OpenGLRenderer/CommandBuffer: Replace std::visit by a switch (to improve performance)

This commit is contained in:
SirLynix
2023-04-30 21:12:33 +02:00
parent 97f1c2c56c
commit 3957687a31
3 changed files with 339 additions and 296 deletions

View File

@@ -8,6 +8,7 @@
#define NAZARA_OPENGLRENDERER_OPENGLCOMMANDBUFFER_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <NazaraUtils/TypeList.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/OpenGLRenderer/Config.hpp>
@@ -79,17 +80,57 @@ namespace Nz
struct DrawStates;
struct ShaderBindings;
#define NAZARA_OPENGL_FOREACH_COMMANDS(cb, lastCb) \
cb(BeginDebugRegionCommand) \
cb(BlitTextureCommand) \
cb(CopyBufferCommand) \
cb(CopyBufferFromMemoryCommand) \
cb(CopyTextureCommand) \
cb(DispatchCommand) \
cb(DrawCommand) \
cb(DrawIndexedCommand) \
cb(EndDebugRegionCommand) \
cb(MemoryBarrier) \
lastCb(SetFrameBufferCommand) \
#define NAZARA_OPENGL_COMMAND_CALLBACK(Command) struct Command;
NAZARA_OPENGL_FOREACH_COMMANDS(NAZARA_OPENGL_COMMAND_CALLBACK, NAZARA_OPENGL_COMMAND_CALLBACK)
#undef NAZARA_OPENGL_COMMAND_CALLBACK
using CommandList = TypeList<
#define NAZARA_OPENGL_COMMAND_CALLBACK(Command) Command,
#define NAZARA_OPENGL_COMMAND_CALLBACK_LAST(Command) Command
NAZARA_OPENGL_FOREACH_COMMANDS(NAZARA_OPENGL_COMMAND_CALLBACK, NAZARA_OPENGL_COMMAND_CALLBACK_LAST)
#undef NAZARA_OPENGL_COMMAND_CALLBACK_LAST
#undef NAZARA_OPENGL_COMMAND_CALLBACK
>;
void ApplyBindings(const GL::Context& context, const ShaderBindings& bindings);
void ApplyStates(const GL::Context& context, const DrawStates& states);
inline void Execute(const GL::Context* context, const BeginDebugRegionCommand& command);
inline void Execute(const GL::Context* context, const BlitTextureCommand& command);
inline void Execute(const GL::Context* context, const CopyBufferCommand& command);
inline void Execute(const GL::Context* context, const CopyBufferFromMemoryCommand& command);
inline void Execute(const GL::Context* context, const CopyTextureCommand& command);
inline void Execute(const GL::Context* context, const DispatchCommand& command);
inline void Execute(const GL::Context* context, const DrawCommand& command);
inline void Execute(const GL::Context* context, const DrawIndexedCommand& command);
inline void Execute(const GL::Context* context, const EndDebugRegionCommand& command);
inline void Execute(const GL::Context* context, const MemoryBarrier& command);
inline void Execute(const GL::Context*& context, const SetFrameBufferCommand& command);
void Release() override;
struct BeginDebugRegionData
struct BeginDebugRegionCommand
{
std::string regionName;
Color color;
};
struct BlitTextureData
struct BlitTextureCommand
{
const OpenGLTexture* source;
const OpenGLTexture* target;
@@ -103,7 +144,7 @@ namespace Nz
const OpenGLComputePipeline* pipeline = nullptr;
};
struct CopyBufferData
struct CopyBufferCommand
{
GLuint source;
GLuint target;
@@ -112,7 +153,7 @@ namespace Nz
UInt64 targetOffset;
};
struct CopyTextureData
struct CopyTextureCommand
{
const OpenGLTexture* source;
const OpenGLTexture* target;
@@ -120,7 +161,7 @@ namespace Nz
Vector3ui targetPoint;
};
struct CopyBufferFromMemoryData
struct CopyBufferFromMemoryCommand
{
const void* memory;
GLuint target;
@@ -133,7 +174,7 @@ namespace Nz
std::vector<std::pair<const OpenGLRenderPipelineLayout*, const OpenGLShaderBinding*>> shaderBindings;
};
struct DispatchData
struct DispatchCommand
{
ComputeStates states;
ShaderBindings bindings;
@@ -160,7 +201,7 @@ namespace Nz
bool shouldFlipY = false;
};
struct DrawData
struct DrawCommand
{
DrawStates states;
ShaderBindings bindings;
@@ -170,7 +211,7 @@ namespace Nz
UInt32 vertexCount;
};
struct DrawIndexedData
struct DrawIndexedCommand
{
DrawStates states;
ShaderBindings bindings;
@@ -180,7 +221,7 @@ namespace Nz
UInt32 instanceCount;
};
struct EndDebugRegionData
struct EndDebugRegionCommand
{
};
@@ -189,26 +230,14 @@ namespace Nz
GLbitfield barriers;
};
struct SetFrameBufferData
struct SetFrameBufferCommand
{
std::array<CommandBufferBuilder::ClearValues, 16> clearValues; //< TODO: Remove hard limit?
const OpenGLFramebuffer* framebuffer;
const OpenGLRenderPass* renderpass;
};
using CommandData = std::variant<
BeginDebugRegionData,
BlitTextureData,
CopyBufferData,
CopyBufferFromMemoryData,
CopyTextureData,
DispatchData,
DrawData,
DrawIndexedData,
EndDebugRegionData,
MemoryBarrier,
SetFrameBufferData
>;
using CommandData = TypeListInstantiate<CommandList, std::variant>;
ComputeStates m_currentComputeStates;
DrawStates m_currentDrawStates;

