2014-11-13 23:26:49 +01:00
										 
									 
								 
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								// Copyright 2014 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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											2016-05-26 12:42:07 -05:00
										 
									 
								 
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								#include <cstring>
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											2015-09-19 04:40:00 +12:00
										 
									 
								 
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								#include "Common/GL/GLUtil.h"
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								#include "VideoBackends/OGL/BoundingBox.h"
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								#include "VideoCommon/DriverDetails.h"
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								#include "VideoCommon/VideoConfig.h"
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								static GLuint s_bbox_buffer_id;
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								namespace OGL
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								{
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								void BoundingBox::Init()
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								{
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								  if (g_ActiveConfig.backend_info.bSupportsBBox)
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								  {
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								    int initial_values[4] = {0, 0, 0, 0};
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								    glGenBuffers(1, &s_bbox_buffer_id);
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								    glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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								    glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(s32), initial_values, GL_DYNAMIC_DRAW);
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								    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, s_bbox_buffer_id);
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								  }
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								}
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								void BoundingBox::Shutdown()
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								{
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								  if (g_ActiveConfig.backend_info.bSupportsBBox)
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								    glDeleteBuffers(1, &s_bbox_buffer_id);
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								}
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								void BoundingBox::Set(int index, int value)
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								{
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								  glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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								  glBufferSubData(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int), &value);
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								  glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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								}
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								int BoundingBox::Get(int index)
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								{
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								  int data = 0;
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								  glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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								  if (!DriverDetails::HasBug(DriverDetails::BUG_SLOW_GETBUFFERSUBDATA))
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								  {
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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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								    glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int), &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, index * sizeof(int), sizeof(int),
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								                                 GL_MAP_READ_BIT);
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								    if (ptr)
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								    {
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								      memcpy(&data, ptr, sizeof(int));
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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 data;
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								}
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								};
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