GL: Respect minimum UBO alignment requirement (#794)
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* GL: Respect minimum UBO alignment requirement

* Use glBindBufferRange for UBOs

* Fix fragment shadergen UBO bindings

* Nit
This commit is contained in:
wheremyfoodat 2025-07-25 01:24:23 +03:00 committed by GitHub
commit 8b0b1939cf
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GPG key ID: B5690EEEBB952194
3 changed files with 30 additions and 9 deletions

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@ -1,4 +1,5 @@
#pragma once
#include "opengl.hpp"
// Information about our OpenGL/OpenGL ES driver that we should keep track of
// Stuff like whether specific extensions are supported, and potentially things like OpenGL context information
@ -8,6 +9,9 @@ namespace OpenGL {
bool supportsExtFbFetch = false;
bool supportsArmFbFetch = false;
// Minimum alignment for UBO offsets. Fetched by the OpenGL renderer using glGetIntegerV.
GLuint uboAlignment = 16;
bool supportFbFetch() const { return supportsExtFbFetch || supportsArmFbFetch; }
};
} // namespace OpenGL

View file

@ -101,6 +101,9 @@ class RendererGL final : public Renderer {
std::unique_ptr<StreamBuffer> hwVertexBuffer;
std::unique_ptr<StreamBuffer> hwIndexBuffer;
// Current offset for our hw shader uniform UBO
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

@ -2,6 +2,7 @@
#include <stb_image_write.h>
#include <algorithm>
#include <bit>
#include <cmrc/cmrc.hpp>
@ -179,6 +180,10 @@ void RendererGL::initGraphicsContextInternal() {
driverInfo.supportsExtFbFetch = (GLAD_GL_EXT_shader_framebuffer_fetch != 0);
driverInfo.supportsArmFbFetch = (GLAD_GL_ARM_shader_framebuffer_fetch != 0);
// UBOs have an alignment requirement we have to respect
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<GLint*>(&driverInfo.uboAlignment));
driverInfo.uboAlignment = std::max<GLuint>(driverInfo.uboAlignment, 16);
// Initialize the default vertex shader used with shadergen
std::string defaultShadergenVSSource = fragShaderGen.getDefaultVertexShader();
defaultShadergenVs.create({defaultShadergenVSSource.c_str(), defaultShadergenVSSource.size()}, OpenGL::Vertex);
@ -930,11 +935,6 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
glUniformBlockBinding(program.handle(), vertexUBOIndex, vsUBOBlockBinding);
}
}
glBindBufferBase(GL_UNIFORM_BUFFER, fsUBOBlockBinding, shadergenFragmentUBO->GetGLBufferId());
if (usingAcceleratedShader) {
glBindBufferBase(GL_UNIFORM_BUFFER, vsUBOBlockBinding, hwShaderUniformUBO->GetGLBufferId());
}
// Upload uniform data to our shader's UBO
PICA::FragmentUniforms uniforms;
@ -1020,10 +1020,21 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
// Upload fragment uniforms to UBO
shadergenFragmentUBO->Bind();
auto mapRes = shadergenFragmentUBO->Map(4, 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));
// Bind our UBOs
glBindBufferRange(
GL_UNIFORM_BUFFER, fsUBOBlockBinding, shadergenFragmentUBO->GetGLBufferId(), uboRes.buffer_offset, sizeof(PICA::FragmentUniforms)
);
if (usingAcceleratedShader) {
glBindBufferRange(
GL_UNIFORM_BUFFER, vsUBOBlockBinding, hwShaderUniformUBO->GetGLBufferId(), hwShaderUniformUBOOffset, PICAShader::totalUniformSize()
);
}
return program;
}
@ -1074,11 +1085,14 @@ bool RendererGL::prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration*
generatedVertexShader = &(*shader);
hwShaderUniformUBO->Bind();
// Upload shader uniforms to our UBO
if (shaderUnit.vs.uniformsDirty) {
shaderUnit.vs.uniformsDirty = false;
auto mapRes = hwShaderUniformUBO->Map(4, 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;