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https://github.com/dolphin-emu/dolphin.git
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Reformat all the things. Have fun with merge conflicts.
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@ -15,57 +15,56 @@ static GLuint s_bbox_buffer_id;
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namespace OGL
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{
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void BoundingBox::Init()
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{
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if (g_ActiveConfig.backend_info.bSupportsBBox)
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{
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int initial_values[4] = {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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glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(s32), initial_values, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, s_bbox_buffer_id);
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}
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if (g_ActiveConfig.backend_info.bSupportsBBox)
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{
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int initial_values[4] = {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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glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(s32), initial_values, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, s_bbox_buffer_id);
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}
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}
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void BoundingBox::Shutdown()
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{
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if (g_ActiveConfig.backend_info.bSupportsBBox)
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glDeleteBuffers(1, &s_bbox_buffer_id);
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if (g_ActiveConfig.backend_info.bSupportsBBox)
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glDeleteBuffers(1, &s_bbox_buffer_id);
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}
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void BoundingBox::Set(int index, int value)
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{
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int), &value);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int), &value);
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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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int data = 0;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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int data = 0;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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if (!DriverDetails::HasBug(DriverDetails::BUG_SLOWGETBUFFERSUBDATA))
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{
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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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// Using glGetBufferSubData instead does not seem to exhibit this slowdown.
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int), &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, index * sizeof(int), sizeof(int), GL_MAP_READ_BIT);
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if (ptr)
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{
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memcpy(&data, ptr, sizeof(int));
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glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
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}
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}
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if (!DriverDetails::HasBug(DriverDetails::BUG_SLOWGETBUFFERSUBDATA))
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{
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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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// Using glGetBufferSubData instead does not seem to exhibit this slowdown.
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int), &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, index * sizeof(int), sizeof(int),
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GL_MAP_READ_BIT);
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if (ptr)
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{
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memcpy(&data, ptr, sizeof(int));
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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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return data;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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return data;
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}
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};
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