summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
diff options
context:
space:
mode:
authorStenzek <stenzek@gmail.com>2019-02-15 11:59:50 +1000
committerStenzek <stenzek@gmail.com>2019-02-19 16:57:54 +1000
commitf039149198657c1891e1c6462ed30c31ed4b8486 (patch)
treeb914fd7b0ef9c937e9334a880a49a26a26f17c8f /Source/Core/VideoBackends/OGL/FramebufferManager.cpp
parent933f3ba008942cba96ed623c25e61d6ea86582fe (diff)
Move most backend functionality to VideoCommon
Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/FramebufferManager.cpp634
1 files changed, 0 insertions, 634 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
deleted file mode 100644
index 12de898ff5..0000000000
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ /dev/null
@@ -1,634 +0,0 @@
-// Copyright 2009 Dolphin Emulator Project
-// Licensed under GPLv2+
-// Refer to the license.txt file included.
-
-#include "VideoBackends/OGL/FramebufferManager.h"
-
-#include <memory>
-#include <vector>
-
-#include "Common/Common.h"
-#include "Common/CommonTypes.h"
-#include "Common/Logging/Log.h"
-#include "Common/MsgHandler.h"
-
-#include "Core/HW/Memmap.h"
-
-#include "VideoBackends/OGL/Render.h"
-#include "VideoBackends/OGL/SamplerCache.h"
-#include "VideoBackends/OGL/TextureConverter.h"
-#include "VideoBackends/OGL/VertexManager.h"
-
-#include "VideoCommon/OnScreenDisplay.h"
-#include "VideoCommon/VertexShaderGen.h"
-#include "VideoCommon/VideoBackendBase.h"
-
-constexpr const char* GLSL_REINTERPRET_PIXELFMT_VS = R"GLSL(
-flat out int layer;
-void main(void) {
- layer = 0;
- vec2 rawpos = vec2(gl_VertexID & 1, gl_VertexID & 2);
- gl_Position = vec4(rawpos* 2.0 - 1.0, 0.0, 1.0);
-})GLSL";
-
-constexpr const char* GLSL_SHADER_FS = R"GLSL(
-#define MULTILAYER %d
-#define MSAA %d
-
-#if MSAA
-
-#if MULTILAYER
-SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
-#else
-SAMPLER_BINDING(9) uniform sampler2DMS samp9;
-#endif
-
-#else
-SAMPLER_BINDING(9) uniform sampler2DArray samp9;
-#endif
-
-vec4 sampleEFB(ivec3 pos) {
-#if MSAA
-
-#if MULTILAYER
- return texelFetch(samp9, pos, gl_SampleID);
-#else
- return texelFetch(samp9, pos.xy, gl_SampleID);
-#endif
-
-#else
- return texelFetch(samp9, pos, 0);
-#endif
-})GLSL";
-
-constexpr const char* GLSL_SAMPLE_EFB_FS = R"GLSL(
-#define MULTILAYER %d
-
-#if MULTILAYER
-SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
-#else
-SAMPLER_BINDING(9) uniform sampler2DMS samp9;
-#endif
-vec4 sampleEFB(ivec3 pos) {
- vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
- for (int i = 0; i < %d; i++)
-#if MULTILAYER
- color += texelFetch(samp9, pos, i);
-#else
- color += texelFetch(samp9, pos.xy, i);
-#endif
-
- return color / %d;
-})GLSL";
-
-constexpr const char* GLSL_RGBA6_TO_RGB8_FS = R"GLSL(
-flat in int layer;
-out vec4 ocol0;
-void main() {
- ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));
- ivec4 dst8;
-
- dst8.r = (src6.r << 2) | (src6.g >> 4);
- dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);
- dst8.b = ((src6.b & 0x3) << 6) | src6.a;
- dst8.a = 255;
-
- ocol0 = float4(dst8) / 255.f;
-})GLSL";
-
-constexpr const char* GLSL_RGB8_TO_RGBA6_FS = R"GLSL(
-flat in int layer;
-out vec4 ocol0;
-void main() {
- ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));
- ivec4 dst6;
-
- dst6.r = src8.r >> 2;
- dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);
- dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);
- dst6.a = src8.b & 0x3F;
- ocol0 = float4(dst6) / 63.f;
-})GLSL";
-
-constexpr const char* GLSL_GS = R"GLSL(
-layout(triangles) in;
-layout(triangle_strip, max_vertices = %d) out;
-flat out int layer;
-void main() {
- for (int j = 0; j < %d; ++j) {
- for (int i = 0; i < 3; ++i) {
- layer = j;
- gl_Layer = j;
- gl_Position = gl_in[i].gl_Position;
- EmitVertex();
- }
- EndPrimitive();
- }
-})GLSL";
-
-constexpr const char* GLSL_EFB_POKE_VERTEX_VS = R"GLSL(
-in vec2 rawpos;
-in vec4 rawcolor0; // color
-in int rawcolor1; // depth
-out vec4 v_c;
-out float v_z;
-void main(void) {
- gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);
- gl_PointSize = %d.0 / 640.0;
-
- v_c = rawcolor0.bgra;
- v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;
-})GLSL";
-
-constexpr const char* GLSL_EFB_POKE_PIXEL_FS = R"GLSL(
-in vec4 %s_c;
-in float %s_z;
-out vec4 ocol0;
-void main(void) {
- ocol0 = %s_c;
- gl_FragDepth = %s_z;
-})GLSL";
-
-constexpr const char* GLSL_EFB_POKE_GEOMETRY_GS = R"GLSL(
-layout(points) in;
-layout(points, max_vertices = %d) out;
-in vec4 v_c[1];
-in float v_z[1];
-out vec4 g_c;
-out float g_z;
-void main() {
- for (int j = 0; j < %d; ++j) {
- gl_Layer = j;
- gl_Position = gl_in[0].gl_Position;
- gl_PointSize = %d.0 / 640.0;
- g_c = v_c[0];
- g_z = v_z[0];
-
- EmitVertex();
- EndPrimitive();
- }
-})GLSL";
-
-namespace OGL
-{
-int FramebufferManager::m_targetWidth;
-int FramebufferManager::m_targetHeight;
-int FramebufferManager::m_msaaSamples;
-bool FramebufferManager::m_enable_stencil_buffer;
-
-GLenum FramebufferManager::m_textureType;
-std::vector<GLuint> FramebufferManager::m_efbFramebuffer;
-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.
-std::vector<GLuint> FramebufferManager::m_resolvedFramebuffer;
-GLuint FramebufferManager::m_resolvedColorTexture;
-GLuint FramebufferManager::m_resolvedDepthTexture;
-
-// reinterpret pixel format
-SHADER FramebufferManager::m_pixel_format_shaders[2];
-
-// EFB pokes
-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;
- glActiveTexture(GL_TEXTURE9);
- 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_type == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
- {
- if (g_ogl_config.bSupports3DTextureStorageMultisample)
- 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_type == GL_TEXTURE_2D_MULTISAMPLE)
- {
- if (g_ogl_config.bSupports2DTextureStorageMultisample)
- 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;
-}
-
-void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers,
- GLenum attachment, GLenum texture_type)
-{
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[0]);
- FramebufferTexture(GL_FRAMEBUFFER, attachment, texture_type, texture, 0);
- // Bind all the other layers as separate FBOs for blitting.
- for (unsigned int i = 1; i < m_EFBLayers; i++)
- {
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[i]);
- glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, i);
- }
-}
-
-bool FramebufferManager::HasStencilBuffer()
-{
- return m_enable_stencil_buffer;
-}
-
-FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples,
- bool enable_stencil_buffer)
-{
- m_efbColor = 0;
- m_efbDepth = 0;
- m_efbColorSwap = 0;
- m_resolvedColorTexture = 0;
- m_resolvedDepthTexture = 0;
-
- m_targetWidth = targetWidth;
- m_targetHeight = targetHeight;
- m_msaaSamples = msaaSamples;
- m_enable_stencil_buffer = enable_stencil_buffer;
-
- // The EFB can be set to different pixel formats by the game through the
- // BPMEM_ZCOMPARE register (which should probably have a different name).
- // They are:
- // - 24-bit RGB (8-bit components) with 24-bit Z
- // - 24-bit RGBA (6-bit components) with 24-bit Z
- // - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
- // We only use one EFB format here: 32-bit ARGB with 24-bit Z.
- // Multisampling depends on user settings.
- // The distinction becomes important for certain operations, i.e. the
- // alpha channel should be ignored if the EFB does not have one.
-
- glActiveTexture(GL_TEXTURE9);
-
- m_EFBLayers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
- m_efbFramebuffer.resize(m_EFBLayers);
- m_resolvedFramebuffer.resize(m_EFBLayers);
-
- GLenum depth_internal_format = GL_DEPTH_COMPONENT32F;
- GLenum depth_pixel_format = GL_DEPTH_COMPONENT;
- GLenum depth_data_type = GL_FLOAT;
- if (m_enable_stencil_buffer)
- {
- depth_internal_format = GL_DEPTH32F_STENCIL8;
- depth_pixel_format = GL_DEPTH_STENCIL;
- depth_data_type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
- }
-
- const bool multilayer = m_EFBLayers > 1;
-
- if (m_msaaSamples <= 1)
- {
- m_textureType = GL_TEXTURE_2D_ARRAY;
- }
- else
- {
- // Only use a layered multisample texture if needed. Some drivers
- // slow down significantly with single-layered multisample textures.
