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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/OGL/BoundingBox.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/BoundingBox.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/BoundingBox.cpp71
1 files changed, 35 insertions, 36 deletions
diff --git a/Source/Core/VideoBackends/OGL/BoundingBox.cpp b/Source/Core/VideoBackends/OGL/BoundingBox.cpp
index 2923b9c2c4..7ec094f9f2 100644
--- a/Source/Core/VideoBackends/OGL/BoundingBox.cpp
+++ b/Source/Core/VideoBackends/OGL/BoundingBox.cpp
@@ -15,57 +15,56 @@ static GLuint s_bbox_buffer_id;
namespace OGL
{
-
void BoundingBox::Init()
{
- if (g_ActiveConfig.backend_info.bSupportsBBox)
- {
- 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, 3, s_bbox_buffer_id);
- }
+ if (g_ActiveConfig.backend_info.bSupportsBBox)
+ {
+ 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, 3, s_bbox_buffer_id);
+ }
}
void BoundingBox::Shutdown()
{
- if (g_ActiveConfig.backend_info.bSupportsBBox)
- glDeleteBuffers(1, &s_bbox_buffer_id);
+ if (g_ActiveConfig.backend_info.bSupportsBBox)
+ glDeleteBuffers(1, &s_bbox_buffer_id);
}
void BoundingBox::Set(int index, int value)
{
- 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);
+ 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);
}
int BoundingBox::Get(int index)
{
- int data = 0;
- glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
+ int data = 0;
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
- if (!DriverDetails::HasBug(DriverDetails::BUG_SLOWGETBUFFERSUBDATA))
- {
- // 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);
- }
- }
+ if (!DriverDetails::HasBug(DriverDetails::BUG_SLOWGETBUFFERSUBDATA))
+ {
+ // 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;
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
+ return data;
}
-
};