dolphin/Source/Core/VideoBackends/OGL/OGLBoundingBox.cpp
Techjar 1161af8059 VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
2021-10-04 15:51:24 -04:00

78 lines
2.8 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/OGL/OGLBoundingBox.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoCommon/DriverDetails.h"
namespace OGL
{
OGLBoundingBox::~OGLBoundingBox()
{
if (m_buffer_id)
glDeleteBuffers(1, &m_buffer_id);
}
bool OGLBoundingBox::Initialize()
{
const BBoxType initial_values[NUM_BBOX_VALUES] = {0, 0, 0, 0};
glGenBuffers(1, &m_buffer_id);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer_id);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(initial_values), initial_values, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_buffer_id);
return true;
}
std::vector<BBoxType> OGLBoundingBox::Read(u32 index, u32 length)
{
std::vector<BBoxType> values(length);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer_id);
// Using glMapBufferRange to read back the contents of the SSBO is extremely slow
// on nVidia drivers. This is more noticeable at higher internal resolutions.
// Using glGetBufferSubData instead does not seem to exhibit this slowdown.
if (!DriverDetails::HasBug(DriverDetails::BUG_SLOW_GETBUFFERSUBDATA) &&
!static_cast<Renderer*>(g_renderer.get())->IsGLES())
{
// We also need to ensure the the CPU does not receive stale values which have been updated by
// the GPU. Apparently the buffer here is not coherent on NVIDIA drivers. Not sure if this is a
// driver bug/spec violation or not, one would think that glGetBufferSubData() would invalidate
// any caches as needed, but this path is only used on NVIDIA anyway, so it's fine. A point to
// note is that according to ARB_debug_report, it's moved from video to host memory, which would
// explain why it needs the cache invalidate.
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, sizeof(BBoxType) * index,
sizeof(BBoxType) * length, values.data());
}
else
{
// Using glMapBufferRange is faster on AMD cards by a measurable margin.
void* ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(BBoxType) * NUM_BBOX_VALUES,
GL_MAP_READ_BIT);
if (ptr)
{
std::memcpy(values.data(), reinterpret_cast<const u8*>(ptr) + sizeof(BBoxType) * index,
sizeof(BBoxType) * length);
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
}
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
return values;
}
void OGLBoundingBox::Write(u32 index, const std::vector<BBoxType>& values)
{
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer_id);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, sizeof(BBoxType) * index,
sizeof(BBoxType) * values.size(), values.data());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
} // namespace OGL