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authorTony Wasserka <neobrainx@gmail.com>2014-05-20 00:36:16 +0200
committerTony Wasserka <neobrainx@gmail.com>2014-05-20 00:36:16 +0200
commitada6434b8ef8794bb6c7476726fb014299bbdd06 (patch)
treeef3cf524b61e4739375d24aca79b896636720776 /Source/Core/VideoBackends/OGL/FramebufferManager.cpp
parent3161cdfa8eff2ec0ba4bbab6733d3702169a6287 (diff)
parentc1b6fcc00baaf877401b9f70a24520c14d8c124b (diff)
Merge pull request #331 from degasus/kill_csaa
OpenGL: Use a sample-able texture as EFB instead of renderbuffer.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/FramebufferManager.cpp247
1 files changed, 119 insertions, 128 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
index 678a9435e6..cb21fc382f 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
@@ -18,38 +18,39 @@ namespace OGL
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
-int FramebufferManager::m_msaaCoverageSamples;
+
+GLenum FramebufferManager::m_textureType;
GLuint FramebufferManager::m_efbFramebuffer;
-GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
-GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
+GLuint FramebufferManager::m_xfbFramebuffer;
+GLuint FramebufferManager::m_efbColor;
+GLuint FramebufferManager::m_efbDepth;
+GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
// Only used in MSAA mode.
GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture;
-GLuint FramebufferManager::m_xfbFramebuffer;
-
// reinterpret pixel format
SHADER FramebufferManager::m_pixel_format_shaders[2];
-FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
+FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
m_efbFramebuffer = 0;
+ m_xfbFramebuffer = 0;
m_efbColor = 0;
m_efbDepth = 0;
+ m_efbColorSwap = 0;
m_resolvedFramebuffer = 0;
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
- m_xfbFramebuffer = 0;
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples;
- m_msaaCoverageSamples = msaaCoverageSamples;
// The EFB can be set to different pixel formats by the game through the
// BPMEM_ZCOMPARE register (which should probably have a different name).
@@ -62,87 +63,56 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// The distinction becomes important for certain operations, i.e. the
// alpha channel should be ignored if the EFB does not have one.
- // Create EFB target.
- glGenFramebuffers(1, &m_efbFramebuffer);
glActiveTexture(GL_TEXTURE0 + 9);
+ GLuint glObj[3];
+ glGenTextures(3, glObj);
+ m_efbColor = glObj[0];
+ m_efbDepth = glObj[1];
+ m_efbColorSwap = glObj[2];
+
+ // 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)
{
- // EFB targets will be textures in non-MSAA mode.
-
- GLuint glObj[3];
- glGenTextures(3, glObj);
- m_efbColor = glObj[0];
- m_efbDepth = glObj[1];
- m_resolvedColorTexture = glObj[2]; // needed for pixel format convertion
-
- glBindTexture(GL_TEXTURE_2D, m_efbColor);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
-
- glBindTexture(GL_TEXTURE_2D, m_efbDepth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
-
- glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
-
- // Bind target textures to the EFB framebuffer.
-
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_efbDepth, 0);
-
- GL_REPORT_FBO_ERROR();
+ m_textureType = GL_TEXTURE_2D;
+
+ glBindTexture(m_textureType, m_efbColor);
+ glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ glBindTexture(m_textureType, m_efbDepth);
+ glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+
+ glBindTexture(m_textureType, m_efbColorSwap);
+ glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
- // EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
- // Resolve targets will be created to transfer EFB to RAM textures.
- // XFB framebuffer will be created to transfer EFB to XFB texture.
-
- // Create EFB target renderbuffers.
-
- GLuint glObj[2];
- glGenRenderbuffers(2, glObj);
- m_efbColor = glObj[0];
- m_efbDepth = glObj[1];
-
- glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
- if (m_msaaCoverageSamples)
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
- else
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
-
- glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
- if (m_msaaCoverageSamples)
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
- else
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
+ m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glBindTexture(m_textureType, m_efbColor);
+ glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
- // Bind target renderbuffers to EFB framebuffer.
-
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
-
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_efbColor);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_efbDepth);
-
- GL_REPORT_FBO_ERROR();
+ glBindTexture(m_textureType, m_efbDepth);
+ glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
- // Create resolved targets for transferring multisampled EFB to texture.
-
- glGenFramebuffers(1, &m_resolvedFramebuffer);
+ 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];
@@ -160,22 +130,23 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind resolved textures to resolved framebuffer.
-
+ glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
-
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
-
GL_REPORT_FBO_ERROR();
-
- // Return to EFB framebuffer.
-
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
}
- // Create XFB framebuffer; targets will be created elsewhere.
+ // Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer);
+ // Bind target textures to EFB framebuffer.
