dolphin/Source/Core/VideoCommon/BoundingBox.cpp

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// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/BoundingBox.h"
#include <algorithm>
#include "Common/Assert.h"
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/VideoConfig.h"
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#include <algorithm>
void BoundingBox::Enable(PixelShaderManager& pixel_shader_manager)
{
m_is_active = true;
pixel_shader_manager.SetBoundingBoxActive(m_is_active);
}
void BoundingBox::Disable(PixelShaderManager& pixel_shader_manager)
{
m_is_active = false;
pixel_shader_manager.SetBoundingBoxActive(m_is_active);
}
void BoundingBox::Flush()
{
if (!g_ActiveConfig.backend_info.bSupportsBBox)
return;
m_is_valid = false;
if (std::none_of(m_dirty.begin(), m_dirty.end(), [](bool dirty) { return dirty; }))
return;
// TODO: Does this make any difference over just writing all the values?
// Games only ever seem to write all 4 values at once anyways.
for (u32 start = 0; start < NUM_BBOX_VALUES; ++start)
{
if (!m_dirty[start])
continue;
u32 end = start + 1;
while (end < NUM_BBOX_VALUES && m_dirty[end])
++end;
for (u32 i = start; i < end; ++i)
m_dirty[i] = false;
Write(start, std::vector<BBoxType>(m_values.begin() + start, m_values.begin() + end));
}
}
void BoundingBox::Readback()
{
if (!g_ActiveConfig.backend_info.bSupportsBBox)
return;
auto read_values = Read(0, NUM_BBOX_VALUES);
// Preserve dirty values, that way we don't need to sync.
for (u32 i = 0; i < NUM_BBOX_VALUES; i++)
{
if (!m_dirty[i])
m_values[i] = read_values[i];
}
m_is_valid = true;
}
u16 BoundingBox::Get(u32 index)
{
ASSERT(index < NUM_BBOX_VALUES);
if (!m_is_valid)
Readback();
return static_cast<u16>(m_values[index]);
}
void BoundingBox::Set(u32 index, u16 value)
{
ASSERT(index < NUM_BBOX_VALUES);
if (m_is_valid && m_values[index] == value)
return;
m_values[index] = value;
m_dirty[index] = true;
}
// FIXME: This may not work correctly if we're in the middle of a draw.
// We should probably ensure that state saves only happen on frame boundaries.
// Nonetheless, it has been designed to be as safe as possible.
void BoundingBox::DoState(PointerWrap& p)
{
p.Do(m_is_active);
p.DoArray(m_values);
p.DoArray(m_dirty);
p.Do(m_is_valid);
// We handle saving the backend values specially rather than using Readback() and Flush() so that
// we don't mess up the current cache state
std::vector<BBoxType> backend_values(NUM_BBOX_VALUES);
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if (p.IsReadMode())
{
p.Do(backend_values);
if (g_ActiveConfig.backend_info.bSupportsBBox)
Write(0, backend_values);
}
else
{
if (g_ActiveConfig.backend_info.bSupportsBBox)
backend_values = Read(0, NUM_BBOX_VALUES);
p.Do(backend_values);
}
}