vo_gpu: attempt to avoid UBOs for dynamic variables

This makes the radeon driver shut up about frequently updating
STATIC_DRAW UBOs (--opengl-debug), and also reduces the amount of
synchronization necessary for vulkan uniform buffers.

Also add some extra debugging/tracing code paths. I went with a
flags-based approach in case we ever want to extend this.
This commit is contained in:
Niklas Haas 2017-09-17 10:55:43 +02:00
parent ca85a153b4
commit 47af509e1f
4 changed files with 32 additions and 2 deletions

View File

@ -76,6 +76,7 @@ struct gl_shader_cache {
// Next binding point (texture unit, image unit, buffer binding, etc.) // Next binding point (texture unit, image unit, buffer binding, etc.)
// In OpenGL these are separate for each input type // In OpenGL these are separate for each input type
int next_binding[RA_VARTYPE_COUNT]; int next_binding[RA_VARTYPE_COUNT];
bool next_uniform_dynamic;
struct ra_renderpass_params params; struct ra_renderpass_params params;
@ -135,6 +136,7 @@ void gl_sc_reset(struct gl_shader_cache *sc)
sc->pushc_size = 0; sc->pushc_size = 0;
for (int i = 0; i < RA_VARTYPE_COUNT; i++) for (int i = 0; i < RA_VARTYPE_COUNT; i++)
sc->next_binding[i] = 0; sc->next_binding[i] = 0;
sc->next_uniform_dynamic = false;
sc->current_shader = NULL; sc->current_shader = NULL;
sc->params = (struct ra_renderpass_params){0}; sc->params = (struct ra_renderpass_params){0};
sc->needs_reset = false; sc->needs_reset = false;
@ -259,14 +261,22 @@ static int gl_sc_next_binding(struct gl_shader_cache *sc, enum ra_vartype type)
} }
} }
void gl_sc_uniform_dynamic(struct gl_shader_cache *sc)
{
sc->next_uniform_dynamic = true;
}
// Updates the metadata for the given sc_uniform. Assumes sc_uniform->input // Updates the metadata for the given sc_uniform. Assumes sc_uniform->input
// and glsl_type/buffer_format are already set. // and glsl_type/buffer_format are already set.
static void update_uniform_params(struct gl_shader_cache *sc, struct sc_uniform *u) static void update_uniform_params(struct gl_shader_cache *sc, struct sc_uniform *u)
{ {
bool dynamic = sc->next_uniform_dynamic;
sc->next_uniform_dynamic = false;
// Try not using push constants for "large" values like matrices, since // Try not using push constants for "large" values like matrices, since
// this is likely to both exceed the VGPR budget as well as the pushc size // this is likely to both exceed the VGPR budget as well as the pushc size
// budget // budget
bool try_pushc = u->input.dim_m == 1; bool try_pushc = u->input.dim_m == 1 || dynamic;
// Attempt using push constants first // Attempt using push constants first
if (try_pushc && sc->ra->glsl_vulkan && sc->ra->max_pushc_size) { if (try_pushc && sc->ra->glsl_vulkan && sc->ra->max_pushc_size) {
@ -287,7 +297,10 @@ static void update_uniform_params(struct gl_shader_cache *sc, struct sc_uniform
// to explicit offsets on UBO entries. In theory we could leave away // to explicit offsets on UBO entries. In theory we could leave away
// the offsets and support UBOs for older GL as well, but this is a nice // the offsets and support UBOs for older GL as well, but this is a nice
// safety net for driver bugs (and also rules out potentially buggy drivers) // safety net for driver bugs (and also rules out potentially buggy drivers)
if (sc->ra->glsl_version >= 440 && (sc->ra->caps & RA_CAP_BUF_RO)) { // Also avoid UBOs for highly dynamic stuff since that requires synchronizing
// the UBO writes every frame
bool try_ubo = !(sc->ra->caps & RA_CAP_GLOBAL_UNIFORM) || !dynamic;
if (try_ubo && sc->ra->glsl_version >= 440 && (sc->ra->caps & RA_CAP_BUF_RO)) {
u->type = SC_UNIFORM_TYPE_UBO; u->type = SC_UNIFORM_TYPE_UBO;
u->layout = sc->ra->fns->uniform_layout(&u->input); u->layout = sc->ra->fns->uniform_layout(&u->input);
u->offset = MP_ALIGN_UP(sc->ubo_size, u->layout.align); u->offset = MP_ALIGN_UP(sc->ubo_size, u->layout.align);
@ -514,6 +527,13 @@ static void update_uniform(struct gl_shader_cache *sc, struct sc_entry *e,
un->v = u->v; un->v = u->v;
un->set = true; un->set = true;
static const char *desc[] = {
[SC_UNIFORM_TYPE_UBO] = "UBO",
[SC_UNIFORM_TYPE_PUSHC] = "PC",
[SC_UNIFORM_TYPE_GLOBAL] = "global",
};
MP_TRACE(sc, "Updating %s uniform '%s'\n", desc[u->type], u->input.name);
switch (u->type) { switch (u->type) {
case SC_UNIFORM_TYPE_GLOBAL: { case SC_UNIFORM_TYPE_GLOBAL: {
struct ra_renderpass_input_val value = { struct ra_renderpass_input_val value = {