- m_textureType = multilayer ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_MULTISAMPLE;
-
- // 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:
- GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
-
- m_resolvedColorTexture = CreateTexture(resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
- m_resolvedDepthTexture =
- CreateTexture(resolvedType, depth_internal_format, depth_pixel_format, depth_data_type);
-
- // Bind resolved textures to resolved framebuffer.
- glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
- BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0,
- resolvedType);
- BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT,
- resolvedType);
- if (m_enable_stencil_buffer)
- BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_STENCIL_ATTACHMENT,
- resolvedType);
- }
-
- m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
- m_efbDepth =
- CreateTexture(m_textureType, depth_internal_format, depth_pixel_format, depth_data_type);
- m_efbColorSwap = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
-
- // Bind target textures to EFB framebuffer.
- glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
- BindLayeredTexture(m_efbColor, m_efbFramebuffer, GL_COLOR_ATTACHMENT0, m_textureType);
- BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_DEPTH_ATTACHMENT, m_textureType);
- if (m_enable_stencil_buffer)
- BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_STENCIL_ATTACHMENT, m_textureType);
-
- // EFB framebuffer is currently bound, make sure to clear it before use.
- glViewport(0, 0, m_targetWidth, m_targetHeight);
- glScissor(0, 0, m_targetWidth, m_targetHeight);
- glClearColor(0.f, 0.f, 0.f, 0.f);
- glClearDepthf(1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- if (m_enable_stencil_buffer)
- {
- glClearStencil(0);
- glClear(GL_STENCIL_BUFFER_BIT);
- }
-
- // reinterpret pixel format
- std::string vs = GLSL_REINTERPRET_PIXELFMT_VS;
-
- // 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 = StringFromFormat(GLSL_SHADER_FS, multilayer, false);
- }
- 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
- // the values of each sample.
- sampler = StringFromFormat(GLSL_SHADER_FS, multilayer, true);
- }
- else
- {
- // msaa without sample shading: calculate the mean value of the pixel
- sampler = StringFromFormat(GLSL_SAMPLE_EFB_FS, multilayer, m_msaaSamples, m_msaaSamples);
- }
-
- std::string ps_rgba6_to_rgb8 = sampler + GLSL_RGBA6_TO_RGB8_FS;
-
- std::string ps_rgb8_to_rgba6 = sampler + GLSL_RGB8_TO_RGBA6_FS;
-
- std::string gs = StringFromFormat(GLSL_GS, m_EFBLayers * 3, m_EFBLayers);
-
- ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6,
- multilayer ? gs : "");
- ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8,
- multilayer ? gs : "");
-
- const auto prefix = multilayer ? "g" : "v";
-
- ProgramShaderCache::CompileShader(
- m_EfbPokes, StringFromFormat(GLSL_EFB_POKE_VERTEX_VS, m_targetWidth),
-
- StringFromFormat(GLSL_EFB_POKE_PIXEL_FS, prefix, prefix, prefix, prefix),
-
- multilayer ?
- StringFromFormat(GLSL_EFB_POKE_GEOMETRY_GS, m_EFBLayers, m_EFBLayers, m_targetWidth) :
- "");
- glGenBuffers(1, &m_EfbPokes_VBO);
- glGenVertexArrays(1, &m_EfbPokes_VAO);
- glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
- glBindVertexArray(m_EfbPokes_VAO);
- glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
- glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_UNSIGNED_SHORT, 0, sizeof(EfbPokeData),
- (void*)offsetof(EfbPokeData, x));
- glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
- glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 4, GL_UNSIGNED_BYTE, 1, sizeof(EfbPokeData),
- (void*)offsetof(EfbPokeData, data));
- glEnableVertexAttribArray(SHADER_COLOR1_ATTRIB);
- glVertexAttribIPointer(SHADER_COLOR1_ATTRIB, 1, GL_INT, sizeof(EfbPokeData),
- (void*)offsetof(EfbPokeData, data));
- glBindBuffer(GL_ARRAY_BUFFER,
- static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBufferHandle());
-
- if (!static_cast<Renderer*>(g_renderer.get())->IsGLES())
- glEnable(GL_PROGRAM_POINT_SIZE);
-}
-
-FramebufferManager::~FramebufferManager()
-{
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- GLuint glObj[3];
-
- // Note: OpenGL deletion functions silently ignore parameters of "0".
