diff options
| author | Nolan Check <Nolan.Check@gmail.com> | 2009-06-28 23:35:08 +0000 |
|---|---|---|
| committer | Nolan Check <Nolan.Check@gmail.com> | 2009-06-28 23:35:08 +0000 |
| commit | 07a767691d411a7c2a31340628adda8c92e1204d (patch) | |
| tree | 1c0890b3eb0df6abe69ae05991c23e12f6520997 /Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp | |
| parent | fd47eb7b44da76f3f05f5042fcceb583ebb4f329 (diff) | |
Clean up OpenGL code and introduce the Framebuffer Manager. More work is forthcoming; I plan to implement resolution switching (while the game is running) and also multiple virtual XFBs for game-controlled buffer swapping.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3587 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp | 222 |
1 files changed, 222 insertions, 0 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp new file mode 100644 index 0000000000..49f804b91a --- /dev/null +++ b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp @@ -0,0 +1,222 @@ +// Copyright (C) 2003-2009 Dolphin Project.
+
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, version 2.0.
+
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License 2.0 for more details.
+
+// A copy of the GPL 2.0 should have been included with the program.
+// If not, see http://www.gnu.org/licenses/
+
+// Official SVN repository and contact information can be found at
+// http://code.google.com/p/dolphin-emu/
+
+#include "Globals.h"
+#include "FramebufferManager.h"
+
+void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
+{
+ m_targetWidth = targetWidth;
+ m_targetHeight = targetHeight;
+ m_msaaSamples = msaaSamples;
+ m_msaaCoverageSamples = msaaCoverageSamples;
+
+ // Create EFB target.
+
+ glGenFramebuffersEXT(1, &m_efbFramebuffer);
+
+ if (m_msaaSamples <= 1)
+ {
+ // EFB targets will be textures in non-MSAA mode.
+
+ GLuint glObj[2];
+ glGenTextures(2, glObj);
+ m_efbColor = glObj[0];
+ m_efbDepth = glObj[1];
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+
+ // Bind target textures to the EFB framebuffer.
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
+
+ GL_REPORT_FBO_ERROR();
+ }
+ 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];
+ glGenRenderbuffersEXT(2, glObj);
+ m_efbColor = glObj[0];
+ m_efbDepth = glObj[1];
+
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
+ if (m_msaaCoverageSamples)
+ glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
+ else
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
+
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
+ if (m_msaaCoverageSamples)
+ glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
+ else
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
+
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+
+ // Bind target renderbuffers to EFB framebuffer.
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
+
+ GL_REPORT_FBO_ERROR();
+
+ // Create XFB framebuffer; targets will be created elsewhere.
+
+ glGenFramebuffersEXT(1, &m_xfbFramebuffer);
+
+ // Create resolved targets for transferring multisampled EFB to texture.
+
+ glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
+
+ glGenTextures(2, glObj);
+ m_resolvedColorTexture = glObj[0];
+ m_resolvedDepthTexture = glObj[1];
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+
+ // Bind resolved textures to resolved framebuffer.
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
+
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
+
+ GL_REPORT_FBO_ERROR();
+
+ // Return to EFB framebuffer.
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ }
+
+ // EFB framebuffer is currently bound.
+}
+
+void FramebufferManager::Shutdown()
+{
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+
+ GLuint glObj[3];
+
+ // Note: OpenGL deletion functions silently ignore parameters of "0".
+
+ glObj[0] = m_efbFramebuffer;
+ glObj[1] = m_resolvedFramebuffer;
+ glObj[2] = m_xfbFramebuffer;
+ glDeleteFramebuffersEXT(3, glObj);
+ m_efbFramebuffer = 0;
+ m_xfbFramebuffer = 0;
+
+ glObj[0] = m_resolvedColorTexture;
+ glObj[1] = m_resolvedDepthTexture;
+ glDeleteTextures(2, glObj);
+
+ glObj[0] = m_efbColor;
+ glObj[1] = m_efbDepth;
+ if (m_msaaSamples <= 1)
+ glDeleteTextures(2, glObj);
+ else
+ glDeleteRenderbuffersEXT(2, glObj);
+ m_efbColor = 0;
+ m_efbDepth = 0;
+}
+
+GLuint FramebufferManager::GetEFBColorTexture(const TRectangle& sourceRc) const
+{
+ if (m_msaaSamples <= 1)
+ {
+ return m_efbColor;
+ }
+ else
+ {
+ // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
+ // required.
+
+ // Flip source rectangle upside-down for OpenGL.
+ TRectangle glRect;
+ sourceRc.FlipYPosition(m_targetHeight, &glRect);
+ glRect.Clamp(0, 0, m_targetWidth, m_targetHeight);
+
+ // Resolve.
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
+ glBlitFramebufferEXT(
+ glRect.left, glRect.top, glRect.right, glRect.bottom,
+ glRect.left, glRect.top, glRect.right, glRect.bottom,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST
+ );
+
+ // Return to EFB.
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+
+ return m_resolvedColorTexture;
+ }
+}
+
+GLuint FramebufferManager::GetEFBDepthTexture(const TRectangle& sourceRc) const
+{
+ if (m_msaaSamples <= 1)
+ {
+ return m_efbDepth;
+ }
+ else
+ {
+ // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
+ // required.
+
+ // Flip source rectangle upside-down for OpenGL.
+ TRectangle glRect;
+ sourceRc.FlipYPosition(m_targetHeight, &glRect);
+ glRect.Clamp(0, 0, m_targetWidth, m_targetHeight);
+
+ // Resolve.
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
+ glBlitFramebufferEXT(
+ glRect.left, glRect.top, glRect.right, glRect.bottom,
+ glRect.left, glRect.top, glRect.right, glRect.bottom,
+ GL_DEPTH_BUFFER_BIT, GL_NEAREST
+ );
+
+ // Return to EFB.
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+
+ return m_resolvedDepthTexture;
+ }
+}
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