Merge pull request #4505 from hthh/macos-likes-pbos
OpenGL: Always use a PBO in EncodeToRamUsingShader
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989cdc0929
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@ -242,34 +242,31 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
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int dstSize = dst_line_size * dstHeight;
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int dstSize = dst_line_size * dstHeight;
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if ((writeStride != dst_line_size) && (dstHeight > 1))
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// When the dst_line_size and writeStride are the same, we could use glReadPixels directly to RAM.
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{
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// But instead we always copy the data via a PBO, because macOS inexplicably prefers this (most
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// writing to a texture of a different size
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// noticeably in the Super Mario Sunshine transition).
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// also copy more then one block line, so the different strides matters
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glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
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// copy into one pbo first, map this buffer, and then memcpy into GC memory
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glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
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// in this way, we only have one vram->ram transfer, but maybe a bigger
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glReadPixels(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE,
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// CPU overhead because of the pbo
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nullptr);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
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u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
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glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
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glReadPixels(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE,
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nullptr);
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u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
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if (dst_line_size == writeStride)
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{
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memcpy(destAddr, pbo, dst_line_size * dstHeight);
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}
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else
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{
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for (size_t i = 0; i < dstHeight; ++i)
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for (size_t i = 0; i < dstHeight; ++i)
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{
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{
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memcpy(destAddr, pbo, dst_line_size);
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memcpy(destAddr, pbo, dst_line_size);
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pbo += dst_line_size;
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pbo += dst_line_size;
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destAddr += writeStride;
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destAddr += writeStride;
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}
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}
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}
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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else
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{
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glReadPixels(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE,
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destAddr);
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}
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}
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}
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void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
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void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
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