forked from suyu/suyu
76ca2a5f82
Nvidia's OpenGL driver maps gl(Named)BufferSubData with some requirements to a fast. This path has an extra memcpy but updates the buffer without orphaning or waiting for previous calls. It can be seen as a better model for "push constants" that can upload a whole UBO instead of 256 bytes. This path has some requirements established here: http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf#page=24 Instead of using the stream buffer, this commits moves constant buffers uploads to calls of glNamedBufferSubData and from my testing it brings a performance improvement. This is disabled when the vendor is not Nvidia since it brings performance regressions.
79 lines
1.7 KiB
C++
79 lines
1.7 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <cstddef>
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#include "common/common_types.h"
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namespace OpenGL {
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class Device {
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public:
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explicit Device();
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explicit Device(std::nullptr_t);
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std::size_t GetUniformBufferAlignment() const {
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return uniform_buffer_alignment;
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}
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std::size_t GetShaderStorageBufferAlignment() const {
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return shader_storage_alignment;
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}
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u32 GetMaxVertexAttributes() const {
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return max_vertex_attributes;
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}
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u32 GetMaxVaryings() const {
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return max_varyings;
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}
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bool HasWarpIntrinsics() const {
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return has_warp_intrinsics;
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}
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bool HasVertexViewportLayer() const {
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return has_vertex_viewport_layer;
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}
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bool HasImageLoadFormatted() const {
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return has_image_load_formatted;
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}
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bool HasVariableAoffi() const {
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return has_variable_aoffi;
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}
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bool HasComponentIndexingBug() const {
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return has_component_indexing_bug;
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}
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bool HasPreciseBug() const {
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return has_precise_bug;
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}
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bool HasFastBufferSubData() const {
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return has_fast_buffer_sub_data;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestComponentIndexingBug();
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static bool TestPreciseBug();
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std::size_t uniform_buffer_alignment{};
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std::size_t shader_storage_alignment{};
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u32 max_vertex_attributes{};
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u32 max_varyings{};
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bool has_warp_intrinsics{};
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bool has_vertex_viewport_layer{};
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bool has_image_load_formatted{};
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bool has_variable_aoffi{};
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bool has_component_indexing_bug{};
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bool has_precise_bug{};
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bool has_fast_buffer_sub_data{};
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};
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} // namespace OpenGL
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