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VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
This commit is contained in:
@ -1,91 +1,35 @@
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// Copyright 2014 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <array>
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#include <cstring>
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/OGLBoundingBox.h"
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#include "VideoBackends/OGL/OGLRender.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/VideoConfig.h"
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enum : u32
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{
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NUM_BBOX_VALUES = 4,
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};
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static GLuint s_bbox_buffer_id;
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static std::array<s32, NUM_BBOX_VALUES> s_bbox_values;
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static std::array<bool, NUM_BBOX_VALUES> s_bbox_dirty;
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static bool s_bbox_valid = false;
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namespace OGL
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{
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void BoundingBox::Init()
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OGLBoundingBox::~OGLBoundingBox()
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{
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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return;
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if (m_buffer_id)
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glDeleteBuffers(1, &m_buffer_id);
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}
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const s32 initial_values[NUM_BBOX_VALUES] = {0, 0, 0, 0};
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std::memcpy(s_bbox_values.data(), initial_values, sizeof(s_bbox_values));
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s_bbox_dirty = {};
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s_bbox_valid = true;
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bool OGLBoundingBox::Initialize()
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{
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const BBoxType initial_values[NUM_BBOX_VALUES] = {0, 0, 0, 0};
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glGenBuffers(1, &s_bbox_buffer_id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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glGenBuffers(1, &m_buffer_id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer_id);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(initial_values), initial_values, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, s_bbox_buffer_id);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_buffer_id);
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return true;
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}
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void BoundingBox::Shutdown()
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std::vector<BBoxType> OGLBoundingBox::Read(u32 index, u32 length)
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{
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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return;
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glDeleteBuffers(1, &s_bbox_buffer_id);
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}
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void BoundingBox::Flush()
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{
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s_bbox_valid = false;
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if (std::none_of(s_bbox_dirty.begin(), s_bbox_dirty.end(), [](bool dirty) { return dirty; }))
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return;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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for (u32 start = 0; start < NUM_BBOX_VALUES;)
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{
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if (!s_bbox_dirty[start])
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{
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start++;
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continue;
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}
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u32 end = start + 1;
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s_bbox_dirty[start] = false;
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for (; end < NUM_BBOX_VALUES; end++)
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{
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if (!s_bbox_dirty[end])
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break;
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s_bbox_dirty[end] = false;
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}
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, start * sizeof(s32), (end - start) * sizeof(s32),
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&s_bbox_values[start]);
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}
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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void BoundingBox::Readback()
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{
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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std::vector<BBoxType> values(length);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer_id);
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// Using glMapBufferRange to read back the contents of the SSBO is extremely slow
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// on nVidia drivers. This is more noticeable at higher internal resolutions.
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@ -101,52 +45,33 @@ void BoundingBox::Readback()
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// explain why it needs the cache invalidate.
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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std::array<s32, NUM_BBOX_VALUES> gpu_values;
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(s32) * NUM_BBOX_VALUES,
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gpu_values.data());
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for (u32 i = 0; i < NUM_BBOX_VALUES; i++)
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{
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if (!s_bbox_dirty[i])
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s_bbox_values[i] = gpu_values[i];
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}
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, sizeof(BBoxType) * index,
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sizeof(BBoxType) * length, values.data());
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}
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else
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{
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// Using glMapBufferRange is faster on AMD cards by a measurable margin.
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void* ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(s32) * NUM_BBOX_VALUES,
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void* ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(BBoxType) * NUM_BBOX_VALUES,
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GL_MAP_READ_BIT);
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if (ptr)
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{
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for (u32 i = 0; i < NUM_BBOX_VALUES; i++)
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{
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if (!s_bbox_dirty[i])
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{
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std::memcpy(&s_bbox_values[i], reinterpret_cast<const u8*>(ptr) + sizeof(s32) * i,
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sizeof(s32));
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}
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}
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std::memcpy(values.data(), reinterpret_cast<const u8*>(ptr) + sizeof(BBoxType) * index,
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sizeof(BBoxType) * length);
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glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
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}
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}
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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s_bbox_valid = true;
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return values;
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}
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void BoundingBox::Set(int index, int value)
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void OGLBoundingBox::Write(u32 index, const std::vector<BBoxType>& values)
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{
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if (s_bbox_valid && s_bbox_values[index] == value)
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return;
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s_bbox_values[index] = value;
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s_bbox_dirty[index] = true;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer_id);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, sizeof(BBoxType) * index,
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sizeof(BBoxType) * values.size(), values.data());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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int BoundingBox::Get(int index)
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{
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if (!s_bbox_valid)
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Readback();
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return s_bbox_values[index];
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}
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}; // namespace OGL
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} // namespace OGL
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