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99d3e489ea
They were essentially just pass-though methods
134 lines
3.2 KiB
C++
134 lines
3.2 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/BoundingBox.h"
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#include <algorithm>
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#include "Common/Assert.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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#include <algorithm>
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std::unique_ptr<BoundingBox> g_bounding_box;
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void BoundingBox::Enable(PixelShaderManager& pixel_shader_manager)
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{
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m_is_active = true;
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pixel_shader_manager.SetBoundingBoxActive(m_is_active);
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}
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void BoundingBox::Disable(PixelShaderManager& pixel_shader_manager)
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{
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m_is_active = false;
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pixel_shader_manager.SetBoundingBoxActive(m_is_active);
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}
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void BoundingBox::Flush()
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{
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if (!g_ActiveConfig.bBBoxEnable || !g_ActiveConfig.backend_info.bSupportsBBox)
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return;
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m_is_valid = false;
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if (std::none_of(m_dirty.begin(), m_dirty.end(), [](bool dirty) { return dirty; }))
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return;
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// TODO: Does this make any difference over just writing all the values?
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// Games only ever seem to write all 4 values at once anyways.
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for (u32 start = 0; start < NUM_BBOX_VALUES; ++start)
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{
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if (!m_dirty[start])
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continue;
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u32 end = start + 1;
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while (end < NUM_BBOX_VALUES && m_dirty[end])
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++end;
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for (u32 i = start; i < end; ++i)
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m_dirty[i] = false;
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Write(start, std::vector<BBoxType>(m_values.begin() + start, m_values.begin() + end));
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}
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}
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void BoundingBox::Readback()
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{
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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return;
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auto read_values = Read(0, NUM_BBOX_VALUES);
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// Preserve dirty values, that way we don't need to sync.
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for (u32 i = 0; i < NUM_BBOX_VALUES; i++)
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{
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if (!m_dirty[i])
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m_values[i] = read_values[i];
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}
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m_is_valid = true;
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}
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u16 BoundingBox::Get(u32 index)
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{
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ASSERT(index < NUM_BBOX_VALUES);
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if (!g_ActiveConfig.bBBoxEnable || !g_ActiveConfig.backend_info.bSupportsBBox)
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return m_bounding_box_fallback[index];
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if (!m_is_valid)
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Readback();
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return static_cast<u16>(m_values[index]);
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}
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void BoundingBox::Set(u32 index, u16 value)
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{
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ASSERT(index < NUM_BBOX_VALUES);
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if (!g_ActiveConfig.bBBoxEnable || !g_ActiveConfig.backend_info.bSupportsBBox)
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{
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m_bounding_box_fallback[index] = value;
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return;
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}
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if (m_is_valid && m_values[index] == value)
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return;
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m_values[index] = value;
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m_dirty[index] = true;
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}
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// FIXME: This may not work correctly if we're in the middle of a draw.
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// We should probably ensure that state saves only happen on frame boundaries.
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// Nonetheless, it has been designed to be as safe as possible.
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void BoundingBox::DoState(PointerWrap& p)
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{
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p.DoArray(m_bounding_box_fallback);
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p.Do(m_is_active);
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p.DoArray(m_values);
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p.DoArray(m_dirty);
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p.Do(m_is_valid);
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// We handle saving the backend values specially rather than using Readback() and Flush() so that
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// we don't mess up the current cache state
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std::vector<BBoxType> backend_values(NUM_BBOX_VALUES);
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if (p.IsReadMode())
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{
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p.Do(backend_values);
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if (g_ActiveConfig.backend_info.bSupportsBBox)
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Write(0, backend_values);
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}
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else
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{
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if (g_ActiveConfig.backend_info.bSupportsBBox)
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backend_values = Read(0, NUM_BBOX_VALUES);
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p.Do(backend_values);
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}
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}
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