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authorMichael Maltese <michaeljosephmaltese@gmail.com>2017-03-09 14:14:47 -0800
committerMichael Maltese <michaeljosephmaltese@gmail.com>2017-03-15 17:20:47 -0700
commit69cedf4144293153d0b40749ae178501db529c89 (patch)
tree46418292ca9ced279cfa77185e2a39bb0f95b131 /Source/Core/VideoBackends/OGL/FramebufferManager.cpp
parentde940a5fd6a07728c51d53ebdab7489aa03cdb55 (diff)
extract OGL::FramebufferManager::CreateTexture
Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/FramebufferManager.cpp150
1 files changed, 47 insertions, 103 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
index 45a4b196a0..144fa20d36 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
@@ -12,6 +12,7 @@
#include "Common/CommonTypes.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Common/Logging/Log.h"
+#include "Common/MsgHandler.h"
#include "Core/HW/Memmap.h"
@@ -49,6 +50,44 @@ GLuint FramebufferManager::m_EfbPokes_VBO;
GLuint FramebufferManager::m_EfbPokes_VAO;
SHADER FramebufferManager::m_EfbPokes;
+GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_format,
+ GLenum pixel_format, GLenum data_type)
+{
+ GLuint texture;
+ glGenTextures(1, &texture);
+ glBindTexture(texture_type, texture);
+ if (texture_type == GL_TEXTURE_2D_ARRAY)
+ {
+ glTexParameteri(texture_type, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexImage3D(texture_type, 0, internal_format, m_targetWidth, m_targetHeight, m_EFBLayers, 0,
+ pixel_format, data_type, nullptr);
+ }
+ else if (texture == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
+ {
+ if (g_ogl_config.bSupports3DTextureStorage)
+ glTexStorage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
+ m_targetHeight, m_EFBLayers, false);
+ else
+ glTexImage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
+ m_targetHeight, m_EFBLayers, false);
+ }
+ else if (texture == GL_TEXTURE_2D_MULTISAMPLE)
+ {
+ if (g_ogl_config.bSupports2DTextureStorage)
+ glTexStorage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
+ m_targetHeight, false);
+ else
+ glTexImage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
+ m_targetHeight, false);
+ }
+ else
+ {
+ PanicAlert("Unhandled texture type %d", texture_type);
+ }
+ glBindTexture(texture_type, 0);
+ return texture;
+}
+
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
m_xfbFramebuffer = 0;
@@ -76,132 +115,33 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glActiveTexture(GL_TEXTURE9);
- GLuint glObj[3];
- glGenTextures(3, glObj);
- m_efbColor = glObj[0];
- m_efbDepth = glObj[1];
- m_efbColorSwap = glObj[2];
-
m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
m_efbFramebuffer.resize(m_EFBLayers);
m_resolvedFramebuffer.resize(m_EFBLayers);
- // OpenGL MSAA textures are a different kind of texture type and must be allocated
- // with a different function, so we create them separately.
if (m_msaaSamples <= 1)
{
m_textureType = GL_TEXTURE_2D_ARRAY;
-
- glBindTexture(m_textureType, m_efbColor);
- glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
- glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA,
- GL_UNSIGNED_BYTE, nullptr);
-
- glBindTexture(m_textureType, m_efbDepth);
- glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
- glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight,
- m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
-
- glBindTexture(m_textureType, m_efbColorSwap);
- glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
- glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA,
- GL_UNSIGNED_BYTE, nullptr);
}
else
{
- GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
-
// Only use a layered multisample texture if needed. Some drivers
// slow down significantly with single-layered multisample textures.
if (m_EFBLayers > 1)
- {
m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
-
- if (g_ogl_config.bSupports3DTextureStorage)
- {
- glBindTexture(m_textureType, m_efbColor);
- glTexStorage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
- m_targetHeight, m_EFBLayers, false);
-
- glBindTexture(m_textureType, m_efbDepth);
- glTexStorage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F,
- m_targetWidth, m_targetHeight, m_EFBLayers, false);
-
- glBindTexture(m_textureType, m_efbColorSwap);
- glTexStorage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
- m_targetHeight, m_EFBLayers, false);
- glBindTexture(m_textureType, 0);
- }
- else
- {
- glBindTexture(m_textureType, m_efbColor);
- glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
- m_targetHeight, m_EFBLayers, false);
-
- glBindTexture(m_textureType, m_efbDepth);
- glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth,
- m_targetHeight, m_EFBLayers, false);
-
- glBindTexture(m_textureType, m_efbColorSwap);
- glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
- m_targetHeight, m_EFBLayers, false);
- glBindTexture(m_textureType, 0);
- }
- }
else
- {
m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
- if (g_ogl_config.bSupports2DTextureStorage)
- {
- glBindTexture(m_textureType, m_efbColor);
- glTexStorage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
- m_targetHeight, false);
-
- glBindTexture(m_textureType, m_efbDepth);
- glTexStorage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F,
- m_targetWidth, m_targetHeight, false);
-
- glBindTexture(m_textureType, m_efbColorSwap);
- glTexStorage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
- m_targetHeight, false);
- glBindTexture(m_textureType, 0);
- }
- else
- {
- glBindTexture(m_textureType, m_efbColor);
- glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
- m_targetHeight, false);
-
- glBindTexture(m_textureType, m_efbDepth);
- glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth,
- m_targetHeight, false);
-
- glBindTexture(m_textureType, m_efbColorSwap);
- glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
- m_targetHeight, false);
- glBindTexture(m_textureType, 0);
- }
- }
-
// Although we are able to access the multisampled texture directly, we don't do it everywhere.
// The old way is to "resolve" this multisampled texture by copying it into a non-sampled
// texture.
// This would lead to an unneeded copy of the EFB, so we are going to avoid it.
// But as this job isn't done right now, we do need that texture for resolving:
- glGenTextures(2, glObj);
- m_resolvedColorTexture = glObj[0];
- m_resolvedDepthTexture = glObj[1];
-
- glBindTexture(resolvedType, m_resolvedColorTexture);
- glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
- glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA,
- GL_UNSIGNED_BYTE, nullptr);
+ GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
- glBindTexture(resolvedType, m_resolvedDepthTexture);
- glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
- glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers,
- 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
+ m_resolvedColorTexture = CreateTexture(resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
+ m_resolvedDepthTexture =
+ CreateTexture(resolvedType, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT);
// Bind resolved textures to resolved framebuffer.
glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
@@ -220,6 +160,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
}
}
+ m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
+ m_efbDepth = CreateTexture(m_textureType, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT);
+ m_efbColorSwap = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
+
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer);