dolphin/Source/Core/VideoBackends/OGL/OGLBoundingBox.cpp
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

153 lines
4.2 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include <array>
#include <cstring>
#include "Common/GL/GLUtil.h"
#include "VideoBackends/OGL/OGLBoundingBox.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/VideoConfig.h"
enum : u32
{
NUM_BBOX_VALUES = 4,
};
static GLuint s_bbox_buffer_id;
static std::array<s32, NUM_BBOX_VALUES> s_bbox_values;
static std::array<bool, NUM_BBOX_VALUES> s_bbox_dirty;
static bool s_bbox_valid = false;
namespace OGL
{
void BoundingBox::Init()
{
if (!g_ActiveConfig.backend_info.bSupportsBBox)
return;
const s32 initial_values[NUM_BBOX_VALUES] = {0, 0, 0, 0};
std::memcpy(s_bbox_values.data(), initial_values, sizeof(s_bbox_values));
s_bbox_dirty = {};
s_bbox_valid = true;
glGenBuffers(1, &s_bbox_buffer_id);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(initial_values), initial_values, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, s_bbox_buffer_id);
}
void BoundingBox::Shutdown()
{
if (!g_ActiveConfig.backend_info.bSupportsBBox)
return;
glDeleteBuffers(1, &s_bbox_buffer_id);
}
void BoundingBox::Flush()
{
s_bbox_valid = false;
if (std::none_of(s_bbox_dirty.begin(), s_bbox_dirty.end(), [](bool dirty) { return dirty; }))
return;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
for (u32 start = 0; start < NUM_BBOX_VALUES;)
{
if (!s_bbox_dirty[start])
{
start++;
continue;
}
u32 end = start + 1;
s_bbox_dirty[start] = false;
for (; end < NUM_BBOX_VALUES; end++)
{
if (!s_bbox_dirty[end])
break;
s_bbox_dirty[end] = false;
}
glBufferSubData(GL_SHADER_STORAGE_BUFFER, start * sizeof(s32), (end - start) * sizeof(s32),
&s_bbox_values[start]);
}
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
void BoundingBox::Readback()
{
glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_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);
std::array<s32, NUM_BBOX_VALUES> gpu_values;
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(s32) * NUM_BBOX_VALUES,
gpu_values.data());
for (u32 i = 0; i < NUM_BBOX_VALUES; i++)
{
if (!s_bbox_dirty[i])
s_bbox_values[i] = gpu_values[i];
}
}
else
{
// Using glMapBufferRange is faster on AMD cards by a measurable margin.
void* ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(s32) * NUM_BBOX_VALUES,
GL_MAP_READ_BIT);
if (ptr)
{
for (u32 i = 0; i < NUM_BBOX_VALUES; i++)
{
if (!s_bbox_dirty[i])
{
std::memcpy(&s_bbox_values[i], reinterpret_cast<const u8*>(ptr) + sizeof(s32) * i,
sizeof(s32));
}
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
}
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
s_bbox_valid = true;
}
void BoundingBox::Set(int index, int value)
{
if (s_bbox_valid && s_bbox_values[index] == value)
return;
s_bbox_values[index] = value;
s_bbox_dirty[index] = true;
}
int BoundingBox::Get(int index)
{
if (!s_bbox_valid)
Readback();
return s_bbox_values[index];
}
}; // namespace OGL