mirror of
https://github.com/citra-emu/citra.git
synced 2024-11-25 23:30:13 +00:00
Improved Vertex Caching
This commit is contained in:
parent
ebe0150635
commit
26028969f8
@ -44,6 +44,12 @@ static const u32 expand_bits_to_bytes[] = {
|
|||||||
0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff, 0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff,
|
0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff, 0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
constexpr u32 VERTEX_CACHE_MAX_SIZE = (256 * 256); // 16-bit indices max
|
||||||
|
constexpr u32 VERTEX_CACHE_MIN_SIZE = 256; // 8-bit indices max
|
||||||
|
|
||||||
|
static bool vertex_cache_ids[VERTEX_CACHE_MAX_SIZE] = {false}; // 64 Kb index cache
|
||||||
|
static std::array<Shader::OutputVertex, VERTEX_CACHE_MAX_SIZE> vertex_cache; // 8MB Cache
|
||||||
|
|
||||||
MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
|
MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
|
||||||
|
|
||||||
static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
||||||
@ -232,16 +238,12 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
DebugUtils::MemoryAccessTracker memory_accesses;
|
DebugUtils::MemoryAccessTracker memory_accesses;
|
||||||
|
|
||||||
// Simple circular-replacement vertex cache
|
|
||||||
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
|
|
||||||
const size_t VERTEX_CACHE_SIZE = 32;
|
|
||||||
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
|
|
||||||
std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
|
|
||||||
Shader::OutputVertex output_vertex;
|
Shader::OutputVertex output_vertex;
|
||||||
|
|
||||||
unsigned int vertex_cache_pos = 0;
|
if (is_indexed) {
|
||||||
vertex_cache_ids.fill(-1);
|
const u32 num_indices = index_u16 ? VERTEX_CACHE_MAX_SIZE : VERTEX_CACHE_MIN_SIZE;
|
||||||
|
std::memset(vertex_cache_ids, false, sizeof(bool) * num_indices);
|
||||||
|
}
|
||||||
|
|
||||||
Shader::UnitState shader_unit;
|
Shader::UnitState shader_unit;
|
||||||
g_state.vs.Setup();
|
g_state.vs.Setup();
|
||||||
@ -256,6 +258,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
// the PICA supports it, and it would mess up the caching, guard against it here.
|
// the PICA supports it, and it would mess up the caching, guard against it here.
|
||||||
ASSERT(vertex != -1);
|
ASSERT(vertex != -1);
|
||||||
|
|
||||||
|
// if the index was already in the cache, we set this to true
|
||||||
bool vertex_cache_hit = false;
|
bool vertex_cache_hit = false;
|
||||||
|
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
@ -265,15 +268,16 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
size);
|
size);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
|
// we check if we have already processed the vertex.
|
||||||
if (vertex == vertex_cache_ids[i]) {
|
// in that case, we use the cached vertex
|
||||||
output_vertex = vertex_cache[i];
|
if (vertex_cache_ids[vertex]) {
|
||||||
|
output_vertex = vertex_cache[vertex];
|
||||||
vertex_cache_hit = true;
|
vertex_cache_hit = true;
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// if the vertex wasn'tcached, then we pass it to the shader, process
|
||||||
|
// it and cache it.
|
||||||
if (!vertex_cache_hit) {
|
if (!vertex_cache_hit) {
|
||||||
// Initialize data for the current vertex
|
// Initialize data for the current vertex
|
||||||
Shader::InputVertex input;
|
Shader::InputVertex input;
|
||||||
@ -288,10 +292,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
// Retrieve vertex from register data
|
// Retrieve vertex from register data
|
||||||
output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
|
output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
|
||||||
|
|
||||||
|
// we cache the vertex so we don't have to recompute it again.
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
vertex_cache[vertex_cache_pos] = output_vertex;
|
vertex_cache[vertex] = output_vertex;
|
||||||
vertex_cache_ids[vertex_cache_pos] = vertex;
|
vertex_cache_ids[vertex] = true;
|
||||||
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -53,6 +53,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
|
|||||||
state.draw.uniform_buffer = uniform_buffer.handle;
|
state.draw.uniform_buffer = uniform_buffer.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
vertex_batch.reserve(256 * 256); // 8MB for worst case scenario
|
||||||
|
|
||||||
// Bind the UBO to binding point 0
|
// Bind the UBO to binding point 0
|
||||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
|
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user