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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.
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@ -3,9 +3,12 @@
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// Refer to the license.txt file included.
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#include <tuple>
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#include <unordered_map>
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#include <utility>
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#include "common/cityhash.h"
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#include "common/scope_exit.h"
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_framebuffer_cache.h"
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#include "video_core/renderer_opengl/gl_state.h"
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@ -13,6 +16,7 @@
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namespace OpenGL {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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using VideoCore::Surface::SurfaceType;
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FramebufferCacheOpenGL::FramebufferCacheOpenGL() = default;
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@ -35,36 +39,49 @@ OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheK
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local_state.draw.draw_framebuffer = framebuffer.handle;
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local_state.ApplyFramebufferState();
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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if (key.colors[index]) {
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key.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
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GL_DRAW_FRAMEBUFFER);
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}
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}
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if (key.colors_count) {
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glDrawBuffers(key.colors_count, key.color_attachments.data());
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} else {
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glDrawBuffer(GL_NONE);
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if (key.zeta) {
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const bool stencil = key.zeta->GetSurfaceParams().type == SurfaceType::DepthStencil;
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const GLenum attach_target = stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
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key.zeta->Attach(attach_target, GL_DRAW_FRAMEBUFFER);
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}
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if (key.zeta) {
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key.zeta->Attach(key.stencil_enable ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT,
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GL_DRAW_FRAMEBUFFER);
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std::size_t num_buffers = 0;
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std::array<GLenum, Maxwell::NumRenderTargets> targets;
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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if (!key.colors[index]) {
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targets[index] = GL_NONE;
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continue;
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}
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const GLenum attach_target = GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index);
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key.colors[index]->Attach(attach_target, GL_DRAW_FRAMEBUFFER);
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const u32 attachment = (key.color_attachments >> (BitsPerAttachment * index)) & 0b1111;
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targets[index] = GL_COLOR_ATTACHMENT0 + attachment;
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num_buffers = index + 1;
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}
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if (num_buffers > 0) {
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glDrawBuffers(static_cast<GLsizei>(num_buffers), std::data(targets));
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} else {
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glDrawBuffer(GL_NONE);
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}
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return framebuffer;
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}
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std::size_t FramebufferCacheKey::Hash() const {
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static_assert(sizeof(*this) % sizeof(u64) == 0, "Unaligned struct");
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return static_cast<std::size_t>(
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Common::CityHash64(reinterpret_cast<const char*>(this), sizeof(*this)));
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std::size_t FramebufferCacheKey::Hash() const noexcept {
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std::size_t hash = std::hash<View>{}(zeta);
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for (const auto& color : colors) {
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hash ^= std::hash<View>{}(color);
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}
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hash ^= static_cast<std::size_t>(color_attachments) << 16;
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return hash;
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}
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bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const {
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return std::tie(stencil_enable, colors_count, color_attachments, colors, zeta) ==
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std::tie(rhs.stencil_enable, rhs.colors_count, rhs.color_attachments, rhs.colors,
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rhs.zeta);
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bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const noexcept {
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return std::tie(colors, zeta, color_attachments) ==
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std::tie(rhs.colors, rhs.zeta, rhs.color_attachments);
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}
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} // namespace OpenGL
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@ -18,21 +18,24 @@
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namespace OpenGL {
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struct alignas(sizeof(u64)) FramebufferCacheKey {
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bool stencil_enable;
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u16 colors_count;
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constexpr std::size_t BitsPerAttachment = 4;
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std::array<GLenum, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> color_attachments{};
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std::array<View, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors;
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struct FramebufferCacheKey {
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View zeta;
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std::array<View, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors;
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u32 color_attachments = 0;
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std::size_t Hash() const;
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std::size_t Hash() const noexcept;
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bool operator==(const FramebufferCacheKey& rhs) const;
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bool operator==(const FramebufferCacheKey& rhs) const noexcept;
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bool operator!=(const FramebufferCacheKey& rhs) const {
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bool operator!=(const FramebufferCacheKey& rhs) const noexcept {
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return !operator==(rhs);
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}
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void SetAttachment(std::size_t index, u32 attachment) {
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color_attachments |= attachment << (BitsPerAttachment * index);
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}
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};
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} // namespace OpenGL
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@ -372,33 +372,31 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
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UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
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// Bind the framebuffer surfaces
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FramebufferCacheKey fbkey;
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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FramebufferCacheKey key;
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const auto colors_count = static_cast<std::size_t>(regs.rt_control.count);
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for (std::size_t index = 0; index < colors_count; ++index) {
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View color_surface{texture_cache.GetColorBufferSurface(index, true)};
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if (color_surface) {
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// Assume that a surface will be written to if it is used as a framebuffer, even
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// if the shader doesn't actually write to it.
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texture_cache.MarkColorBufferInUse(index);
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if (!color_surface) {
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continue;
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}
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// Assume that a surface will be written to if it is used as a framebuffer, even
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// if the shader doesn't actually write to it.
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texture_cache.MarkColorBufferInUse(index);
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fbkey.color_attachments[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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fbkey.colors[index] = std::move(color_surface);
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key.SetAttachment(index, regs.rt_control.GetMap(index));
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key.colors[index] = std::move(color_surface);
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}
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fbkey.colors_count = static_cast<u16>(regs.rt_control.count);
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if (depth_surface) {
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// Assume that a surface will be written to if it is used as a framebuffer, even if
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// the shader doesn't actually write to it.
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texture_cache.MarkDepthBufferInUse();
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fbkey.stencil_enable = depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
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fbkey.zeta = std::move(depth_surface);
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key.zeta = std::move(depth_surface);
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}
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texture_cache.GuardRenderTargets(false);
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state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
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state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
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SyncViewport(state);
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}
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@ -421,12 +419,8 @@ void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, boo
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texture_cache.GuardRenderTargets(false);
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FramebufferCacheKey key;
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key.colors_count = color_surface ? 1 : 0;
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key.colors[0] = color_surface;
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key.color_attachments[0] = GL_COLOR_ATTACHMENT0;
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key.zeta = depth_surface;
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key.stencil_enable = depth_surface && depth_surface->GetSurfaceParams().type ==
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VideoCore::Surface::SurfaceType::DepthStencil;
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current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
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current_state.ApplyFramebufferState();
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