[win32, canvas] rolling input buffers

This commit is contained in:
martinfouilleul 2023-07-12 10:32:20 +02:00
parent 684543ec15
commit 6944325014
1 changed files with 34 additions and 27 deletions

View File

@ -111,7 +111,7 @@ typedef struct mg_gl_encoding_context
} mg_gl_encoding_context; } mg_gl_encoding_context;
enum { enum {
// MG_GL_INPUT_BUFFERS_COUNT = 3, MG_GL_INPUT_BUFFERS_COUNT = 3,
MG_GL_TILE_SIZE = 16, MG_GL_TILE_SIZE = 16,
MG_GL_MSAA_COUNT = 8, MG_GL_MSAA_COUNT = 8,
}; };
@ -133,10 +133,9 @@ typedef struct mg_gl_canvas_backend
GLuint outTexture; GLuint outTexture;
int bufferIndex; int bufferIndex;
//TODO buffer semaphore... GLsync bufferSync[MG_GL_INPUT_BUFFERS_COUNT];
GLuint pathBuffer[MG_GL_INPUT_BUFFERS_COUNT];
GLuint pathBuffer; GLuint elementBuffer[MG_GL_INPUT_BUFFERS_COUNT];
GLuint elementBuffer;
GLuint segmentBuffer; GLuint segmentBuffer;
GLuint segmentCountBuffer; GLuint segmentCountBuffer;
@ -857,7 +856,6 @@ void mg_gl_encode_stroke(mg_gl_encoding_context* context,
} }
} }
void mg_gl_render_batch(mg_gl_canvas_backend* backend, void mg_gl_render_batch(mg_gl_canvas_backend* backend,
mg_wgl_surface* surface, mg_wgl_surface* surface,
int pathCount, int pathCount,
@ -870,17 +868,14 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
f32 scale) f32 scale)
{ {
//NOTE: send the buffers //NOTE: send the buffers
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// GLuint pathBuffer = backend->pathBuffer[backend->bufferIndex];
// this is wrong, we should send the part we just wrote, which doesn't necessarily start at the begining of the buffer GLuint elementBuffer = backend->elementBuffer[backend->bufferIndex];
// or, alternatively, we should always write at the beginning of our data buffer and send from there...
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, LAYOUT_PATH_SIZE*pathCount, backend->pathBufferData, GL_STREAM_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->elementBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, pathBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, LAYOUT_PATH_ELT_SIZE*eltCount, backend->elementBufferData, GL_STREAM_DRAW); glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, LAYOUT_PATH_SIZE*pathCount, backend->pathBufferData);
// --> this always bind the begining of the buffer, with the wrong pathCount/eltCount... glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementBuffer);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, LAYOUT_PATH_ELT_SIZE*eltCount, backend->elementBufferData);
//NOTE: clear counters //NOTE: clear counters
int zero = 0; int zero = 0;
@ -916,7 +911,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
int pathQueueOffset = i*sizeof(mg_gl_path_queue); int pathQueueOffset = i*sizeof(mg_gl_path_queue);
int count = minimum(maxWorkGroupCount, pathCount-i); int count = minimum(maxWorkGroupCount, pathCount-i);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, pathOffset, count*sizeof(mg_gl_path)); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, pathBuffer, pathOffset, count*sizeof(mg_gl_path));
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer, pathQueueOffset, count*sizeof(mg_gl_path_queue)); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer, pathQueueOffset, count*sizeof(mg_gl_path_queue));
glDispatchCompute(count, 1, 1); glDispatchCompute(count, 1, 1);
@ -941,7 +936,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
int offset = i*sizeof(mg_gl_path_elt); int offset = i*sizeof(mg_gl_path_elt);
int count = minimum(maxWorkGroupCount, eltCount-i); int count = minimum(maxWorkGroupCount, eltCount-i);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->elementBuffer, offset, count*sizeof(mg_gl_path_elt)); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, elementBuffer, offset, count*sizeof(mg_gl_path_elt));
glDispatchCompute(count, 1, 1); glDispatchCompute(count, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
@ -966,7 +961,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
//NOTE: merge pass //NOTE: merge pass
glUseProgram(backend->merge); glUseProgram(backend->merge);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, pathBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpCountBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpCountBuffer);
@ -993,7 +988,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
//NOTE: raster pass //NOTE: raster pass
glUseProgram(backend->raster); glUseProgram(backend->raster);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, pathBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileOpBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileOpBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->screenTilesBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->screenTilesBuffer);
@ -1046,6 +1041,15 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
{ {
mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface; mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface;
//NOTE: roll input buffers
backend->bufferIndex = (backend->bufferIndex + 1) % MG_GL_INPUT_BUFFERS_COUNT;
if(backend->bufferSync[backend->bufferIndex] != 0)
{
glClientWaitSync(backend->bufferSync[backend->bufferIndex], GL_SYNC_FLUSH_COMMANDS_BIT, 0xffffffff);
glDeleteSync(backend->bufferSync[backend->bufferIndex]);
backend->bufferSync[backend->bufferIndex] = 0;
}
//TODO update screen tiles buffer size //TODO update screen tiles buffer size
mg_wgl_surface* surface = backend->surface; mg_wgl_surface* surface = backend->surface;
mp_rect frame = surface->interface.getFrame((mg_surface_data*)surface); mp_rect frame = surface->interface.getFrame((mg_surface_data*)surface);
@ -1226,7 +1230,8 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
viewportSize, viewportSize,
scale); scale);
//TODO add completion handler for rolling input buffers //NOTE: add fence for rolling input buffers
backend->bufferSync[backend->bufferIndex] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
} }
//-------------------------------------------------------------------- //--------------------------------------------------------------------
@ -1444,14 +1449,16 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface)
glGenBuffers(1, &backend->dummyVertexBuffer); glGenBuffers(1, &backend->dummyVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer);
glGenBuffers(1, &backend->pathBuffer); for(int i=0; i<MG_GL_INPUT_BUFFERS_COUNT; i++)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathBuffer); {
glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_PATH_BUFFER_SIZE, 0, GL_STREAM_DRAW); glGenBuffers(1, &backend->pathBuffer[i]);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathBuffer[i]);
glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_PATH_BUFFER_SIZE, 0, GL_STREAM_DRAW);
//TODO change flags glGenBuffers(1, &backend->elementBuffer[i]);
glGenBuffers(1, &backend->elementBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->elementBuffer[i]);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->elementBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_ELEMENT_BUFFER_SIZE, 0, GL_STREAM_DRAW);
glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_ELEMENT_BUFFER_SIZE, 0, GL_STREAM_DRAW); }
glGenBuffers(1, &backend->segmentBuffer); glGenBuffers(1, &backend->segmentBuffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentBuffer);