gpu: switch from uniform buffers to combined push buffers

Vulkan doesn't support changing uniforms during a render pass. However,
push constants *can* be changed. The gio-shader repository was changed
to use push constants instead of uniforms, this change implements the
corresponding driver and renderer change.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-09-10 13:37:12 +02:00
parent 3a98f004f9
commit 21ca9d13a8
9 changed files with 99 additions and 224 deletions
+1 -5
View File
@@ -681,13 +681,9 @@ func (b *Backend) BindStorageBuffer(binding int, buffer driver.Buffer) {
}
}
func (b *Backend) BindVertexUniforms(buffer driver.Buffer) {
func (b *Backend) BindUniforms(buffer driver.Buffer) {
buf := buffer.(*Buffer)
b.ctx.VSSetConstantBuffers(buf.buf)
}
func (b *Backend) BindFragmentUniforms(buffer driver.Buffer) {
buf := buffer.(*Buffer)
b.ctx.PSSetConstantBuffers(buf.buf)
}
+1 -2
View File
@@ -43,8 +43,7 @@ type Device interface {
BindVertexBuffer(b Buffer, offset int)
BindIndexBuffer(b Buffer)
BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat)
BindVertexUniforms(buf Buffer)
BindFragmentUniforms(buf Buffer)
BindUniforms(buf Buffer)
BindStorageBuffer(binding int, buf Buffer)
BeginCompute()
+1 -12
View File
@@ -1005,20 +1005,9 @@ func (b *Backend) BindVertexUniforms(buf driver.Buffer) {
}
if bf.buffer != 0 {
C.renderEncSetVertexBuffer(enc, bf.buffer, uniformBufferIndex, 0)
} else if bf.size > 0 {
C.renderEncSetVertexBytes(enc, unsafe.Pointer(&bf.store[0]), C.NSUInteger(bf.size), uniformBufferIndex)
}
}
func (b *Backend) BindFragmentUniforms(buf driver.Buffer) {
bf := buf.(*Buffer)
enc := b.renderEnc
if enc == 0 {
panic("no active render pass")
}
if bf.buffer != 0 {
C.renderEncSetFragmentBuffer(enc, bf.buffer, uniformBufferIndex, 0)
} else if bf.size > 0 {
C.renderEncSetVertexBytes(enc, unsafe.Pointer(&bf.store[0]), C.NSUInteger(bf.size), uniformBufferIndex)
C.renderEncSetFragmentBytes(enc, unsafe.Pointer(&bf.store[0]), C.NSUInteger(bf.size), uniformBufferIndex)
}
}
+10 -64
View File
@@ -26,17 +26,14 @@ type Backend struct {
glver [2]int
gles bool
ubo bool
feats driver.Caps
// floatTriple holds the settings for floating point
// textures.
floatTriple textureTriple
// Single channel alpha textures.
alphaTriple textureTriple
srgbaTriple textureTriple
vertUniforms *buffer
fragUniforms *buffer
storage [storageBindings]*buffer
alphaTriple textureTriple
srgbaTriple textureTriple
storage [storageBindings]*buffer
sRGBFBO *SRGBFBO
@@ -190,13 +187,10 @@ func newOpenGLDevice(api driver.OpenGL) (driver.Device, error) {
}
floatTriple, ffboErr := floatTripleFor(f, ver, exts)
srgbaTriple, srgbErr := srgbaTripleFor(ver, exts)
gles30 := gles && ver[0] >= 3
gles31 := gles && (ver[0] > 3 || (ver[0] == 3 && ver[1] >= 1))
gl40 := !gles && ver[0] >= 4
b := &Backend{
glver: ver,
gles: gles,
ubo: gles30 || gl40,
funcs: f,
floatTriple: floatTriple,
alphaTriple: alphaTripleFor(ver),
@@ -712,12 +706,9 @@ func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer,
if typ != driver.BufferBindingUniforms {
return nil, errors.New("uniforms buffers cannot be bound as anything else")
}
if !b.ubo {
// GLES 2 doesn't support uniform buffers.
buf.data = make([]byte, size)
}
buf.data = make([]byte, size)
}
if typ&^driver.BufferBindingUniforms != 0 || b.ubo {
if typ&^driver.BufferBindingUniforms != 0 {
buf.hasBuffer = true
buf.obj = b.funcs.CreateBuffer()
if err := glErr(b.funcs); err != nil {
@@ -841,7 +832,6 @@ func (b *Backend) prepareDraw() {
return
}
b.setupVertexArrays()
p.prog.updateUniforms()
}
func toGLDrawMode(mode driver.Topology) gl.Enum {
@@ -954,27 +944,8 @@ func (b *Backend) newProgram(desc driver.PipelineDesc) (*program, error) {
b.funcs.Uniform1i(u, tex.Binding)
}
}
if b.ubo {
for _, block := range vsh.src.Uniforms.Blocks {
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
if blockIdx != gl.INVALID_INDEX {
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
}
}
// To match Direct3D 11 with separate vertex and fragment
// shader uniform buffers, offset all fragment blocks to be
// located after the vertex blocks.
off := len(vsh.src.Uniforms.Blocks)
for _, block := range fsh.src.Uniforms.Blocks {
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
if blockIdx != gl.INVALID_INDEX {
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
}
}
} else {
prog.vertUniforms.setup(b.funcs, p, vsh.src.Uniforms.Size, vsh.src.Uniforms.Locations)
prog.fragUniforms.setup(b.funcs, p, fsh.src.Uniforms.Size, fsh.src.Uniforms.Locations)
}
prog.vertUniforms.setup(b.funcs, p, vsh.src.Uniforms.Size, vsh.src.Uniforms.Locations)
prog.fragUniforms.setup(b.funcs, p, fsh.src.Uniforms.Size, fsh.src.Uniforms.Locations)
return prog, nil
}
@@ -994,38 +965,13 @@ func (b *Backend) BindStorageBuffer(binding int, buf driver.Buffer) {
b.storage[binding] = bf
}
func (b *Backend) BindVertexUniforms(buf driver.Buffer) {
func (b *Backend) BindUniforms(buf driver.Buffer) {
bf := buf.(*buffer)
if bf.typ&driver.BufferBindingUniforms == 0 {
panic("not a uniform buffer")
}
b.vertUniforms = bf
}
func (b *Backend) BindFragmentUniforms(buf driver.Buffer) {
bf := buf.(*buffer)
if bf.typ&driver.BufferBindingUniforms == 0 {
panic("not a uniform buffer")
}
b.fragUniforms = bf
}
func (p *program) updateUniforms() {
f := p.backend.funcs
if b := p.backend.vertUniforms; b != nil {
if p.backend.ubo {
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 0, b.obj)
} else {
p.vertUniforms.update(f, b)
}
}
if b := p.backend.fragUniforms; b != nil {
if p.backend.ubo {
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 1, b.obj)
} else {
p.fragUniforms.update(f, b)
}
}
b.state.pipeline.prog.vertUniforms.update(b.funcs, bf)
b.state.pipeline.prog.fragUniforms.update(b.funcs, bf)
}
func (b *Backend) BindProgram(prog driver.Program) {