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:
Techjar
2021-06-09 07:42:21 -04:00
parent 7ec02ee4d3
commit 1161af8059
41 changed files with 617 additions and 708 deletions

View File

@ -3,73 +3,115 @@
#include "VideoCommon/BoundingBox.h"
#include <algorithm>
#include <array>
#include "Common/Assert.h"
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace BoundingBox
void BoundingBox::Enable()
{
namespace
{
// Whether or not bounding box is enabled.
bool s_is_active = false;
// Current bounding box coordinates.
std::array<u16, 4> s_coordinates{
0x80,
0xA0,
0x80,
0xA0,
};
} // Anonymous namespace
void Enable()
{
s_is_active = true;
PixelShaderManager::SetBoundingBoxActive(s_is_active);
m_is_active = true;
PixelShaderManager::SetBoundingBoxActive(m_is_active);
}
void Disable()
void BoundingBox::Disable()
{
s_is_active = false;
PixelShaderManager::SetBoundingBoxActive(s_is_active);
m_is_active = false;
PixelShaderManager::SetBoundingBoxActive(m_is_active);
}
bool IsEnabled()
void BoundingBox::Flush()
{
return s_is_active;
if (!g_ActiveConfig.backend_info.bSupportsBBox)
return;
m_is_valid = false;
if (std::none_of(m_dirty.begin(), m_dirty.end(), [](bool dirty) { return dirty; }))
return;
// TODO: Does this make any difference over just writing all the values?
// Games only ever seem to write all 4 values at once anyways.
for (u32 start = 0; start < NUM_BBOX_VALUES; ++start)
{
if (!m_dirty[start])
continue;
u32 end = start + 1;
while (end < NUM_BBOX_VALUES && m_dirty[end])
++end;
for (u32 i = start; i < end; ++i)
m_dirty[i] = false;
Write(start, std::vector<BBoxType>(m_values.begin() + start, m_values.begin() + end));
}
}
u16 GetCoordinate(Coordinate coordinate)
void BoundingBox::Readback()
{
return s_coordinates[static_cast<u32>(coordinate)];
if (!g_ActiveConfig.backend_info.bSupportsBBox)
return;
auto read_values = Read(0, NUM_BBOX_VALUES);
// Preserve dirty values, that way we don't need to sync.
for (u32 i = 0; i < NUM_BBOX_VALUES; i++)
{
if (!m_dirty[i])
m_values[i] = read_values[i];
}
m_is_valid = true;
}
void SetCoordinate(Coordinate coordinate, u16 value)
u16 BoundingBox::Get(u32 index)
{
s_coordinates[static_cast<u32>(coordinate)] = value;
ASSERT(index < NUM_BBOX_VALUES);
if (!m_is_valid)
Readback();
return static_cast<u16>(m_values[index]);
}
void Update(u16 left, u16 right, u16 top, u16 bottom)
void BoundingBox::Set(u32 index, u16 value)
{
const u16 new_left = std::min(left, GetCoordinate(Coordinate::Left));
const u16 new_right = std::max(right, GetCoordinate(Coordinate::Right));
const u16 new_top = std::min(top, GetCoordinate(Coordinate::Top));
const u16 new_bottom = std::max(bottom, GetCoordinate(Coordinate::Bottom));
ASSERT(index < NUM_BBOX_VALUES);
SetCoordinate(Coordinate::Left, new_left);
SetCoordinate(Coordinate::Right, new_right);
SetCoordinate(Coordinate::Top, new_top);
SetCoordinate(Coordinate::Bottom, new_bottom);
if (m_is_valid && m_values[index] == value)
return;
m_values[index] = value;
m_dirty[index] = true;
}
void DoState(PointerWrap& p)
// FIXME: This may not work correctly if we're in the middle of a draw.
// We should probably ensure that state saves only happen on frame boundaries.
// Nonetheless, it has been designed to be as safe as possible.
void BoundingBox::DoState(PointerWrap& p)
{
p.Do(s_is_active);
p.DoArray(s_coordinates);
}
p.Do(m_is_active);
p.DoArray(m_values);
p.DoArray(m_dirty);
p.Do(m_is_valid);
} // namespace BoundingBox
// We handle saving the backend values specially rather than using Readback() and Flush() so that
// we don't mess up the current cache state
std::vector<BBoxType> backend_values(NUM_BBOX_VALUES);
if (p.GetMode() == PointerWrap::MODE_READ)
{
p.Do(backend_values);
if (g_ActiveConfig.backend_info.bSupportsBBox)
Write(0, backend_values);
}
else
{
if (g_ActiveConfig.backend_info.bSupportsBBox)
backend_values = Read(0, NUM_BBOX_VALUES);
p.Do(backend_values);
}
}