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).
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@ -57,30 +57,21 @@ std::tuple<u8*, GLintptr, bool> OGLStreamBuffer::Map(GLsizeiptr size, GLintptr a
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bool invalidate = false;
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bool invalidate = false;
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if (buffer_pos + size > buffer_size) {
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if (buffer_pos + size > buffer_size) {
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MICROPROFILE_SCOPE(OpenGL_StreamBuffer);
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glInvalidateBufferData(gl_buffer.handle);
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buffer_pos = 0;
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buffer_pos = 0;
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invalidate = true;
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invalidate = true;
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glUnmapNamedBuffer(gl_buffer.handle);
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}
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}
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if (invalidate) {
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return std::make_tuple(mapped_ptr + buffer_pos, buffer_pos, invalidate);
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static const GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
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GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
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MICROPROFILE_SCOPE(OpenGL_StreamBuffer);
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mapped_ptr = static_cast<u8*>(
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glMapNamedBufferRange(gl_buffer.handle, buffer_pos, buffer_size - buffer_pos, flags));
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mapped_offset = buffer_pos;
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}
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return std::make_tuple(mapped_ptr + buffer_pos - mapped_offset, buffer_pos, invalidate);
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}
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}
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void OGLStreamBuffer::Unmap(GLsizeiptr size) {
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void OGLStreamBuffer::Unmap(GLsizeiptr size) {
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ASSERT(size <= mapped_size);
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ASSERT(size <= mapped_size);
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if (size > 0) {
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if (size > 0) {
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glFlushMappedNamedBufferRange(gl_buffer.handle, buffer_pos - mapped_offset, size);
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glFlushMappedNamedBufferRange(gl_buffer.handle, buffer_pos, size);
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}
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}
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buffer_pos += size;
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buffer_pos += size;
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@ -48,7 +48,6 @@ private:
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GLuint64EXT gpu_address = 0;
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GLuint64EXT gpu_address = 0;
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GLintptr buffer_pos = 0;
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GLintptr buffer_pos = 0;
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GLsizeiptr buffer_size = 0;
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GLsizeiptr buffer_size = 0;
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GLintptr mapped_offset = 0;
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GLsizeiptr mapped_size = 0;
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GLsizeiptr mapped_size = 0;
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u8* mapped_ptr = nullptr;
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u8* mapped_ptr = nullptr;
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};
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};
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