-
- glDeleteFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
- glDeleteFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
-
- // Required, as these are static class members
- m_efbFramebuffer.clear();
- m_resolvedFramebuffer.clear();
-
- glObj[0] = m_resolvedColorTexture;
- glObj[1] = m_resolvedDepthTexture;
- glDeleteTextures(2, glObj);
- m_resolvedColorTexture = 0;
- m_resolvedDepthTexture = 0;
-
- glObj[0] = m_efbColor;
- glObj[1] = m_efbDepth;
- 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();
- m_pixel_format_shaders[1].Destroy();
-
- // EFB pokes
- glDeleteBuffers(1, &m_EfbPokes_VBO);
- glDeleteVertexArrays(1, &m_EfbPokes_VAO);
- m_EfbPokes_VBO = 0;
- m_EfbPokes_VAO = 0;
- m_EfbPokes.Destroy();
-}
-
-GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
-{
- if (m_msaaSamples <= 1)
- {
- return m_efbColor;
- }
- else
- {
- // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
- // required.
-
- TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
- targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
-
- // Resolve.
- for (unsigned int i = 0; i < m_EFBLayers; i++)
- {
- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
- glBlitFramebuffer(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, targetRc.left,
- targetRc.top, targetRc.right, targetRc.bottom, GL_COLOR_BUFFER_BIT,
- GL_NEAREST);
- }
-
- // Return to EFB.
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
-
- return m_resolvedColorTexture;
- }
-}
-
-GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
-{
- if (m_msaaSamples <= 1)
- {
- return m_efbDepth;
- }
- else
- {
- // Transfer the EFB to a resolved texture.
-
- TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
- targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
-
- // Resolve.
- for (unsigned int i = 0; i < m_EFBLayers; i++)
- {
- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
- glBlitFramebuffer(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, targetRc.left,
- targetRc.top, targetRc.right, targetRc.bottom, GL_DEPTH_BUFFER_BIT,
- GL_NEAREST);
- }
-
- // Return to EFB.
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
-
- return m_resolvedDepthTexture;
- }
-}
-
-void FramebufferManager::ResolveEFBStencilTexture()
-{
- if (m_msaaSamples <= 1)
- return;
-
- // Resolve.
- for (unsigned int i = 0; i < m_EFBLayers; i++)
- {
- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
- glBlitFramebuffer(0, 0, m_targetWidth, m_targetHeight, 0, 0, m_targetWidth, m_targetHeight,
- GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- }
-
- // Return to EFB.
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
-}
-
-GLuint FramebufferManager::GetResolvedFramebuffer()
-{
- if (m_msaaSamples <= 1)
- return m_efbFramebuffer[0];
- return m_resolvedFramebuffer[0];
-}
-
-void FramebufferManager::SetFramebuffer(GLuint fb)
-{
- glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
-}
-
-void FramebufferManager::FramebufferTexture(GLenum target, GLenum attachment, GLenum textarget,
- GLuint texture, GLint level)
-{
- if (textarget == GL_TEXTURE_2D_ARRAY || textarget == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
- {
- if (m_EFBLayers > 1)
- glFramebufferTexture(target, attachment, texture, level);
- else
- glFramebufferTextureLayer(target, attachment, texture, level, 0);
- }
- else
- {
- glFramebufferTexture2D(target, attachment, textarget, texture, level);
- }
-}
-
-// Apply AA if enabled
-GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle& source_rect)
-{
- return GetEFBColorTexture(source_rect);
-}
-
-GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle& source_rect)
-{
- return GetEFBDepthTexture(source_rect);
-}
-
-void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
-{
- g_renderer->ResetAPIState();
-
- GLuint src_texture = 0;
-
- // 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;
- FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
-
- glViewport(0, 0, m_targetWidth, m_targetHeight);
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(m_textureType, src_texture);
- g_sampler_cache->BindNearestSampler(9);
-
- m_pixel_format_shaders[convtype ? 1 : 0].Bind();
- ProgramShaderCache::BindVertexFormat(nullptr);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindTexture(m_textureType, 0);
-
- g_renderer->RestoreAPIState();
-}
-
-void FramebufferManager::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
-{
- g_renderer->ResetAPIState();
-
- if (type == EFBAccessType::PokeZ)
- {
- glDepthMask(GL_TRUE);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_ALWAYS);
- }
-
- glBindVertexArray(m_EfbPokes_VAO);
- glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(EfbPokeData) * num_points, points, GL_STREAM_DRAW);
- m_EfbPokes.Bind();
- glViewport(0, 0, m_targetWidth, m_targetHeight);
- glDrawArrays(GL_POINTS, 0, (GLsizei)num_points);
-
- glBindBuffer(GL_ARRAY_BUFFER,
- static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBufferHandle());
- g_renderer->RestoreAPIState();
-
- // TODO: Could just update the EFB cache with the new value
- ClearEFBCache();
-}
-
-} // namespace OGL