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1161af8059
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
78 lines
2.8 KiB
C++
78 lines
2.8 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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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namespace OGL
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{
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OGLBoundingBox::~OGLBoundingBox()
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{
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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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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, &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, m_buffer_id);
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return true;
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}
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std::vector<BBoxType> OGLBoundingBox::Read(u32 index, u32 length)
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{
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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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// Using glGetBufferSubData instead does not seem to exhibit this slowdown.
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if (!DriverDetails::HasBug(DriverDetails::BUG_SLOW_GETBUFFERSUBDATA) &&
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!static_cast<Renderer*>(g_renderer.get())->IsGLES())
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{
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// We also need to ensure the the CPU does not receive stale values which have been updated by
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// the GPU. Apparently the buffer here is not coherent on NVIDIA drivers. Not sure if this is a
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// driver bug/spec violation or not, one would think that glGetBufferSubData() would invalidate
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// any caches as needed, but this path is only used on NVIDIA anyway, so it's fine. A point to
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// note is that according to ARB_debug_report, it's moved from video to host memory, which would
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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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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(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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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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return values;
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}
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void OGLBoundingBox::Write(u32 index, const std::vector<BBoxType>& values)
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{
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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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} // namespace OGL
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