Files
pcsx2/plugins/GSdx/GSTextureOGL.cpp
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Gregory Hainaut da741e294e gsdx-ogl: optimize GPU->CPU memory transfer size
Might help for snow engine game (a little)

Previous code use to read the full texture whereas now it will be limited
to the size of the useful data.
2016-03-18 20:24:42 +01:00

497 lines
14 KiB
C++

/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include <limits.h>
#include "GSTextureOGL.h"
#include "GLState.h"
#include "GSPng.h"
#ifdef ENABLE_OGL_DEBUG_MEM_BW
extern uint64 g_real_texture_upload_byte;
#endif
// FIXME find the optimal number of PBO
#define PBO_POOL_SIZE 8
// FIXME OGL4: investigate, only 1 unpack buffer always bound
namespace PboPool {
GLuint m_pool[PBO_POOL_SIZE];
uptr m_offset[PBO_POOL_SIZE];
char* m_map[PBO_POOL_SIZE];
uint32 m_current_pbo = 0;
uint32 m_size;
bool m_texture_storage;
GLsync m_fence[PBO_POOL_SIZE];
const uint32 m_pbo_size = 8*1024*1024;
// Option for buffer storage
// XXX: actually does I really need coherent and barrier???
// As far as I understand glTexSubImage2D is a client-server transfer so no need to make
// the value visible to the server
const GLbitfield common_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT;
const GLbitfield create_flags = common_flags | GL_CLIENT_STORAGE_BIT;
// Perf impact (test was only done on a gs dump):
// Normal (fast): Message:Buffer detailed info: Buffer object 9 (bound to
// GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_STREAM_COPY) will use VIDEO
// memory as the source for buffer object operations.
//
// Persistent (slower): Message:Buffer detailed info: Buffer object 8
// (bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW)
// will use DMA CACHED memory as the source for buffer object operations
void Init() {
glGenBuffers(countof(m_pool), m_pool);
m_texture_storage = GLLoader::found_GL_ARB_buffer_storage;
// Code is really faster on MT driver. So far only nvidia support it
if (!GLLoader::nvidia_buggy_driver)
m_texture_storage &= (theApp.GetConfig("ogl_texture_storage", 0) == 1);
for (size_t i = 0; i < countof(m_pool); i++) {
BindPbo();
if (m_texture_storage) {
glBufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, create_flags);
m_map[m_current_pbo] = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size, map_flags);
m_fence[m_current_pbo] = 0;
} else {
glBufferData(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, GL_STREAM_COPY);
m_map[m_current_pbo] = NULL;
}
NextPbo();
}
UnbindPbo();
}
char* Map(uint32 size) {
char* map;
m_size = size;
if (m_size > m_pbo_size) {
fprintf(stderr, "BUG: PBO too small %d but need %d\n", m_pbo_size, m_size);
}
if (m_texture_storage) {
if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
//NextPbo(); // For test purpose
NextPboWithSync();
}
// Note: texsubimage will access currently bound buffer
// Pbo ready let's get a pointer
BindPbo();
map = m_map[m_current_pbo] + m_offset[m_current_pbo];
} else {
GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
NextPbo();
flags &= ~GL_MAP_INVALIDATE_RANGE_BIT;
flags |= GL_MAP_INVALIDATE_BUFFER_BIT;
}
// Pbo ready let's get a pointer
BindPbo();
// Be sure the map is aligned
map = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size, flags);
}
return map;
}
void Unmap() {
if (m_texture_storage) {
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size);
} else {
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
}
}
uptr Offset() {
return m_offset[m_current_pbo];
}
void Destroy() {
if (m_texture_storage) {
for (size_t i = 0; i < countof(m_pool); i++) {
m_map[i] = NULL;
m_offset[i] = 0;
glDeleteSync(m_fence[i]);
// Don't know if we must do it
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[i]);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
glDeleteBuffers(countof(m_pool), m_pool);
}
void BindPbo() {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[m_current_pbo]);
}
void NextPbo() {
m_current_pbo = (m_current_pbo + 1) & (countof(m_pool)-1);
// Mark new PBO as free
m_offset[m_current_pbo] = 0;
}
void NextPboWithSync() {
m_fence[m_current_pbo] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
NextPbo();
if (m_fence[m_current_pbo]) {
#ifdef ENABLE_OGL_DEBUG_FENCE
GLenum status = glClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
#else
glClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
#endif
glDeleteSync(m_fence[m_current_pbo]);
m_fence[m_current_pbo] = 0;
#ifdef ENABLE_OGL_DEBUG_FENCE
if (status != GL_ALREADY_SIGNALED) {
fprintf(stderr, "GL_PIXEL_UNPACK_BUFFER: Sync Sync! Buffer too small\n");
}
#endif
}
}
void UnbindPbo() {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
void EndTransfer() {
// Note: keep offset aligned for SSE/AVX
m_offset[m_current_pbo] = (m_offset[m_current_pbo] + m_size + 63) & ~0x3F;
}
}
// FIXME: check if it possible to always use those setup by default
// glPixelStorei(GL_PACK_ALIGNMENT, 1);
// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
: m_pbo_size(0), m_dirty(false), m_clean(false), m_local_buffer(NULL)
{
// OpenGL didn't like dimensions of size 0
m_size.x = max(1,w);
m_size.y = max(1,h);
m_format = format;
m_type = type;
m_fbo_read = fbo_read;
m_texture_id = 0;
// Bunch of constant parameter
switch (m_format) {
// 1 Channel integer
case GL_R32UI:
case GL_R32I:
m_int_format = GL_RED_INTEGER;
m_int_type = (m_format == GL_R32UI) ? GL_UNSIGNED_INT : GL_INT;
m_int_alignment = 4;
m_int_shift = 2;
break;
case GL_R16UI:
m_int_format = GL_RED_INTEGER;
m_int_type = GL_UNSIGNED_SHORT;
m_int_alignment = 2;
m_int_shift = 1;
break;
// 1 Channel normalized
case GL_R8:
m_int_format = GL_RED;
m_int_type = GL_UNSIGNED_BYTE;
m_int_alignment = 1;
m_int_shift = 0;
break;
// 4 channel normalized
case GL_RGBA16:
m_int_format = GL_RGBA;
m_int_type = GL_UNSIGNED_SHORT;
m_int_alignment = 8;
m_int_shift = 3;
break;
case GL_RGBA8:
m_int_format = GL_RGBA;
m_int_type = GL_UNSIGNED_BYTE;
m_int_alignment = 4;
m_int_shift = 2;
break;
// 4 channel integer
case GL_RGBA16I:
case GL_RGBA16UI:
m_int_format = GL_RGBA_INTEGER;
m_int_type = (m_format == GL_R16UI) ? GL_UNSIGNED_SHORT : GL_SHORT;
m_int_alignment = 8;
m_int_shift = 3;
break;
// 4 channel float
case GL_RGBA32F:
m_int_format = GL_RGBA;
m_int_type = GL_FLOAT;
m_int_alignment = 16;
m_int_shift = 4;
break;
case GL_RGBA16F:
m_int_format = GL_RGBA;
m_int_type = GL_HALF_FLOAT;
m_int_alignment = 8;
m_int_shift = 3;
break;
// Special
case 0:
case GL_DEPTH32F_STENCIL8:
// Backbuffer & dss aren't important
m_int_format = 0;
m_int_type = 0;
m_int_alignment = 0;
m_int_shift = 0;
break;
default:
ASSERT(0);
}
// Generate & Allocate the buffer
switch (m_type) {
case GSTexture::Offscreen:
// 8B is the worst case for depth/stencil
// FIXME I think it is only used for color. So you can save half of the size
m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32);
case GSTexture::Texture:
case GSTexture::RenderTarget:
case GSTexture::DepthStencil:
glCreateTextures(GL_TEXTURE_2D, 1, &m_texture_id);
glTextureStorage2D(m_texture_id, 1+GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y);
if (m_format == GL_R8) {
// Emulate DX behavior, beside it avoid special code in shader to differentiate
// palette texture from a GL_RGBA target or a GL_R texture.
