diff options
author | Jukka Jylänki <jujjyl@gmail.com> | 2014-01-15 17:25:53 +0200 |
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committer | Jukka Jylänki <jujjyl@gmail.com> | 2014-01-15 17:31:19 +0200 |
commit | 4a2fd2a412f2406c190d78d3e2a8e4676165aa93 (patch) | |
tree | 41017967996b5dcb7e65678a0a1dfd3627a8f07c /src | |
parent | aba027c6e69d3e2750d0644e8967879bfc4df0a9 (diff) |
Optimize rendering from client-side memory by maintaining a set of doublebuffered VBOs. This improves performance by reducing CPU-GPU pipeline stalls.
Diffstat (limited to 'src')
-rw-r--r-- | src/library_browser.js | 9 | ||||
-rw-r--r-- | src/library_gl.js | 139 |
2 files changed, 108 insertions, 40 deletions
diff --git a/src/library_browser.js b/src/library_browser.js index d5e35339..458a8dd2 100644 --- a/src/library_browser.js +++ b/src/library_browser.js @@ -775,6 +775,15 @@ mergeInto(LibraryManager.library, { return; } + // Signal GL rendering layer that processing of a new frame is about to start. This helps it optimize + // VBO double-buffering and reduce GPU stalls. +#if FULL_ES2 + GL.newRenderingFrameStarted(); +#endif +#if LEGACY_GL_EMULATION + GL.newRenderingFrameStarted(); +#endif + if (Module['preMainLoop']) { Module['preMainLoop'](); } diff --git a/src/library_gl.js b/src/library_gl.js index a4e66b47..899638e8 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -57,6 +57,7 @@ var LibraryGL = { unpackAlignment: 4, // default alignment is 4 bytes init: function() { + GL.createLog2ceilLookup(GL.MAX_TEMP_BUFFER_SIZE); Browser.moduleContextCreatedCallbacks.push(GL.initExtensions); }, @@ -81,36 +82,58 @@ var LibraryGL = { miniTempBuffer: null, miniTempBufferViews: [0], // index i has the view of size i+1 - // Large temporary buffers + // When user GL code wants to render from client-side memory, we need to upload the vertex data to a temp VBO + // for rendering. Maintain a set of temp VBOs that are created-on-demand to appropriate sizes, and never destroyed. + // Also, for best performance the VBOs are double-buffered, i.e. every second frame we switch the set of VBOs we + // upload to, so that rendering from the previous frame is not disturbed by uploading from new data to it, which + // could cause a GPU-CPU pipeline stall. + // Note that index buffers are not double-buffered (at the moment) in this manner. MAX_TEMP_BUFFER_SIZE: {{{ GL_MAX_TEMP_BUFFER_SIZE }}}, - tempBufferIndexLookup: null, - tempVertexBuffers: null, - tempIndexBuffers: null, + tempVertexBuffers1: [], + tempVertexBufferCounters1: [], + tempVertexBuffers2: [], + tempVertexBufferCounters2: [], + // Maximum number of temp VBOs of one size to maintain, after that we start reusing old ones, which is safe but can give + // a performance impact. If CPU-GPU stalls are a problem, increasing this might help. + numTempVertexBuffersPerSize: 64, // (const) + tempIndexBuffers: [], tempQuadIndexBuffer: null, - generateTempBuffers: function(quads) { - GL.tempBufferIndexLookup = new Uint8Array(GL.MAX_TEMP_BUFFER_SIZE+1); - GL.tempVertexBuffers = []; - GL.tempIndexBuffers = []; - var last = -1, curr = -1; - var size = 1; - for (var i = 0; i <= GL.MAX_TEMP_BUFFER_SIZE; i++) { - if (i > size) { - size <<= 1; + // Precompute a lookup table for the function ceil(log2(x)), i.e. how many bits are needed to represent x, or, + // if x was rounded up to next pow2, which index is the single '1' bit at? + // Then log2ceilLookup[x] returns ceil(log2(x)). + log2ceilLookup: null, + createLog2ceilLookup: function(maxValue) { + GL.log2ceilLookup = new Uint8Array(maxValue+1); + var log2 = 0; + var pow2 = 1; + GL.log2ceilLookup[0] = 0; + for(var i = 1; i <= maxValue; ++i) { + if (i > pow2) { + pow2 <<= 1; + ++log2; } - if (size != last) { - curr++; - GL.tempVertexBuffers[curr] = GLctx.createBuffer(); - GLctx.bindBuffer(GLctx.ARRAY_BUFFER, GL.tempVertexBuffers[curr]); - GLctx.bufferData(GLctx.ARRAY_BUFFER, size, GLctx.DYNAMIC_DRAW); - GLctx.bindBuffer(GLctx.ARRAY_BUFFER, null); - GL.tempIndexBuffers[curr] = GLctx.createBuffer(); - GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.tempIndexBuffers[curr]); - GLctx.bufferData(GLctx.ELEMENT_ARRAY_BUFFER, size, GLctx.DYNAMIC_DRAW); - GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, null); - last = size; + GL.log2ceilLookup[i] = log2; + } + }, + + generateTempBuffers: function(quads) { + var largestIndex = GL.log2ceilLookup[GL.MAX_TEMP_BUFFER_SIZE]; + GL.tempVertexBufferCounters1.length = GL.tempVertexBufferCounters2.length = largestIndex+1; + GL.tempVertexBuffers1.length = GL.tempVertexBuffers2.length = largestIndex+1; + GL.tempIndexBuffers.length = largestIndex+1; + for(var i = 0; i <= largestIndex; ++i) { + GL.tempIndexBuffers[i] = null; // Created on-demand + GL.tempVertexBufferCounters1[i] = GL.tempVertexBufferCounters2[i] = 0; + var ringbufferLength = GL.numTempVertexBuffersPerSize; + GL.tempVertexBuffers1[i] = []; + GL.tempVertexBuffers2[i] = []; + var ringbuffer1 = GL.tempVertexBuffers1[i]; + var ringbuffer2 = GL.tempVertexBuffers2[i]; + ringbuffer1.length = ringbuffer2.length = ringbufferLength; + for(var j = 0; j < ringbufferLength; ++j) { + ringbuffer1[j] = ringbuffer2[j] = null; // Created on-demand } - GL.tempBufferIndexLookup[i] = curr; } if (quads) { @@ -140,6 +163,53 @@ var LibraryGL = { } }, + getTempVertexBuffer: function getTempVertexBuffer(sizeBytes) { + var idx = GL.log2ceilLookup[sizeBytes]; + var ringbuffer = GL.tempVertexBuffers1[idx]; + var nextFreeBufferIndex = GL.tempVertexBufferCounters1[idx]; + GL.tempVertexBufferCounters1[idx] = (GL.tempVertexBufferCounters1[idx]+1) & (GL.numTempVertexBuffersPerSize-1); + var vbo = ringbuffer[nextFreeBufferIndex]; + if (vbo) { + return vbo; + } + var prevVBO = GLctx.getParameter(GLctx.ARRAY_BUFFER_BINDING); + ringbuffer[nextFreeBufferIndex] = GLctx.createBuffer(); + GLctx.bindBuffer(GLctx.ARRAY_BUFFER, ringbuffer[nextFreeBufferIndex]); + GLctx.bufferData(GLctx.ARRAY_BUFFER, 1 << idx, GLctx.DYNAMIC_DRAW); + GLctx.bindBuffer(GLctx.ARRAY_BUFFER, prevVBO); + return ringbuffer[nextFreeBufferIndex]; + }, + + getTempIndexBuffer: function getTempIndexBuffer(sizeBytes) { + var idx = GL.log2ceilLookup[sizeBytes]; + var ibo = GL.tempIndexBuffers[idx]; + if (ibo) { + return ibo; + } + var prevIBO = GLctx.getParameter(GLctx.ELEMENT_ARRAY_BUFFER_BINDING); + GL.tempIndexBuffers[idx] = GLctx.createBuffer(); + GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.tempIndexBuffers[idx]); + GLctx.bufferData(GLctx.ELEMENT_ARRAY_BUFFER, 1 << idx, GLctx.DYNAMIC_DRAW); + GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, prevIBO); + return GL.tempIndexBuffers[idx]; + }, + + // Called at start of each new WebGL rendering frame. This swaps the doublebuffered temp VB memory pointers, + // so that every second frame utilizes different set of temp buffers. The aim is to keep the set of buffers + // being rendered, and the set of buffers being updated disjoint. + newRenderingFrameStarted: function newRenderingFrameStarted() { + var vb = GL.tempVertexBuffers1; + GL.tempVertexBuffers1 = GL.tempVertexBuffers2; + GL.tempVertexBuffers2 = vb; + vb = GL.tempVertexBufferCounters1; + GL.tempVertexBufferCounters1 = GL.tempVertexBufferCounters2; + GL.tempVertexBufferCounters2 = vb; + var largestIndex = GL.log2ceilLookup[GL.MAX_TEMP_BUFFER_SIZE]; + for(var i = 0; i <= largestIndex; ++i) { + GL.tempVertexBufferCounters1[i] = 0; + } + }, + // Find a token in a shader source string findToken: function(source, token) { function isIdentChar(ch) { @@ -446,9 +516,6 @@ var LibraryGL = { preDrawHandleClientVertexAttribBindings: function preDrawHandleClientVertexAttribBindings(count) { GL.resetBufferBinding = false; - var used = GL.usedTempBuffers; - used.length = 0; - // TODO: initial pass to detect ranges we need to upload, might not need an upload per attrib for (var i = 0; i < GL.maxVertexAttribs; ++i) { var cb = GL.clientBuffers[i]; @@ -457,15 +524,7 @@ var LibraryGL = { GL.resetBufferBinding = true; var size = GL.calcBufLength(cb.size, cb.type, cb.stride, count); - var index = GL.tempBufferIndexLookup[size]; - var buf; - do { -#if ASSERTIONS - assert(index < GL.tempVertexBuffers.length); -#endif - buf = GL.tempVertexBuffers[index++]; - } while (used.indexOf(buf) >= 0); - used.push(buf); + var buf = GL.getTempVertexBuffer(size); GLctx.bindBuffer(GLctx.ARRAY_BUFFER, buf); GLctx.bufferSubData(GLctx.ARRAY_BUFFER, 0, @@ -3725,7 +3784,7 @@ var LibraryGL = { #if ASSERTIONS assert(end <= GL.MAX_TEMP_BUFFER_SIZE, 'too much vertex data'); #endif - arrayBuffer = GL.tempVertexBuffers[GL.tempBufferIndexLookup[end]]; + arrayBuffer = GL.getTempVertexBuffer(end); // TODO: consider using the last buffer we bound, if it was larger. downside is larger buffer, but we might avoid rebinding and preparing } else { arrayBuffer = GL.currArrayBuffer; @@ -4227,7 +4286,7 @@ var LibraryGL = { #if ASSERTIONS assert(numProvidedIndexes << 1 <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (a)'); #endif - var indexBuffer = GL.tempIndexBuffers[GL.tempBufferIndexLookup[numProvidedIndexes << 1]]; + var indexBuffer = GL.getTempIndexBuffer(numProvidedIndexes << 1); GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, indexBuffer); GLctx.bufferSubData(GLctx.ELEMENT_ARRAY_BUFFER, 0, {{{ makeHEAPView('U16', 'ptr', 'ptr + (numProvidedIndexes << 1)') }}}); ptr = 0; @@ -4992,7 +5051,7 @@ var LibraryGL = { var buf; if (!GL.currElementArrayBuffer) { var size = GL.calcBufLength(1, type, 0, count); - buf = GL.tempIndexBuffers[GL.tempBufferIndexLookup[size]]; + buf = GL.getTempIndexBuffer(size); GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, buf); GLctx.bufferSubData(GLctx.ELEMENT_ARRAY_BUFFER, 0, |