Use glBindBufferRange for UBOs

This commit is contained in:
wheremyfoodat 2025-07-25 00:40:42 +03:00
commit 120feda4c4
2 changed files with 19 additions and 6 deletions

View file

@ -101,6 +101,10 @@ class RendererGL final : public Renderer {
std::unique_ptr<StreamBuffer> hwVertexBuffer;
std::unique_ptr<StreamBuffer> hwIndexBuffer;
// Current offsets for our UBOs
u32 shadergenFragmentUBOOffset = 0;
u32 hwShaderUniformUBOOffset = 0;
// Cache of fixed attribute values so that we don't do any duplicate updates
std::array<std::array<float, 4>, 16> fixedAttrValues;

View file

@ -935,10 +935,15 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
glUniformBlockBinding(program.handle(), vertexUBOIndex, vsUBOBlockBinding);
}
}
glBindBufferBase(GL_UNIFORM_BUFFER, fsUBOBlockBinding, shadergenFragmentUBO->GetGLBufferId());
glBindBufferRange(
GL_UNIFORM_BUFFER, fsUBOBlockBinding, shadergenFragmentUBO->GetGLBufferId(), shadergenFragmentUBOOffset, sizeof(PICA::FragmentUniforms)
);
if (usingAcceleratedShader) {
glBindBufferBase(GL_UNIFORM_BUFFER, vsUBOBlockBinding, hwShaderUniformUBO->GetGLBufferId());
glBindBufferRange(
GL_UNIFORM_BUFFER, vsUBOBlockBinding, hwShaderUniformUBO->GetGLBufferId(), hwShaderUniformUBOOffset, PICAShader::totalUniformSize()
);
}
// Upload uniform data to our shader's UBO
@ -1025,9 +1030,11 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
// Upload fragment uniforms to UBO
shadergenFragmentUBO->Bind();
auto mapRes = shadergenFragmentUBO->Map(driverInfo.uboAlignment, sizeof(PICA::FragmentUniforms));
std::memcpy(mapRes.pointer, &uniforms, sizeof(PICA::FragmentUniforms));
auto uboRes = shadergenFragmentUBO->Map(driverInfo.uboAlignment, sizeof(PICA::FragmentUniforms));
std::memcpy(uboRes.pointer, &uniforms, sizeof(PICA::FragmentUniforms));
shadergenFragmentUBO->Unmap(sizeof(PICA::FragmentUniforms));
shadergenFragmentUBOOffset = uboRes.buffer_offset;
return program;
}
@ -1082,9 +1089,11 @@ bool RendererGL::prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration*
// Upload shader uniforms to our UBO
if (shaderUnit.vs.uniformsDirty) {
shaderUnit.vs.uniformsDirty = false;
auto mapRes = hwShaderUniformUBO->Map(driverInfo.uboAlignment, PICAShader::totalUniformSize());
std::memcpy(mapRes.pointer, shaderUnit.vs.getUniformPointer(), PICAShader::totalUniformSize());
auto uboRes = hwShaderUniformUBO->Map(driverInfo.uboAlignment, PICAShader::totalUniformSize());
std::memcpy(uboRes.pointer, shaderUnit.vs.getUniformPointer(), PICAShader::totalUniformSize());
hwShaderUniformUBO->Unmap(PICAShader::totalUniformSize());
hwShaderUniformUBOOffset = uboRes.buffer_offset;
}
performIndexedRender = accel->indexed;