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https://github.com/dolphin-emu/dolphin.git
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134317e07f
@JMC47 requested this to be able to do performance comparisons.
176 lines
4.9 KiB
C++
176 lines
4.9 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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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/BoundingBox.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/VideoConfig.h"
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static GLuint s_bbox_buffer_id;
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static GLuint s_pbo;
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static std::array<int, 4> s_stencil_bounds;
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static bool s_stencil_updated;
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static bool s_stencil_cleared;
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static int s_target_width;
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static int s_target_height;
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namespace OGL
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{
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void BoundingBox::SetTargetSizeChanged(int target_width, int target_height)
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{
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if (g_ActiveConfig.BBoxUseFragmentShaderImplementation())
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return;
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s_target_width = target_width;
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s_target_height = target_height;
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s_stencil_updated = false;
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glBindBuffer(GL_PIXEL_PACK_BUFFER, s_pbo);
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glBufferData(GL_PIXEL_PACK_BUFFER, s_target_width * s_target_height, nullptr, GL_STREAM_READ);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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void BoundingBox::Init(int target_width, int target_height)
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{
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if (g_ActiveConfig.BBoxUseFragmentShaderImplementation())
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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, 0, s_bbox_buffer_id);
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}
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else
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{
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s_stencil_bounds = {{0, 0, 0, 0}};
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glGenBuffers(1, &s_pbo);
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SetTargetSizeChanged(target_width, target_height);
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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.BBoxUseFragmentShaderImplementation())
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{
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glDeleteBuffers(1, &s_bbox_buffer_id);
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}
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else
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{
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glDeleteBuffers(1, &s_pbo);
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}
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}
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void BoundingBox::Set(int index, int value)
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{
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if (g_ActiveConfig.BBoxUseFragmentShaderImplementation())
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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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}
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else
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{
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s_stencil_bounds[index] = value;
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if (!s_stencil_cleared)
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{
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// Assumes that the EFB framebuffer is currently bound
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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s_stencil_updated = false;
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s_stencil_cleared = true;
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}
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}
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}
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int BoundingBox::Get(int index)
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{
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if (g_ActiveConfig.BBoxUseFragmentShaderImplementation())
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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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if (!DriverDetails::HasBug(DriverDetails::BUG_SLOW_GETBUFFERSUBDATA))
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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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}
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else
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{
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if (s_stencil_updated)
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{
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s_stencil_updated = false;
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FramebufferManager::ResolveEFBStencilTexture();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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glBindBuffer(GL_PIXEL_PACK_BUFFER, s_pbo);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0, 0, s_target_width, s_target_height, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
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// Eke every bit of performance out of the compiler that we can
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std::array<int, 4> bounds = s_stencil_bounds;
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u8* data = static_cast<u8*>(glMapBufferRange(
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GL_PIXEL_PACK_BUFFER, 0, s_target_height * s_target_width, GL_MAP_READ_BIT));
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for (int row = 0; row < s_target_height; row++)
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{
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for (int col = 0; col < s_target_width; col++)
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{
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if (data[row * s_target_width + col] == 0)
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continue;
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bounds[0] = std::min(bounds[0], col);
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bounds[1] = std::max(bounds[1], col);
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bounds[2] = std::min(bounds[2], row);
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bounds[3] = std::max(bounds[3], row);
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}
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}
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s_stencil_bounds = bounds;
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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return s_stencil_bounds[index];
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}
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}
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void BoundingBox::StencilWasUpdated()
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{
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s_stencil_updated = true;
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s_stencil_cleared = false;
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}
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bool BoundingBox::NeedsStencilBuffer()
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{
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return g_ActiveConfig.bBBoxEnable && !g_ActiveConfig.BBoxUseFragmentShaderImplementation();
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}
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};
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