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Diffstat (limited to 'Source/Core/VideoBackends/OGL/BoundingBox.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/BoundingBox.cpp22
1 files changed, 18 insertions, 4 deletions
diff --git a/Source/Core/VideoBackends/OGL/BoundingBox.cpp b/Source/Core/VideoBackends/OGL/BoundingBox.cpp
index b8e424f639..c4c0012ddc 100644
--- a/Source/Core/VideoBackends/OGL/BoundingBox.cpp
+++ b/Source/Core/VideoBackends/OGL/BoundingBox.cpp
@@ -6,6 +6,7 @@
#include "VideoBackends/OGL/BoundingBox.h"
+#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/VideoConfig.h"
static GLuint s_bbox_buffer_id;
@@ -42,12 +43,25 @@ int BoundingBox::Get(int index)
{
int data = 0;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
- void* ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, index * sizeof(int), sizeof(int), GL_MAP_READ_BIT);
- if (ptr)
+
+ 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
{
- data = *(int*)ptr;
- glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
+ // 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;
}