gl_framebuffer_cache: Optimize framebuffer key

Pack color attachment enumerations into a single u32. To determine the
number of buffers, the highest color attachment with a shared pointer
that doesn't point to null is used.
This commit is contained in:
ReinUsesLisp 2019-11-28 22:59:09 -03:00
parent c34da106ed
commit fb6cf12a17
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GPG Key ID: 2DFC508897B39CFE
3 changed files with 63 additions and 49 deletions

View File

@ -3,9 +3,12 @@
// Refer to the license.txt file included.
#include <tuple>
#include <unordered_map>
#include <utility>
#include "common/cityhash.h"
#include "common/scope_exit.h"
#include <glad/glad.h>
#include "common/common_types.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_framebuffer_cache.h"
#include "video_core/renderer_opengl/gl_state.h"
@ -13,6 +16,7 @@
namespace OpenGL {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
using VideoCore::Surface::SurfaceType;
FramebufferCacheOpenGL::FramebufferCacheOpenGL() = default;
@ -35,36 +39,49 @@ OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheK
local_state.draw.draw_framebuffer = framebuffer.handle;
local_state.ApplyFramebufferState();
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
if (key.colors[index]) {
key.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
GL_DRAW_FRAMEBUFFER);
}
}
if (key.colors_count) {
glDrawBuffers(key.colors_count, key.color_attachments.data());
} else {
glDrawBuffer(GL_NONE);
if (key.zeta) {
const bool stencil = key.zeta->GetSurfaceParams().type == SurfaceType::DepthStencil;
const GLenum attach_target = stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
key.zeta->Attach(attach_target, GL_DRAW_FRAMEBUFFER);
}
if (key.zeta) {
key.zeta->Attach(key.stencil_enable ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT,
GL_DRAW_FRAMEBUFFER);
std::size_t num_buffers = 0;
std::array<GLenum, Maxwell::NumRenderTargets> targets;
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
if (!key.colors[index]) {
targets[index] = GL_NONE;
continue;
}
const GLenum attach_target = GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index);
key.colors[index]->Attach(attach_target, GL_DRAW_FRAMEBUFFER);
const u32 attachment = (key.color_attachments >> (BitsPerAttachment * index)) & 0b1111;
targets[index] = GL_COLOR_ATTACHMENT0 + attachment;
num_buffers = index + 1;
}
if (num_buffers > 0) {
glDrawBuffers(static_cast<GLsizei>(num_buffers), std::data(targets));
} else {
glDrawBuffer(GL_NONE);
}
return framebuffer;
}
std::size_t FramebufferCacheKey::Hash() const {
static_assert(sizeof(*this) % sizeof(u64) == 0, "Unaligned struct");
return static_cast<std::size_t>(
Common::CityHash64(reinterpret_cast<const char*>(this), sizeof(*this)));
std::size_t FramebufferCacheKey::Hash() const noexcept {
std::size_t hash = std::hash<View>{}(zeta);
for (const auto& color : colors) {
hash ^= std::hash<View>{}(color);
}
hash ^= static_cast<std::size_t>(color_attachments) << 16;
return hash;
}
bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const {
return std::tie(stencil_enable, colors_count, color_attachments, colors, zeta) ==
std::tie(rhs.stencil_enable, rhs.colors_count, rhs.color_attachments, rhs.colors,
rhs.zeta);
bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const noexcept {
return std::tie(colors, zeta, color_attachments) ==
std::tie(rhs.colors, rhs.zeta, rhs.color_attachments);
}
} // namespace OpenGL

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@ -18,21 +18,24 @@
namespace OpenGL {
struct alignas(sizeof(u64)) FramebufferCacheKey {
bool stencil_enable;
u16 colors_count;
constexpr std::size_t BitsPerAttachment = 4;
std::array<GLenum, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> color_attachments{};
std::array<View, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors;
struct FramebufferCacheKey {
View zeta;
std::array<View, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors;
u32 color_attachments = 0;
std::size_t Hash() const;
std::size_t Hash() const noexcept;
bool operator==(const FramebufferCacheKey& rhs) const;
bool operator==(const FramebufferCacheKey& rhs) const noexcept;
bool operator!=(const FramebufferCacheKey& rhs) const {
bool operator!=(const FramebufferCacheKey& rhs) const noexcept {
return !operator==(rhs);
}
void SetAttachment(std::size_t index, u32 attachment) {
color_attachments |= attachment << (BitsPerAttachment * index);
}
};
} // namespace OpenGL

View File

@ -372,33 +372,31 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
// Bind the framebuffer surfaces
FramebufferCacheKey fbkey;
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
FramebufferCacheKey key;
const auto colors_count = static_cast<std::size_t>(regs.rt_control.count);
for (std::size_t index = 0; index < colors_count; ++index) {
View color_surface{texture_cache.GetColorBufferSurface(index, true)};
if (color_surface) {
if (!color_surface) {
continue;
}
// Assume that a surface will be written to if it is used as a framebuffer, even
// if the shader doesn't actually write to it.
texture_cache.MarkColorBufferInUse(index);
}
fbkey.color_attachments[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
fbkey.colors[index] = std::move(color_surface);
key.SetAttachment(index, regs.rt_control.GetMap(index));
key.colors[index] = std::move(color_surface);
}
fbkey.colors_count = static_cast<u16>(regs.rt_control.count);
if (depth_surface) {
// Assume that a surface will be written to if it is used as a framebuffer, even if
// the shader doesn't actually write to it.
texture_cache.MarkDepthBufferInUse();
fbkey.stencil_enable = depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
fbkey.zeta = std::move(depth_surface);
key.zeta = std::move(depth_surface);
}
texture_cache.GuardRenderTargets(false);
state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
SyncViewport(state);
}
@ -421,12 +419,8 @@ void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, boo
texture_cache.GuardRenderTargets(false);
FramebufferCacheKey key;
key.colors_count = color_surface ? 1 : 0;
key.colors[0] = color_surface;
key.color_attachments[0] = GL_COLOR_ATTACHMENT0;
key.zeta = depth_surface;
key.stencil_enable = depth_surface && depth_surface->GetSurfaceParams().type ==
VideoCore::Surface::SurfaceType::DepthStencil;
current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
current_state.ApplyFramebufferState();