mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-18 16:21:39 +00:00
OGL: implement Bounding Box on systems w/o SSBO
This commit should have zero performance effect if SSBOs are supported. If they aren't (e.g. on all Macs), this commit alters FramebufferManager to attach a new stencil buffer and VertexManager to draw to it when bounding box is active. `BBoxRead` gets the pixel data from the buffer and dumbly loops through it to find the bounding box. This patch can run Paper Mario: The Thousand-Year Door at almost full speed (50–60 FPS) without Dual-Core enabled for all common bounding box-using actions I tested (going through pipes, Plane Mode, Paper Mode, Prof. Frankly's gate, combat, walking around the overworld, etc.) on my computer (macOS 10.12.3, 2.8 GHz Intel Core i7, 16 GB 1600 MHz DDR3, and Intel Iris 1536 MB). A few more demanding scenes (e.g. the self-building bridge on the way to Petalburg) slow to ~15% of their speed without this patch (though they don't run quite at full speed even on master). The slowdown is caused almost solely by `glReadPixels` in `OGL::BoundingBox::Get`. Other implementation ideas: - Use a stencil buffer that's separate from the depth buffer. This would require ARB_texture_stencil8 / OpenGL 4.4, which isn't available on macOS. - Use `glGetTexImage` instead of `glReadPixels`. This is ~5 FPS slower on my computer, presumably because it has to transfer the entire combined depth-stencil buffer instead of only the stencil data. Getting only stencil data from `glGetTexImage` requires ARB_texture_stencil8 / OpenGL 4.4, which (again) is not available on macOS. - Don't use a PBO, and use `glReadPixels` synchronously. This has no visible performance effect on my computer, and is theoretically slower.
This commit is contained in:
parent
56fe938366
commit
ba6e917b49
7 changed files with 184 additions and 36 deletions
|
@ -152,12 +152,13 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
|||
|
||||
m_resolvedColorTexture = CreateTexture(resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
|
||||
m_resolvedDepthTexture =
|
||||
CreateTexture(resolvedType, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT);
|
||||
CreateTexture(resolvedType, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
|
||||
|
||||
// Bind resolved textures to resolved framebuffer.
|
||||
glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
|
||||
BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0, resolvedType);
|
||||
BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT, resolvedType);
|
||||
BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_STENCIL_ATTACHMENT, resolvedType);
|
||||
}
|
||||
|
||||
m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
|
||||
|
@ -172,13 +173,15 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
|||
glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
|
||||
BindLayeredTexture(m_efbColor, m_efbFramebuffer, GL_COLOR_ATTACHMENT0, m_textureType);
|
||||
BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_DEPTH_ATTACHMENT, m_textureType);
|
||||
BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_STENCIL_ATTACHMENT, m_textureType);
|
||||
|
||||
// EFB framebuffer is currently bound, make sure to clear it before use.
|
||||
glViewport(0, 0, m_targetWidth, m_targetHeight);
|
||||
glScissor(0, 0, m_targetWidth, m_targetHeight);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClearDepthf(1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearStencil(0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
// reinterpret pixel format
|
||||
const char* vs = m_EFBLayers > 1 ? "void main(void) {\n"
|
||||
|
@ -478,6 +481,24 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
|
|||
}
|
||||
}
|
||||
|
||||
void FramebufferManager::ResolveEFBStencilTexture()
|
||||
{
|
||||
if (m_msaaSamples <= 1)
|
||||
return;
|
||||
|
||||
// Resolve.
|
||||
for (unsigned int i = 0; i < m_EFBLayers; i++)
|
||||
{
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
|
||||
glBlitFramebuffer(0, 0, m_targetWidth, m_targetHeight, 0, 0, m_targetWidth, m_targetHeight,
|
||||
GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
||||
}
|
||||
|
||||
// Return to EFB.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
|
||||
}
|
||||
|
||||
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
|
||||
const EFBRectangle& sourceRc, float Gamma)
|
||||
{
|
||||
|
@ -493,6 +514,13 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
|
|||
sourceRc.GetWidth(), fbStride, fbHeight);
|
||||
}
|
||||
|
||||
GLuint FramebufferManager::GetResolvedFramebuffer()
|
||||
{
|
||||
if (m_msaaSamples <= 1)
|
||||
return m_efbFramebuffer[0];
|
||||
return m_resolvedFramebuffer[0];
|
||||
}
|
||||
|
||||
void FramebufferManager::SetFramebuffer(GLuint fb)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue