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mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-23 03:02:53 +01:00

gl: Workaround for poor AMD OpenGL performance

- Turns out the AMD driver really hates it if you render with a mapped index buffer.
  The driver internally seems to make a copy of the consumed indices and uses that. Very slow.
  I was able to isolate this after observing that glDrawArrays is not entirely shit, but glDrawElements duration scaled linearly with the number of vertices.
This commit is contained in:
kd-11 2022-05-28 22:28:40 +03:00 committed by kd-11
parent 943752db30
commit 1b305bf789
2 changed files with 71 additions and 2 deletions

View File

@ -236,14 +236,14 @@ void GLGSRender::on_init_thread()
m_vertex_env_buffer = std::make_unique<gl::ring_buffer>();
m_texture_parameters_buffer = std::make_unique<gl::ring_buffer>();
m_vertex_layout_buffer = std::make_unique<gl::ring_buffer>();
m_index_ring_buffer = std::make_unique<gl::ring_buffer>();
m_index_ring_buffer = gl_caps.vendor_AMD ? std::make_unique<gl::transient_ring_buffer>() : std::make_unique<gl::ring_buffer>();
m_vertex_instructions_buffer = std::make_unique<gl::ring_buffer>();
m_fragment_instructions_buffer = std::make_unique<gl::ring_buffer>();
m_raster_env_ring_buffer = std::make_unique<gl::ring_buffer>();
}
m_attrib_ring_buffer->create(gl::buffer::target::texture, 256 * 0x100000);
m_index_ring_buffer->create(gl::buffer::target::element_array, 64 * 0x100000);
m_index_ring_buffer->create(gl::buffer::target::element_array, 16 * 0x100000);
m_transform_constants_buffer->create(gl::buffer::target::uniform, 64 * 0x100000);
m_fragment_constants_buffer->create(gl::buffer::target::uniform, 16 * 0x100000);
m_fragment_env_buffer->create(gl::buffer::target::uniform, 16 * 0x100000);

View File

@ -812,6 +812,11 @@ namespace gl
public:
virtual void bind()
{
buffer::bind();
}
virtual void recreate(GLsizeiptr size, const void* data = nullptr)
{
if (m_id)
@ -890,6 +895,8 @@ namespace gl
virtual void unmap() {}
virtual void flush() {}
//Notification of a draw command
virtual void notify()
{
@ -1011,6 +1018,68 @@ namespace gl
void notify() override {}
};
// A non-persistent ring buffer
// Internally maps and unmaps data. Uses persistent storage just like the regular persistent variant
// Works around drivers that have issues using mapped data for specific sources (e.g AMD proprietary driver with index buffers)
class transient_ring_buffer : public ring_buffer
{
bool dirty = false;
void* map_internal(u32 offset, u32 length)
{
flush();
dirty = true;
return DSA_CALL2_RET(MapNamedBufferRange, m_id, offset, length, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
}
public:
void bind() override
{
flush();
buffer::bind();
}
void recreate(GLsizeiptr size, const void* data = nullptr) override
{
if (m_id)
{
m_fence.wait_for_signal();
remove();
}
buffer::create();
save_binding_state save(current_target(), *this);
DSA_CALL2(NamedBufferStorage, m_id, size, data, GL_MAP_WRITE_BIT);
m_data_loc = 0;
m_size = ::narrow<u32>(size);
m_memory_type = memory_type::host_visible;
}
std::pair<void*, u32> alloc_from_heap(u32 alloc_size, u16 alignment) override
{
ensure(m_memory_mapping == nullptr);
const auto allocation = ring_buffer::alloc_from_heap(alloc_size, alignment);
return { map_internal(allocation.second, alloc_size), allocation.second };
}
void flush() override
{
if (dirty)
{
buffer::unmap();
dirty = false;
}
}
void unmap() override
{
flush();
}
};
class buffer_view
{
buffer* m_buffer = nullptr;