glTextureParameteri(m_texture_id, GL_TEXTURE_SWIZZLE_A, GL_RED);
}
break;
case GSTexture::Backbuffer:
default:
break;
}
}
GSTextureOGL::~GSTextureOGL()
{
/* Unbind the texture from our local state */
if (m_texture_id == GLState::rt)
GLState::rt = 0;
if (m_texture_id == GLState::ds)
GLState::ds = 0;
for (size_t i = 0; i < countof(GLState::tex_unit); i++) {
if (m_texture_id == GLState::tex_unit[i])
GLState::tex_unit[i] = 0;
}
glDeleteTextures(1, &m_texture_id);
if (m_local_buffer)
_aligned_free(m_local_buffer);
}
void GSTextureOGL::Invalidate()
{
if (m_dirty && glInvalidateTexImage) {
glInvalidateTexImage(m_texture_id, GL_TEX_LEVEL_0);
m_dirty = false;
}
}
bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
{
ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen);
GL_PUSH("Upload Texture %d", m_texture_id);
m_dirty = true;
m_clean = false;
glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
char* src = (char*)data;
uint32 row_byte = r.width() << m_int_shift;
uint32 map_size = r.height() * row_byte;
char* map = PboPool::Map(map_size);
#ifdef ENABLE_OGL_DEBUG_MEM_BW
g_real_texture_upload_byte += map_size;
#endif
// PERF: slow path of the texture upload. Dunno if we could do better maybe check if TC can keep row_byte == pitch
// Note: row_byte != pitch
for (int h = 0; h < r.height(); h++) {
memcpy(map, src, row_byte);
map += row_byte;
src += pitch;
}
PboPool::Unmap();
glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());
// FIXME OGL4: investigate, only 1 unpack buffer always bound
PboPool::UnbindPbo();
PboPool::EndTransfer();
GL_POP();
return true;
// For reference, standard upload without pbo (Used to crash on FGLRX)
#if 0
// pitch is in byte wherease GL_UNPACK_ROW_LENGTH is in pixel
glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift);
glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data);
// FIXME useful?
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
return true;
#endif
}
bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
{
// LOTS OF CRAP CODE!!!! PLEASE FIX ME !!!
if (m_type != GSTexture::Offscreen) return false;
// The fastest way will be to use a PBO to read the data asynchronously. Unfortunately GSdx
// architecture is waiting the data right now.
#if 0
// Maybe it is as good as the code below. I don't know
// With openGL 4.5 you can use glGetTextureSubImage
glGetTextureImage(m_texture_id, GL_TEX_LEVEL_0, m_int_format, m_int_type, 1024*1024*16, m_local_buffer);
#else
// Bind the texture to the read framebuffer to avoid any disturbance
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
glPixelStorei(GL_PACK_ALIGNMENT, m_int_alignment);
if (r)
glReadPixels(r->x, r->y, r->width(), r->height(), m_int_format, m_int_type, m_local_buffer);
else
glReadPixels(0, 0, m_size.x, m_size.y, m_int_format, m_int_type, m_local_buffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
#endif
m.bits = m_local_buffer;
m.pitch = m_size.x << m_int_shift;
return true;
}
void GSTextureOGL::Unmap()
{
}
bool GSTextureOGL::Save(const string& fn, bool user_image, bool dds)
{
// Collect the texture data
uint32 pitch = 4 * m_size.x;
uint32 buf_size = pitch * m_size.y * 2;// Note *2 for security (depth/stencil)
std::unique_ptr<uint8[]> image(new uint8[buf_size]);
#ifdef ENABLE_OGL_DEBUG
GSPng::Format fmt = GSPng::RGB_A_PNG;
#else
GSPng::Format fmt = GSPng::RGB_PNG;
#endif
if (IsBackbuffer()) {
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get());
} else if(IsDss()) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_texture_id, 0);
glReadPixels(0, 0, m_size.x, m_size.y, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image.get());
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
fmt = GSPng::RGB_A_PNG;
} else if(m_format == GL_R32I) {
glGetTextureImage(m_texture_id, 0, GL_RED_INTEGER, GL_INT, buf_size, image.get());
fmt = GSPng::R32I_PNG;
} else {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
if (m_format == GL_RGBA8) {
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get());
}
else if (m_format == GL_R16UI)
{
glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, image.get());
fmt = GSPng::R16I_PNG;
}
else if (m_format == GL_R8)
{
fmt = GSPng::R8I_PNG;
glReadPixels(0, 0, m_size.x, m_size.y, GL_RED, GL_UNSIGNED_BYTE, image.get());
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
int compression = user_image ? Z_BEST_COMPRESSION : theApp.GetConfig("png_compression_level", Z_BEST_SPEED);
return GSPng::Save(fmt, fn, image.get(), m_size.x, m_size.y, pitch, compression);
}
uint32 GSTextureOGL::GetMemUsage()
{
switch (m_type) {
case GSTexture::Offscreen:
return m_size.x * m_size.y * (4 + m_int_alignment);
case GSTexture::Texture:
case GSTexture::RenderTarget:
return m_size.x * m_size.y * m_int_alignment;
case GSTexture::DepthStencil:
return m_size.x * m_size.y * 8;
case GSTexture::Backbuffer:
default:
return 0;
}
}