output - // if it has been used in the frame - // Needed because of this bug in QT - // QTBUG-50987 + // if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987 state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed(); state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); + glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - // restore default state + // Restore default state state.framebuffer_srgb.enabled = false; state.texture_units[0].texture = 0; state.Apply(); From 5933b3ea967341eb8e891b8141015c6ecd815830 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Sun, 6 Jan 2019 02:07:20 -0300 Subject: [PATCH 3/4] gl_stream_buffer: Use DSA for buffer management --- .../renderer_opengl/gl_buffer_cache.cpp | 2 +- .../renderer_opengl/gl_stream_buffer.cpp | 26 +++++++++---------- .../renderer_opengl/gl_stream_buffer.h | 3 +-- 3 files changed, 14 insertions(+), 17 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_buffer_cache.cpp b/src/video_core/renderer_opengl/gl_buffer_cache.cpp index 46a6c0308..bd2b30e77 100644 --- a/src/video_core/renderer_opengl/gl_buffer_cache.cpp +++ b/src/video_core/renderer_opengl/gl_buffer_cache.cpp @@ -14,7 +14,7 @@ namespace OpenGL { OGLBufferCache::OGLBufferCache(RasterizerOpenGL& rasterizer, std::size_t size) - : RasterizerCache{rasterizer}, stream_buffer(GL_ARRAY_BUFFER, size) {} + : RasterizerCache{rasterizer}, stream_buffer(size, true) {} GLintptr OGLBufferCache::UploadMemory(Tegra::GPUVAddr gpu_addr, std::size_t size, std::size_t alignment, bool cache) { diff --git a/src/video_core/renderer_opengl/gl_stream_buffer.cpp b/src/video_core/renderer_opengl/gl_stream_buffer.cpp index b97b895a4..d0b14b3f6 100644 --- a/src/video_core/renderer_opengl/gl_stream_buffer.cpp +++ b/src/video_core/renderer_opengl/gl_stream_buffer.cpp @@ -15,13 +15,12 @@ MICROPROFILE_DEFINE(OpenGL_StreamBuffer, "OpenGL", "Stream Buffer Orphaning", namespace OpenGL { -OGLStreamBuffer::OGLStreamBuffer(GLenum target, GLsizeiptr size, bool prefer_coherent) - : gl_target(target), buffer_size(size) { +OGLStreamBuffer::OGLStreamBuffer(GLsizeiptr size, bool vertex_data_usage, bool prefer_coherent) + : buffer_size(size) { gl_buffer.Create(); - glBindBuffer(gl_target, gl_buffer.handle); GLsizeiptr allocate_size = size; - if (target == GL_ARRAY_BUFFER) { + if (vertex_data_usage) { // On AMD GPU there is a strange crash in indexed drawing. The crash happens when the buffer // read position is near the end and is an out-of-bound access to the vertex buffer. This is // probably a bug in the driver and is related to the usage of vec3 attributes in the @@ -35,18 +34,17 @@ OGLStreamBuffer::OGLStreamBuffer(GLenum target, GLsizeiptr size, bool prefer_coh coherent = prefer_coherent; const GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | (coherent ? GL_MAP_COHERENT_BIT : 0); - glBufferStorage(gl_target, allocate_size, nullptr, flags); - mapped_ptr = static_cast(glMapBufferRange( - gl_target, 0, buffer_size, flags | (coherent ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT))); + glNamedBufferStorage(gl_buffer.handle, allocate_size, nullptr, flags); + mapped_ptr = static_cast(glMapNamedBufferRange( + gl_buffer.handle, 0, buffer_size, flags | (coherent ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT))); } else { - glBufferData(gl_target, allocate_size, nullptr, GL_STREAM_DRAW); + glNamedBufferData(gl_buffer.handle, allocate_size, nullptr, GL_STREAM_DRAW); } } OGLStreamBuffer::~OGLStreamBuffer() { if (persistent) { - glBindBuffer(gl_target, gl_buffer.handle); - glUnmapBuffer(gl_target); + glUnmapNamedBuffer(gl_buffer.handle); } gl_buffer.Release(); } @@ -74,7 +72,7 @@ std::tuple OGLStreamBuffer::Map(GLsizeiptr size, GLintptr a invalidate = true; if (persistent) { - glUnmapBuffer(gl_target); + glUnmapNamedBuffer(gl_buffer.handle); } } @@ -84,7 +82,7 @@ std::tuple OGLStreamBuffer::Map(GLsizeiptr size, GLintptr a (coherent ? GL_MAP_COHERENT_BIT : GL_MAP_FLUSH_EXPLICIT_BIT) | (invalidate ? GL_MAP_INVALIDATE_BUFFER_BIT : GL_MAP_UNSYNCHRONIZED_BIT); mapped_ptr = static_cast( - glMapBufferRange(gl_target, buffer_pos, buffer_size - buffer_pos, flags)); + glMapNamedBufferRange(gl_buffer.handle, buffer_pos, buffer_size - buffer_pos, flags)); mapped_offset = buffer_pos; } @@ -95,11 +93,11 @@ void OGLStreamBuffer::Unmap(GLsizeiptr size) { ASSERT(size <= mapped_size); if (!coherent && size > 0) { - glFlushMappedBufferRange(gl_target, buffer_pos - mapped_offset, size); + glFlushMappedNamedBufferRange(gl_buffer.handle, buffer_pos - mapped_offset, size); } if (!persistent) { - glUnmapBuffer(gl_target); + glUnmapNamedBuffer(gl_buffer.handle); } buffer_pos += size; diff --git a/src/video_core/renderer_opengl/gl_stream_buffer.h b/src/video_core/renderer_opengl/gl_stream_buffer.h index ae7961bd7..3d18ecb4d 100644 --- a/src/video_core/renderer_opengl/gl_stream_buffer.h +++ b/src/video_core/renderer_opengl/gl_stream_buffer.h @@ -13,7 +13,7 @@ namespace OpenGL { class OGLStreamBuffer : private NonCopyable { public: - explicit OGLStreamBuffer(GLenum target, GLsizeiptr size, bool prefer_coherent = false); + explicit OGLStreamBuffer(GLsizeiptr size, bool vertex_data_usage, bool prefer_coherent = false); ~OGLStreamBuffer(); GLuint GetHandle() const; @@ -33,7 +33,6 @@ public: private: OGLBuffer gl_buffer; - GLenum gl_target; bool coherent = false; bool persistent = false; From 877a978a221d0418953338fe9644dc2b1d8b7b15 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Wed, 9 Jan 2019 02:40:19 -0300 Subject: [PATCH 4/4] gl_rasterizer: Workaround Intel VAO DSA bug There is a bug on Intel's blob driver where it fails to properly build a vertex array object if it's not bound even after creating it with glCreateVertexArrays. This workaround binds it after creating it to bypass the issue. --- src/video_core/renderer_opengl/gl_rasterizer.cpp | 6 ++++++ src/video_core/renderer_opengl/gl_state.cpp | 13 +++++++------ src/video_core/renderer_opengl/gl_state.h | 4 +++- 3 files changed, 16 insertions(+), 7 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 7ce8c2bcc..61ccfa104 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -153,6 +153,12 @@ GLuint RasterizerOpenGL::SetupVertexFormat() { vao_entry.Create(); const GLuint vao = vao_entry.handle; + // Eventhough we are using DSA to create this vertex array, there is a bug on Intel's blob + // that fails to properly create the vertex array if it's not bound even after creating it + // with glCreateVertexArrays + state.draw.vertex_array = vao; + state.ApplyVertexArrayState(); + glVertexArrayElementBuffer(vao, buffer_cache.GetHandle()); // Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL. diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index 79bb52ddf..b7ba59350 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -503,7 +503,6 @@ void OpenGLState::ApplySamplers() const { } void OpenGLState::ApplyFramebufferState() const { - // Framebuffer if (draw.read_framebuffer != cur_state.draw.read_framebuffer) { glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); } @@ -512,6 +511,12 @@ void OpenGLState::ApplyFramebufferState() const { } } +void OpenGLState::ApplyVertexArrayState() const { + if (draw.vertex_array != cur_state.draw.vertex_array) { + glBindVertexArray(draw.vertex_array); + } +} + void OpenGLState::ApplyDepthClamp() const { if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane && depth_clamp.near_plane == cur_state.depth_clamp.near_plane) { @@ -529,11 +534,7 @@ void OpenGLState::ApplyDepthClamp() const { void OpenGLState::Apply() const { ApplyFramebufferState(); - - // Vertex array - if (draw.vertex_array != cur_state.draw.vertex_array) { - glBindVertexArray(draw.vertex_array); - } + ApplyVertexArrayState(); // Shader program if (draw.shader_program != cur_state.draw.shader_program) { diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index 9dc3f0cc8..a5a7c0920 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -204,8 +204,10 @@ public: } /// Apply this state as the current OpenGL state void Apply() const; - /// Apply only the state afecting the framebuffer + /// Apply only the state affecting the framebuffer void ApplyFramebufferState() const; + /// Apply only the state affecting the vertex array + void ApplyVertexArrayState() const; /// Set the initial OpenGL state static void ApplyDefaultState(); /// Resets any references to the given resource