Improved Vertex Caching

This commit is contained in:
Fernando Sahmkow 2017-01-20 18:48:43 -05:00
parent ebe0150635
commit 26028969f8
2 changed files with 23 additions and 17 deletions

View File

@ -44,6 +44,12 @@ static const u32 expand_bits_to_bytes[] = {
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));
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;
// 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;
unsigned int vertex_cache_pos = 0;
vertex_cache_ids.fill(-1);
if (is_indexed) {
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;
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.
ASSERT(vertex != -1);
// if the index was already in the cache, we set this to true
bool vertex_cache_hit = false;
if (is_indexed) {
@ -265,15 +268,16 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
size);
}
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
if (vertex == vertex_cache_ids[i]) {
output_vertex = vertex_cache[i];
// we check if we have already processed the vertex.
// in that case, we use the cached vertex
if (vertex_cache_ids[vertex]) {
output_vertex = vertex_cache[vertex];
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) {
// Initialize data for the current vertex
Shader::InputVertex input;
@ -288,10 +292,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Retrieve vertex from register data
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) {
vertex_cache[vertex_cache_pos] = output_vertex;
vertex_cache_ids[vertex_cache_pos] = vertex;
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
vertex_cache[vertex] = output_vertex;
vertex_cache_ids[vertex] = true;
}
}

View File

@ -53,6 +53,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
state.draw.uniform_buffer = uniform_buffer.handle;
state.Apply();
vertex_batch.reserve(256 * 256); // 8MB for worst case scenario
// Bind the UBO to binding point 0
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);