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OpenGL: Limit vertex buffer range for non-indexed draws (#3542)

* Limit vertex buffer range for non-indexed draws

* Fix typo
This commit is contained in:
gdkchan 2022-08-11 20:21:56 -03:00 committed by GitHub
parent ad47bd2d4e
commit e8f1ca8427
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 125 additions and 24 deletions

View file

@ -236,7 +236,7 @@ namespace Ryujinx.Graphics.OpenGL
return;
}
PreDraw();
PreDraw(vertexCount);
if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
{
@ -354,7 +354,7 @@ namespace Ryujinx.Graphics.OpenGL
return;
}
PreDraw();
PreDrawVbUnbounded();
int indexElemSize = 1;
@ -686,7 +686,7 @@ namespace Ryujinx.Graphics.OpenGL
return;
}
PreDraw();
PreDrawVbUnbounded();
GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
@ -709,7 +709,7 @@ namespace Ryujinx.Graphics.OpenGL
return;
}
PreDraw();
PreDrawVbUnbounded();
_vertexArray.SetRangeOfIndexBuffer();
@ -1515,11 +1515,22 @@ namespace Ryujinx.Graphics.OpenGL
_supportBuffer.Commit();
}
private void PreDraw(int vertexCount)
{
_vertexArray.PreDraw(vertexCount);
PreDraw();
}
private void PreDrawVbUnbounded()
{
_vertexArray.PreDrawVbUnbounded();
PreDraw();
}
private void PreDraw()
{
DrawCount++;
_vertexArray.Validate();
_unit0Texture?.Bind(0);
_supportBuffer.Commit();
}

View file

@ -1,6 +1,7 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.OpenGL
@ -16,12 +17,16 @@ namespace Ryujinx.Graphics.OpenGL
private int _vertexAttribsCount;
private int _vertexBuffersCount;
private int _minVertexCount;
private uint _vertexAttribsInUse;
private uint _vertexBuffersInUse;
private uint _vertexBuffersLimited;
private BufferRange _indexBuffer;
private BufferHandle _tempIndexBuffer;
private BufferHandle _tempVertexBuffer;
private int _tempVertexBufferSize;
public VertexArray()
{
@ -40,6 +45,8 @@ namespace Ryujinx.Graphics.OpenGL
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
int minVertexCount = int.MaxValue;
int bindingIndex;
for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
{
@ -47,6 +54,12 @@ namespace Ryujinx.Graphics.OpenGL
if (vb.Buffer.Handle != BufferHandle.Null)
{
int vertexCount = vb.Stride <= 0 ? 0 : vb.Buffer.Size / vb.Stride;
if (minVertexCount > vertexCount)
{
minVertexCount = vertexCount;
}
GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
_vertexBuffersInUse |= 1u << bindingIndex;
@ -64,6 +77,7 @@ namespace Ryujinx.Graphics.OpenGL
}
_vertexBuffersCount = bindingIndex;
_minVertexCount = minVertexCount;
_needsAttribsUpdate = true;
}
@ -143,6 +157,101 @@ namespace Ryujinx.Graphics.OpenGL
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
}
public void PreDraw(int vertexCount)
{
LimitVertexBuffers(vertexCount);
Validate();
}
public void PreDrawVbUnbounded()
{
UnlimitVertexBuffers();
Validate();
}
public void LimitVertexBuffers(int vertexCount)
{
// Is it possible for the draw to fetch outside the bounds of any vertex buffer currently bound?
if (vertexCount <= _minVertexCount)
{
return;
}
// If the draw can fetch out of bounds, let's ensure that it will only fetch zeros rather than memory garbage.
int currentTempVbOffset = 0;
uint buffersInUse = _vertexBuffersInUse;
while (buffersInUse != 0)
{
int vbIndex = BitOperations.TrailingZeroCount(buffersInUse);
ref var vb = ref _vertexBuffers[vbIndex];
int requiredSize = vertexCount * vb.Stride;
if (vb.Buffer.Size < requiredSize)
{
BufferHandle tempVertexBuffer = EnsureTempVertexBufferSize(currentTempVbOffset + requiredSize);
Buffer.Copy(vb.Buffer.Handle, tempVertexBuffer, vb.Buffer.Offset, currentTempVbOffset, vb.Buffer.Size);
Buffer.Clear(tempVertexBuffer, currentTempVbOffset + vb.Buffer.Size, requiredSize - vb.Buffer.Size, 0);
GL.BindVertexBuffer(vbIndex, tempVertexBuffer.ToInt32(), (IntPtr)currentTempVbOffset, vb.Stride);
currentTempVbOffset += requiredSize;
_vertexBuffersLimited |= 1u << vbIndex;
}
buffersInUse &= ~(1u << vbIndex);
}
}
private BufferHandle EnsureTempVertexBufferSize(int size)
{
BufferHandle tempVertexBuffer = _tempVertexBuffer;
if (_tempVertexBufferSize < size)
{
_tempVertexBufferSize = size;
if (tempVertexBuffer == BufferHandle.Null)
{
tempVertexBuffer = Buffer.Create(size);
_tempVertexBuffer = tempVertexBuffer;
return tempVertexBuffer;
}
Buffer.Resize(_tempVertexBuffer, size);
}
return tempVertexBuffer;
}
public void UnlimitVertexBuffers()
{
uint buffersLimited = _vertexBuffersLimited;
if (buffersLimited == 0)
{
return;
}
while (buffersLimited != 0)
{
int vbIndex = BitOperations.TrailingZeroCount(buffersLimited);
ref var vb = ref _vertexBuffers[vbIndex];
GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
buffersLimited &= ~(1u << vbIndex);
}
_vertexBuffersLimited = 0;
}
public void Validate()
{
for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)

View file

@ -1,19 +0,0 @@
using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.OpenGL
{
struct VertexBuffer
{
public BufferRange Range { get; }
public int Divisor { get; }
public int Stride { get; }
public VertexBuffer(BufferRange range, int divisor, int stride)
{
Range = range;
Divisor = divisor;
Stride = stride;
}
}
}