View File

@@ -25,7 +25,7 @@ namespace Nz
inline void OpenGLCommandBuffer::BeginDebugRegion(const std::string_view& regionName, const Color& color)
{
BeginDebugRegionData beginDebugRegion;
BeginDebugRegionCommand beginDebugRegion;
beginDebugRegion.color = color;
beginDebugRegion.regionName = regionName;
@@ -77,7 +77,7 @@ namespace Nz
inline void OpenGLCommandBuffer::BlitTexture(const OpenGLTexture& source, const Boxui& sourceBox, const OpenGLTexture& target, const Boxui& targetBox, SamplerFilter filter)
{
BlitTextureData blitTexture = {
BlitTextureCommand blitTexture = {
&source,
&target,
sourceBox,
@@ -90,7 +90,7 @@ namespace Nz
inline void OpenGLCommandBuffer::CopyBuffer(GLuint source, GLuint target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset)
{
CopyBufferData copyBuffer = {
CopyBufferCommand copyBuffer = {
source,
target,
size,
@@ -103,7 +103,7 @@ namespace Nz
inline void OpenGLCommandBuffer::CopyBuffer(const UploadPool::Allocation& allocation, GLuint target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset)
{
CopyBufferFromMemoryData copyBuffer = {
CopyBufferFromMemoryCommand copyBuffer = {
static_cast<const UInt8*>(allocation.mappedPtr) + sourceOffset,
target,
size,
@@ -115,7 +115,7 @@ namespace Nz
inline void OpenGLCommandBuffer::CopyTexture(const OpenGLTexture& source, const Boxui& sourceBox, const OpenGLTexture& target, const Vector3ui& targetPoint)
{
CopyTextureData copyTexture = {
CopyTextureCommand copyTexture = {
&source,
&target,
sourceBox,
@@ -130,7 +130,7 @@ namespace Nz
if (!m_currentComputeStates.pipeline)
throw std::runtime_error("no pipeline bound");
DispatchData dispatch;
DispatchCommand dispatch;
dispatch.bindings = m_currentComputeShaderBindings;
dispatch.states = m_currentComputeStates;
dispatch.numGroupsX = numGroupsX;
@@ -145,7 +145,7 @@ namespace Nz
if (!m_currentDrawStates.pipeline)
throw std::runtime_error("no pipeline bound");
DrawData draw;
DrawCommand draw;
draw.bindings = m_currentGraphicsShaderBindings;
draw.states = m_currentDrawStates;
draw.firstInstance = firstInstance;
@@ -161,7 +161,7 @@ namespace Nz
if (!m_currentDrawStates.pipeline)
throw std::runtime_error("no pipeline bound");
DrawIndexedData draw;
DrawIndexedCommand draw;
draw.bindings = m_currentGraphicsShaderBindings;
draw.states = m_currentDrawStates;
draw.firstIndex = firstIndex;
@@ -174,7 +174,7 @@ namespace Nz
inline void OpenGLCommandBuffer::EndDebugRegion()
{
m_commands.emplace_back(EndDebugRegionData{});
m_commands.emplace_back(EndDebugRegionCommand{});
}
inline std::size_t OpenGLCommandBuffer::GetBindingIndex() const
@@ -214,7 +214,7 @@ namespace Nz
{
m_maxColorBufferCount = std::max(m_maxColorBufferCount, framebuffer.GetColorBufferCount());
SetFrameBufferData setFramebuffer;
SetFrameBufferCommand setFramebuffer;
setFramebuffer.framebuffer = &framebuffer;
setFramebuffer.renderpass = &renderPass;