+ glGenFramebuffers(1, &m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
+ GL_REPORT_FBO_ERROR();
+
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
@@ -190,12 +161,50 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
- char ps_rgba6_to_rgb8[] =
- "uniform sampler2D samp9;\n"
+ // The way to sample the EFB is based on the on the current configuration.
+ // As we use the same sampling way for both interpreting shaders, the sampling
+ // shader are generated first:
+ std::string sampler;
+ if (m_msaaSamples <= 1)
+ {
+ // non-msaa, so just fetch the pixel
+ sampler =
+ "uniform sampler2D samp9;\n"
+ "vec4 sampleEFB(ivec2 pos) {\n"
+ " return texelFetch(samp9, pos, 0);\n"
+ "}\n";
+ }
+ else if (g_ogl_config.bSupportSampleShading)
+ {
+ // msaa + sample shading available, so just fetch the sample
+ // This will lead to sample shading, but it's the only way to not loose
+ // the values of each sample.
+ sampler =
+ "uniform sampler2DMS samp9;\n"
+ "vec4 sampleEFB(ivec2 pos) {\n"
+ " return texelFetch(samp9, pos, gl_SampleID);\n"
+ "}\n";
+ }
+ else
+ {
+ // msaa without sample shading: calculate the mean value of the pixel
+ std::stringstream samples;
+ samples << m_msaaSamples;
+ sampler =
+ "uniform sampler2DMS samp9;\n"
+ "vec4 sampleEFB(ivec2 pos) {\n"
+ " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
+ " for(int i=0; i<" + samples.str() + "; i++)\n"
+ " color += texelFetch(samp9, pos, i);\n"
+ " return color / " + samples.str() + ";\n"
+ "}\n";
+ }
+
+ std::string ps_rgba6_to_rgb8 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
- " ivec4 src6 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 63.f));\n"
+ " ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n"
" ivec4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
@@ -204,12 +213,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" ocol0 = float4(dst8) / 255.f;\n"
"}";
- char ps_rgb8_to_rgba6[] =
- "uniform sampler2D samp9;\n"
+ std::string ps_rgb8_to_rgba6 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
- " ivec4 src8 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 255.f));\n"
+ " ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n"
" ivec4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
@@ -218,8 +226,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" ocol0 = float4(dst6) / 63.f;\n"
"}";
- ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6);
- ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8);
+ ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str());
+ ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str());
}
FramebufferManager::~FramebufferManager()
@@ -231,11 +239,12 @@ FramebufferManager::~FramebufferManager()
// Note: OpenGL deletion functions silently ignore parameters of "0".
glObj[0] = m_efbFramebuffer;
- glObj[1] = m_resolvedFramebuffer;
- glObj[2] = m_xfbFramebuffer;
+ glObj[1] = m_xfbFramebuffer;
+ glObj[2] = m_resolvedFramebuffer;
glDeleteFramebuffers(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
+ m_resolvedFramebuffer = 0;
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
@@ -245,12 +254,11 @@ FramebufferManager::~FramebufferManager()
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
- if (m_msaaSamples <= 1)
- glDeleteTextures(2, glObj);
- else
- glDeleteRenderbuffers(2, glObj);
+ glObj[2] = m_efbColorSwap;
+ glDeleteTextures(3, glObj);
m_efbColor = 0;
m_efbDepth = 0;
+ m_efbColorSwap = 0;
// reinterpret pixel format
m_pixel_format_shaders[0].Destroy();
@@ -295,8 +303,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
}
else
{
- // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
- // required.
+ // Transfer the EFB to a resolved texture.
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
@@ -352,38 +359,22 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
GLuint src_texture = 0;
- if (m_msaaSamples > 1)
- {
- // MSAA mode, so resolve first
- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
- glBlitFramebuffer(
- 0, 0, m_targetWidth, m_targetHeight,
- 0, 0, m_targetWidth, m_targetHeight,
- GL_COLOR_BUFFER_BIT, GL_NEAREST
- );
-
- // Return to EFB.
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_efbFramebuffer);
-
- src_texture = m_resolvedColorTexture;
- }
- else
- {
- // non-MSAA mode, so switch textures
- src_texture = m_efbColor;
- m_efbColor = m_resolvedColorTexture;
- m_resolvedColorTexture = src_texture;
+ // We aren't allowed to render and sample the same texture in one draw call,
+ // so we have to create a new texture and overwrite it completely.
+ // To not allocate one big texture every time, we've allocated two on
+ // initialization and just swap them here:
+ src_texture = m_efbColor;
+ m_efbColor = m_efbColorSwap;
+ m_efbColorSwap = src_texture;
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
- // also switch them on fbo
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
- }
glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9);
- glBindTexture(GL_TEXTURE_2D, src_texture);
+ glBindTexture(m_textureType, src_texture);
m_pixel_format_shaders[convtype ? 1 : 0].Bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindTexture(m_textureType, 0);
g_renderer->RestoreAPIState();
}