GL: Respect minimum UBO alignment requirement (#794)
* GL: Respect minimum UBO alignment requirement * Use glBindBufferRange for UBOs * Fix fragment shadergen UBO bindings * Nit
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@@ -1,4 +1,5 @@
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#pragma once
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#include "opengl.hpp"
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// Information about our OpenGL/OpenGL ES driver that we should keep track of
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// Stuff like whether specific extensions are supported, and potentially things like OpenGL context information
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@@ -8,6 +9,9 @@ namespace OpenGL {
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bool supportsExtFbFetch = false;
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bool supportsArmFbFetch = false;
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// Minimum alignment for UBO offsets. Fetched by the OpenGL renderer using glGetIntegerV.
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GLuint uboAlignment = 16;
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bool supportFbFetch() const { return supportsExtFbFetch || supportsArmFbFetch; }
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};
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} // namespace OpenGL
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@@ -101,6 +101,9 @@ class RendererGL final : public Renderer {
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std::unique_ptr<StreamBuffer> hwVertexBuffer;
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std::unique_ptr<StreamBuffer> hwIndexBuffer;
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// Current offset for our hw shader uniform UBO
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u32 hwShaderUniformUBOOffset = 0;
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// Cache of fixed attribute values so that we don't do any duplicate updates
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std::array<std::array<float, 4>, 16> fixedAttrValues;
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@@ -2,6 +2,7 @@
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#include <stb_image_write.h>
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#include <algorithm>
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#include <bit>
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#include <cmrc/cmrc.hpp>
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@@ -179,6 +180,10 @@ void RendererGL::initGraphicsContextInternal() {
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driverInfo.supportsExtFbFetch = (GLAD_GL_EXT_shader_framebuffer_fetch != 0);
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driverInfo.supportsArmFbFetch = (GLAD_GL_ARM_shader_framebuffer_fetch != 0);
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// UBOs have an alignment requirement we have to respect
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<GLint*>(&driverInfo.uboAlignment));
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driverInfo.uboAlignment = std::max<GLuint>(driverInfo.uboAlignment, 16);
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// Initialize the default vertex shader used with shadergen
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std::string defaultShadergenVSSource = fragShaderGen.getDefaultVertexShader();
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defaultShadergenVs.create({defaultShadergenVSSource.c_str(), defaultShadergenVSSource.size()}, OpenGL::Vertex);
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@@ -930,11 +935,6 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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glUniformBlockBinding(program.handle(), vertexUBOIndex, vsUBOBlockBinding);
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}
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}
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glBindBufferBase(GL_UNIFORM_BUFFER, fsUBOBlockBinding, shadergenFragmentUBO->GetGLBufferId());
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if (usingAcceleratedShader) {
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glBindBufferBase(GL_UNIFORM_BUFFER, vsUBOBlockBinding, hwShaderUniformUBO->GetGLBufferId());
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}
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// Upload uniform data to our shader's UBO
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PICA::FragmentUniforms uniforms;
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@@ -1020,10 +1020,21 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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// Upload fragment uniforms to UBO
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shadergenFragmentUBO->Bind();
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auto mapRes = shadergenFragmentUBO->Map(4, sizeof(PICA::FragmentUniforms));
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std::memcpy(mapRes.pointer, &uniforms, sizeof(PICA::FragmentUniforms));
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auto uboRes = shadergenFragmentUBO->Map(driverInfo.uboAlignment, sizeof(PICA::FragmentUniforms));
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std::memcpy(uboRes.pointer, &uniforms, sizeof(PICA::FragmentUniforms));
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shadergenFragmentUBO->Unmap(sizeof(PICA::FragmentUniforms));
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// Bind our UBOs
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glBindBufferRange(
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GL_UNIFORM_BUFFER, fsUBOBlockBinding, shadergenFragmentUBO->GetGLBufferId(), uboRes.buffer_offset, sizeof(PICA::FragmentUniforms)
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);
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if (usingAcceleratedShader) {
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glBindBufferRange(
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GL_UNIFORM_BUFFER, vsUBOBlockBinding, hwShaderUniformUBO->GetGLBufferId(), hwShaderUniformUBOOffset, PICAShader::totalUniformSize()
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);
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}
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return program;
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}
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@@ -1074,11 +1085,14 @@ bool RendererGL::prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration*
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generatedVertexShader = &(*shader);
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hwShaderUniformUBO->Bind();
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// Upload shader uniforms to our UBO
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if (shaderUnit.vs.uniformsDirty) {
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shaderUnit.vs.uniformsDirty = false;
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auto mapRes = hwShaderUniformUBO->Map(4, PICAShader::totalUniformSize());
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std::memcpy(mapRes.pointer, shaderUnit.vs.getUniformPointer(), PICAShader::totalUniformSize());
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auto uboRes = hwShaderUniformUBO->Map(driverInfo.uboAlignment, PICAShader::totalUniformSize());
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std::memcpy(uboRes.pointer, shaderUnit.vs.getUniformPointer(), PICAShader::totalUniformSize());
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hwShaderUniformUBO->Unmap(PICAShader::totalUniformSize());
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hwShaderUniformUBOOffset = uboRes.buffer_offset;
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}
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performIndexedRender = accel->indexed;
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