gl_stream_buffer: Use InvalidateBufferData instead unmap and map

Making the stream buffer resident increases GPU usage significantly on
some games. This seems to be addressed invalidating the stream buffer
with InvalidateBufferData instead of using a Unmap + Map (with
invalidation flags).
merge-requests/60/head
ReinUsesLisp 2020-06-18 21:53:47 +07:00
parent 41a4090320
commit 39c97f1b65
2 changed files with 5 additions and 15 deletions

@ -57,30 +57,21 @@ std::tuple<u8*, GLintptr, bool> OGLStreamBuffer::Map(GLsizeiptr size, GLintptr a
bool invalidate = false;
if (buffer_pos + size > buffer_size) {
MICROPROFILE_SCOPE(OpenGL_StreamBuffer);
glInvalidateBufferData(gl_buffer.handle);
buffer_pos = 0;
invalidate = true;
glUnmapNamedBuffer(gl_buffer.handle);
}
if (invalidate) {
static const GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
MICROPROFILE_SCOPE(OpenGL_StreamBuffer);
mapped_ptr = static_cast<u8*>(
glMapNamedBufferRange(gl_buffer.handle, buffer_pos, buffer_size - buffer_pos, flags));
mapped_offset = buffer_pos;
}
return std::make_tuple(mapped_ptr + buffer_pos - mapped_offset, buffer_pos, invalidate);
return std::make_tuple(mapped_ptr + buffer_pos, buffer_pos, invalidate);
}
void OGLStreamBuffer::Unmap(GLsizeiptr size) {
ASSERT(size <= mapped_size);
if (size > 0) {
glFlushMappedNamedBufferRange(gl_buffer.handle, buffer_pos - mapped_offset, size);
glFlushMappedNamedBufferRange(gl_buffer.handle, buffer_pos, size);
}
buffer_pos += size;

@ -48,7 +48,6 @@ private:
GLuint64EXT gpu_address = 0;
GLintptr buffer_pos = 0;
GLsizeiptr buffer_size = 0;
GLintptr mapped_offset = 0;
GLsizeiptr mapped_size = 0;
u8* mapped_ptr = nullptr;
};