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@ -25,6 +25,10 @@ void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text); void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text);
void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...) void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...)
PRINTF_ATTRIBUTE(2, 3); PRINTF_ATTRIBUTE(2, 3);
// A hint that the next data-type (i.e. non-binding) uniform is expected to
// change frequently. This refers to the _f, _i, _vecN etc. uniform types.
void gl_sc_uniform_dynamic(struct gl_shader_cache *sc);
void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name, void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name,
struct ra_tex *tex); struct ra_tex *tex);
void gl_sc_uniform_image2D_wo(struct gl_shader_cache *sc, const char *name, void gl_sc_uniform_image2D_wo(struct gl_shader_cache *sc, const char *name,

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@ -1500,7 +1500,9 @@ found:
static void load_shader(struct gl_video *p, struct bstr body) static void load_shader(struct gl_video *p, struct bstr body)
{ {
gl_sc_hadd_bstr(p->sc, body); gl_sc_hadd_bstr(p->sc, body);
gl_sc_uniform_dynamic(p->sc);
gl_sc_uniform_f(p->sc, "random", (double)av_lfg_get(&p->lfg) / UINT32_MAX); gl_sc_uniform_f(p->sc, "random", (double)av_lfg_get(&p->lfg) / UINT32_MAX);
gl_sc_uniform_dynamic(p->sc);
gl_sc_uniform_i(p->sc, "frame", p->frames_uploaded); gl_sc_uniform_i(p->sc, "frame", p->frames_uploaded);
gl_sc_uniform_vec2(p->sc, "input_size", gl_sc_uniform_vec2(p->sc, "input_size",
(float[]){(p->src_rect.x1 - p->src_rect.x0) * (float[]){(p->src_rect.x1 - p->src_rect.x0) *
@ -2579,6 +2581,7 @@ static void pass_dither(struct gl_video *p)
float matrix[2][2] = {{cos(r), -sin(r) }, float matrix[2][2] = {{cos(r), -sin(r) },
{sin(r) * m, cos(r) * m}}; {sin(r) * m, cos(r) * m}};
gl_sc_uniform_dynamic(p->sc);
gl_sc_uniform_mat2(p->sc, "dither_trafo", true, &matrix[0][0]); gl_sc_uniform_mat2(p->sc, "dither_trafo", true, &matrix[0][0]);
GLSL(dither_pos = dither_trafo * dither_pos;) GLSL(dither_pos = dither_trafo * dither_pos;)
@ -2957,11 +2960,13 @@ static void gl_video_interpolate_frame(struct gl_video *p, struct vo_frame *t,
// Blend the frames together // Blend the frames together
if (oversample || linear) { if (oversample || linear) {
gl_sc_uniform_dynamic(p->sc);
gl_sc_uniform_f(p->sc, "inter_coeff", mix); gl_sc_uniform_f(p->sc, "inter_coeff", mix);
GLSL(color = mix(texture(texture0, texcoord0), GLSL(color = mix(texture(texture0, texcoord0),
texture(texture1, texcoord1), texture(texture1, texcoord1),
inter_coeff);) inter_coeff);)
} else { } else {
gl_sc_uniform_dynamic(p->sc);
gl_sc_uniform_f(p->sc, "fcoord", mix); gl_sc_uniform_f(p->sc, "fcoord", mix);
pass_sample_separated_gen(p->sc, tscale, 0, 0); pass_sample_separated_gen(p->sc, tscale, 0, 0);
} }

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@ -768,6 +768,7 @@ static void prng_init(struct gl_shader_cache *sc, AVLFG *lfg)
// Initialize the PRNG by hashing the position + a random uniform // Initialize the PRNG by hashing the position + a random uniform
GLSL(vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);) GLSL(vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);)
GLSL(float h = permute(permute(permute(_m.x)+_m.y)+_m.z);) GLSL(float h = permute(permute(permute(_m.x)+_m.y)+_m.z);)
gl_sc_uniform_dynamic(sc);
gl_sc_uniform_f(sc, "random", (double)av_lfg_get(lfg) / UINT32_MAX); gl_sc_uniform_f(sc, "random", (double)av_lfg_get(lfg) / UINT32_MAX);
} }