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authorLinktothepast <kostamarino@gmail.com>2015-09-28 16:50:35 +0300
committerLinktothepast <kostamarino@gmail.com>2015-09-28 16:50:35 +0300
commit748be565b8df535ef558e74b38cd0f4d615f8a21 (patch)
treeb151efee0a87e99125f2401325a9bddecf84fc73 /Source/Core/VideoBackends/OGL/FramebufferManager.cpp
parentcf17fccdd3093a1b8476b10183b1c4bde36da74d (diff)
parentce493b897d6d3735c930a8465cc0c26bbe5feb86 (diff)
Merge remote-tracking branch 'dolphin-emu/master' into gameinis
Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/FramebufferManager.cpp71
1 files changed, 51 insertions, 20 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
index 3fee033c57..9c00b3b838 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
@@ -3,10 +3,10 @@
// Refer to the license.txt file included.
#include "Common/CommonFuncs.h"
+#include "Common/GL/GLInterfaceBase.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/OGL/FramebufferManager.h"
-#include "VideoBackends/OGL/GLInterfaceBase.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureConverter.h"
@@ -107,29 +107,60 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
{
m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
- glBindTexture(m_textureType, m_efbColor);
- glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
+ 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);
- glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, 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);
- glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
- glBindTexture(m_textureType, 0);
+ 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;
- 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);
+ 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.
@@ -213,7 +244,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" return texelFetch(samp9, pos, 0);\n"
"}\n";
}
- else if (g_ogl_config.bSupportSampleShading)
+ else if (g_ActiveConfig.backend_info.bSupportsSSAA)
{
// msaa + sample shading available, so just fetch the sample
// This will lead to sample shading, but it's the only way to not loose
@@ -481,7 +512,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
}
}
-void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
+void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
if (!xfb_in_ram)
@@ -491,7 +522,7 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
}
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
- TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
+ TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, sourceRc.GetWidth(), fbStride, fbHeight);
}
void FramebufferManager::SetFramebuffer(GLuint fb)