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authorStefan Schmidt2018-03-07 18:20:55 +0100
committerStefan Schmidt2018-03-07 18:20:55 +0100
commit9cc0c1987f64a4f538e747058b53e37f4548d8f4 (patch)
tree2bac1b3e58a4e2857e5cc32d30cbe1a3423b94d6 /0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch
parent8f3ed8701334e289a8a98b275825044cecab9277 (diff)
downloadaur-9cc0c1987f64a4f538e747058b53e37f4548d8f4.tar.gz
Updated to wine-staging 3.3 and commit b33e274f894de751f9abe2e09aec5bc9d1e6b992
Diffstat (limited to '0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch')
-rw-r--r--0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch121
1 files changed, 121 insertions, 0 deletions
diff --git a/0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch b/0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch
new file mode 100644
index 000000000000..b0de3a7183e1
--- /dev/null
+++ b/0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch
@@ -0,0 +1,121 @@
+From d64aafc0ede047d1eff93ee7aa77411c0d27aa21 Mon Sep 17 00:00:00 2001
+From: Andrew Comminos <andrew@comminos.com>
+Date: Mon, 5 Mar 2018 20:28:34 -0800
+Subject: [PATCH 3/5] wined3d: Use ARB_multi_bind to speed up UBO updates.
+
+More frequent UBO remaps as a result of the persistent buffer allocator
+causes glBindBufferRange to be a bottleneck. Using ARB_multi_bind
+massively reduces state change overhead.
+---
+ dlls/wined3d/directx.c | 4 ++++
+ dlls/wined3d/state.c | 46 +++++++++++++++++++++++++++++++++++++++-------
+ dlls/wined3d/wined3d_gl.h | 1 +
+ 3 files changed, 44 insertions(+), 7 deletions(-)
+
+diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
+index 46c6a59536..8789a501ec 100644
+--- a/dlls/wined3d/directx.c
++++ b/dlls/wined3d/directx.c
+@@ -149,6 +149,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
+ {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2 },
+ {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
+ {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
++ {"GL_ARB_multi_bind", ARB_MULTI_BIND },
+ {"GL_ARB_multisample", ARB_MULTISAMPLE },
+ {"GL_ARB_multitexture", ARB_MULTITEXTURE },
+ {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
+@@ -2796,6 +2797,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
+ /* GL_ARB_map_buffer_range */
+ USE_GL_FUNC(glFlushMappedBufferRange)
+ USE_GL_FUNC(glMapBufferRange)
++ /* GL_ARB_multi_bind */
++ USE_GL_FUNC(glBindBuffersRange)
+ /* GL_ARB_multisample */
+ USE_GL_FUNC(glSampleCoverageARB)
+ /* GL_ARB_multitexture */
+@@ -3973,6 +3976,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
+ {ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)},
+
+ {ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)},
++ {ARB_MULTI_BIND, MAKEDWORD_VERSION(4, 4)},
+
+ {ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)},
+ {ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)},
+diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
+index 6f7805b8bd..4d0718514f 100644
+--- a/dlls/wined3d/state.c
++++ b/dlls/wined3d/state.c
+@@ -5014,19 +5014,51 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state
+ shader_type = WINED3D_SHADER_TYPE_COMPUTE;
+
+ wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
+- for (i = 0; i < count; ++i)
++
++ if (gl_info->supported[ARB_MULTI_BIND])
+ {
+- buffer = state->cb[shader_type][i];
+- if (buffer)
++ GLuint buffer_objects[count];
++ GLsizeiptr buffer_offsets[count];
++ GLsizeiptr buffer_sizes[count];
++
++ for (i = 0; i < count; ++i)
+ {
+- wined3d_buffer_get_memory(buffer, &bo_addr, buffer->locations);
+- GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i, bo_addr.buffer_object, bo_addr.addr, bo_addr.length));
++ buffer = state->cb[shader_type][i];
++ if (buffer)
++ {
++ wined3d_buffer_get_memory(buffer, &bo_addr, buffer->locations);
++ buffer_objects[i] = bo_addr.buffer_object;
++ buffer_offsets[i] = bo_addr.addr;
++ buffer_sizes[i] = bo_addr.length;
++ }
++ else
++ {
++ buffer_objects[i] = buffer_offsets[i] = 0;
++ // The ARB_multi_bind spec states that an error may be thrown if
++ // `size` is less than or equal to zero, Thus, we specify a size for
++ // unused buffers anyway.
++ buffer_sizes[i] = 1;
++ }
+ }
+- else
++ GL_EXTCALL(glBindBuffersRange(GL_UNIFORM_BUFFER, base, count, buffer_objects, buffer_offsets, buffer_sizes));
++ }
++ else
++ {
++ for (i = 0; i < count; ++i)
+ {
+- GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
++ buffer = state->cb[shader_type][i];
++ if (buffer)
++ {
++ wined3d_buffer_get_memory(buffer, &bo_addr, buffer->locations);
++ GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i, bo_addr.buffer_object, bo_addr.addr, bo_addr.length));
++ }
++ else
++ {
++ GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
++ }
+ }
+ }
++
+ checkGLcall("bind constant buffers");
+ }
+
+diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
+index 7626864ef2..25c3301c94 100644
+--- a/dlls/wined3d/wined3d_gl.h
++++ b/dlls/wined3d/wined3d_gl.h
+@@ -82,6 +82,7 @@ enum wined3d_gl_extension
+ ARB_INTERNALFORMAT_QUERY2,
+ ARB_MAP_BUFFER_ALIGNMENT,
+ ARB_MAP_BUFFER_RANGE,
++ ARB_MULTI_BIND,
+ ARB_MULTISAMPLE,
+ ARB_MULTITEXTURE,
+ ARB_OCCLUSION_QUERY,
+--
+2.16.2
+