176 lines
4.9 KiB
C++
176 lines
4.9 KiB
C++
// Copyright 2014 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <algorithm>
|
|
#include <array>
|
|
#include <cstring>
|
|
|
|
#include "Common/GL/GLUtil.h"
|
|
|
|
#include "VideoBackends/OGL/BoundingBox.h"
|
|
#include "VideoBackends/OGL/FramebufferManager.h"
|
|
|
|
#include "VideoCommon/DriverDetails.h"
|
|
#include "VideoCommon/VideoConfig.h"
|
|
|
|
static GLuint s_bbox_buffer_id;
|
|
static GLuint s_pbo;
|
|
|
|
static std::array<int, 4> s_stencil_bounds;
|
|
static bool s_stencil_updated;
|
|
static bool s_stencil_cleared;
|
|
|
|
static int s_target_width;
|
|
static int s_target_height;
|
|
|
|
namespace OGL
|
|
{
|
|
void BoundingBox::SetTargetSizeChanged(int target_width, int target_height)
|
|
{
|
|
if (g_ActiveConfig.BBoxUseFragmentShaderImplementation())
|
|
return;
|
|
|
|
s_target_width = target_width;
|
|
s_target_height = target_height;
|
|
s_stencil_updated = false;
|
|
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, s_pbo);
|
|
glBufferData(GL_PIXEL_PACK_BUFFER, s_target_width * s_target_height, nullptr, GL_STREAM_READ);
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
}
|
|
|
|
void BoundingBox::Init(int target_width, int target_height)
|
|
{
|
|
if (g_ActiveConfig.BBoxUseFragmentShaderImplementation())
|
|
{
|
|
int initial_values[4] = {0, 0, 0, 0};
|
|
glGenBuffers(1, &s_bbox_buffer_id);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(s32), initial_values, GL_DYNAMIC_DRAW);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, s_bbox_buffer_id);
|
|
}
|
|
else
|
|
{
|
|
s_stencil_bounds = {{0, 0, 0, 0}};
|
|
glGenBuffers(1, &s_pbo);
|
|
SetTargetSizeChanged(target_width, target_height);
|
|
}
|
|
}
|
|
|
|
void BoundingBox::Shutdown()
|
|
{
|
|
if (g_ActiveConfig.BBoxUseFragmentShaderImplementation())
|
|
{
|
|
glDeleteBuffers(1, &s_bbox_buffer_id);
|
|
}
|
|
else
|
|
{
|
|
glDeleteBuffers(1, &s_pbo);
|
|
}
|
|
}
|
|
|
|
void BoundingBox::Set(int index, int value)
|
|
{
|
|
if (g_ActiveConfig.BBoxUseFragmentShaderImplementation())
|
|
{
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
|
|
glBufferSubData(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int), &value);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
|
}
|
|
else
|
|
{
|
|
s_stencil_bounds[index] = value;
|
|
|
|
if (!s_stencil_cleared)
|
|
{
|
|
// Assumes that the EFB framebuffer is currently bound
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
s_stencil_updated = false;
|
|
s_stencil_cleared = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
int BoundingBox::Get(int index)
|
|
{
|
|
if (g_ActiveConfig.BBoxUseFragmentShaderImplementation())
|
|
{
|
|
int data = 0;
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
|
|
if (!DriverDetails::HasBug(DriverDetails::BUG_SLOW_GETBUFFERSUBDATA))
|
|
{
|
|
// 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.
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int), &data);
|
|
}
|
|
else
|
|
{
|
|
// Using glMapBufferRange is faster on AMD cards by a measurable margin.
|
|
void* ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int),
|
|
GL_MAP_READ_BIT);
|
|
if (ptr)
|
|
{
|
|
memcpy(&data, ptr, sizeof(int));
|
|
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
|
|
}
|
|
}
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
|
return data;
|
|
}
|
|
else
|
|
{
|
|
if (s_stencil_updated)
|
|
{
|
|
s_stencil_updated = false;
|
|
|
|
FramebufferManager::ResolveEFBStencilTexture();
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, s_pbo);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glReadPixels(0, 0, s_target_width, s_target_height, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, 0);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
|
|
|
|
// Eke every bit of performance out of the compiler that we can
|
|
std::array<int, 4> bounds = s_stencil_bounds;
|
|
|
|
u8* data = static_cast<u8*>(glMapBufferRange(
|
|
GL_PIXEL_PACK_BUFFER, 0, s_target_height * s_target_width, GL_MAP_READ_BIT));
|
|
|
|
for (int row = 0; row < s_target_height; row++)
|
|
{
|
|
for (int col = 0; col < s_target_width; col++)
|
|
{
|
|
if (data[row * s_target_width + col] == 0)
|
|
continue;
|
|
bounds[0] = std::min(bounds[0], col);
|
|
bounds[1] = std::max(bounds[1], col);
|
|
bounds[2] = std::min(bounds[2], row);
|
|
bounds[3] = std::max(bounds[3], row);
|
|
}
|
|
}
|
|
|
|
s_stencil_bounds = bounds;
|
|
|
|
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
}
|
|
|
|
return s_stencil_bounds[index];
|
|
}
|
|
}
|
|
|
|
void BoundingBox::StencilWasUpdated()
|
|
{
|
|
s_stencil_updated = true;
|
|
s_stencil_cleared = false;
|
|
}
|
|
|
|
bool BoundingBox::NeedsStencilBuffer()
|
|
{
|
|
return g_ActiveConfig.bBBoxEnable && !g_ActiveConfig.BBoxUseFragmentShaderImplementation();
|
|
}
|
|
};
|