Merge pull request #3362 from ReinUsesLisp/fix-instanced

gl_rasterizer: Fix instanced draw arrays
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bunnei 2020-02-06 21:39:59 -05:00 committed by GitHub
commit 09d766d357
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2 changed files with 29 additions and 107 deletions

View File

@ -248,9 +248,6 @@ void RasterizerOpenGL::SetupVertexInstances(GLuint vao) {
} }
GLintptr RasterizerOpenGL::SetupIndexBuffer() { GLintptr RasterizerOpenGL::SetupIndexBuffer() {
if (accelerate_draw != AccelDraw::Indexed) {
return 0;
}
MICROPROFILE_SCOPE(OpenGL_Index); MICROPROFILE_SCOPE(OpenGL_Index);
const auto& regs = system.GPU().Maxwell3D().regs; const auto& regs = system.GPU().Maxwell3D().regs;
const std::size_t size = CalculateIndexBufferSize(); const std::size_t size = CalculateIndexBufferSize();
@ -546,7 +543,8 @@ void RasterizerOpenGL::Clear() {
} }
} }
void RasterizerOpenGL::DrawPrelude() { void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
MICROPROFILE_SCOPE(OpenGL_Drawing);
auto& gpu = system.GPU().Maxwell3D(); auto& gpu = system.GPU().Maxwell3D();
SyncRasterizeEnable(state); SyncRasterizeEnable(state);
@ -567,9 +565,6 @@ void RasterizerOpenGL::DrawPrelude() {
buffer_cache.Acquire(); buffer_cache.Acquire();
// Draw the vertex batch
const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
std::size_t buffer_size = CalculateVertexArraysSize(); std::size_t buffer_size = CalculateVertexArraysSize();
// Add space for index buffer // Add space for index buffer
@ -596,7 +591,11 @@ void RasterizerOpenGL::DrawPrelude() {
// Upload vertex and index data. // Upload vertex and index data.
SetupVertexBuffer(vao); SetupVertexBuffer(vao);
SetupVertexInstances(vao); SetupVertexInstances(vao);
GLintptr index_buffer_offset;
if (is_indexed) {
index_buffer_offset = SetupIndexBuffer(); index_buffer_offset = SetupIndexBuffer();
}
// Prepare packed bindings. // Prepare packed bindings.
bind_ubo_pushbuffer.Setup(); bind_ubo_pushbuffer.Setup();
@ -630,6 +629,7 @@ void RasterizerOpenGL::DrawPrelude() {
// As all cached buffers are invalidated, we need to recheck their state. // As all cached buffers are invalidated, we need to recheck their state.
gpu.dirty.ResetVertexArrays(); gpu.dirty.ResetVertexArrays();
} }
gpu.dirty.memory_general = false;
shader_program_manager->ApplyTo(state); shader_program_manager->ApplyTo(state);
state.Apply(); state.Apply();
@ -637,106 +637,33 @@ void RasterizerOpenGL::DrawPrelude() {
if (texture_cache.TextureBarrier()) { if (texture_cache.TextureBarrier()) {
glTextureBarrier(); glTextureBarrier();
} }
}
struct DrawParams { const GLuint base_instance = static_cast<GLuint>(gpu.regs.vb_base_instance);
bool is_indexed{}; const GLsizei num_instances =
bool is_instanced{}; static_cast<GLsizei>(is_instanced ? gpu.mme_draw.instance_count : 1);
GLenum primitive_mode{};
GLint count{};
GLint base_vertex{};
// Indexed settings
GLenum index_format{};
GLintptr index_buffer_offset{};
// Instanced setting
GLint num_instances{};
GLint base_instance{};
void DispatchDraw() {
if (is_indexed) { if (is_indexed) {
const auto index_buffer_ptr = reinterpret_cast<const void*>(index_buffer_offset); const GLenum index_format = MaxwellToGL::IndexFormat(gpu.regs.index_array.format);
if (is_instanced) { const GLint base_vertex = static_cast<GLint>(gpu.regs.vb_element_base);
glDrawElementsInstancedBaseVertexBaseInstance(primitive_mode, count, index_format, const GLsizei num_vertices = static_cast<GLsizei>(gpu.regs.index_array.count);
index_buffer_ptr, num_instances, glDrawElementsInstancedBaseVertexBaseInstance(
base_vertex, base_instance); primitive_mode, num_vertices, index_format,
} else { reinterpret_cast<const void*>(index_buffer_offset), num_instances, base_vertex,
glDrawElementsBaseVertex(primitive_mode, count, index_format, index_buffer_ptr,
base_vertex);
}
} else {
if (is_instanced) {
glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, count, num_instances,
base_instance); base_instance);
} else { } else {
glDrawArrays(primitive_mode, base_vertex, count); const GLint base_vertex = static_cast<GLint>(gpu.regs.vertex_buffer.first);
const GLsizei num_vertices = static_cast<GLsizei>(gpu.regs.vertex_buffer.count);
glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, num_vertices, num_instances,
base_instance);
} }
} }
}
};
bool RasterizerOpenGL::DrawBatch(bool is_indexed) { bool RasterizerOpenGL::DrawBatch(bool is_indexed) {
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays; Draw(is_indexed, false);
MICROPROFILE_SCOPE(OpenGL_Drawing);
DrawPrelude();
auto& maxwell3d = system.GPU().Maxwell3D();
const auto& regs = maxwell3d.regs;
const auto current_instance = maxwell3d.state.current_instance;
DrawParams draw_call{};
draw_call.is_indexed = is_indexed;
draw_call.num_instances = static_cast<GLint>(1);
draw_call.base_instance = static_cast<GLint>(current_instance);
draw_call.is_instanced = current_instance > 0;
draw_call.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
if (draw_call.is_indexed) {
draw_call.count = static_cast<GLint>(regs.index_array.count);
draw_call.base_vertex = static_cast<GLint>(regs.vb_element_base);
draw_call.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
draw_call.index_buffer_offset = index_buffer_offset;
} else {
draw_call.count = static_cast<GLint>(regs.vertex_buffer.count);
draw_call.base_vertex = static_cast<GLint>(regs.vertex_buffer.first);
}
draw_call.DispatchDraw();
maxwell3d.dirty.memory_general = false;
accelerate_draw = AccelDraw::Disabled;
return true; return true;
} }
bool RasterizerOpenGL::DrawMultiBatch(bool is_indexed) { bool RasterizerOpenGL::DrawMultiBatch(bool is_indexed) {
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays; Draw(is_indexed, true);
MICROPROFILE_SCOPE(OpenGL_Drawing);
DrawPrelude();
auto& maxwell3d = system.GPU().Maxwell3D();
const auto& regs = maxwell3d.regs;
const auto& draw_setup = maxwell3d.mme_draw;
DrawParams draw_call{};
draw_call.is_indexed = is_indexed;
draw_call.num_instances = static_cast<GLint>(draw_setup.instance_count);
draw_call.base_instance = static_cast<GLint>(regs.vb_base_instance);
draw_call.is_instanced = draw_setup.instance_count > 1;
draw_call.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
if (draw_call.is_indexed) {
draw_call.count = static_cast<GLint>(regs.index_array.count);
draw_call.base_vertex = static_cast<GLint>(regs.vb_element_base);
draw_call.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
draw_call.index_buffer_offset = index_buffer_offset;
} else {
draw_call.count = static_cast<GLint>(regs.vertex_buffer.count);
draw_call.base_vertex = static_cast<GLint>(regs.vertex_buffer.first);
}
draw_call.DispatchDraw();
maxwell3d.dirty.memory_general = false;
accelerate_draw = AccelDraw::Disabled;
return true; return true;
} }

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@ -103,7 +103,7 @@ private:
std::size_t size); std::size_t size);
/// Syncs all the state, shaders, render targets and textures setting before a draw call. /// Syncs all the state, shaders, render targets and textures setting before a draw call.
void DrawPrelude(); void Draw(bool is_indexed, bool is_instanced);
/// Configures the current textures to use for the draw command. /// Configures the current textures to use for the draw command.
void SetupDrawTextures(std::size_t stage_index, const Shader& shader); void SetupDrawTextures(std::size_t stage_index, const Shader& shader);
@ -220,12 +220,7 @@ private:
GLintptr SetupIndexBuffer(); GLintptr SetupIndexBuffer();
GLintptr index_buffer_offset;
void SetupShaders(GLenum primitive_mode); void SetupShaders(GLenum primitive_mode);
enum class AccelDraw { Disabled, Arrays, Indexed };
AccelDraw accelerate_draw = AccelDraw::Disabled;
}; };
} // namespace OpenGL } // namespace OpenGL