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path: root/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/FramebufferManager.cpp1132
1 files changed, 578 insertions, 554 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
index 0ccef81358..a487cf1ac1 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
@@ -21,7 +21,6 @@
namespace OGL
{
-
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
@@ -31,7 +30,7 @@ std::vector<GLuint> FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_xfbFramebuffer;
GLuint FramebufferManager::m_efbColor;
GLuint FramebufferManager::m_efbDepth;
-GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
+GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
// Only used in MSAA mode.
std::vector<GLuint> FramebufferManager::m_resolvedFramebuffer;
@@ -48,627 +47,652 @@ SHADER FramebufferManager::m_EfbPokes;
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
- m_xfbFramebuffer = 0;
- m_efbColor = 0;
- m_efbDepth = 0;
- m_efbColorSwap = 0;
- m_resolvedColorTexture = 0;
- m_resolvedDepthTexture = 0;
-
- m_targetWidth = targetWidth;
- m_targetHeight = targetHeight;
-
- m_msaaSamples = msaaSamples;
-
- // 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);
-
- 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);
-
- 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);
-
- // Bind resolved textures to resolved framebuffer.
- glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
- glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[0]);
- FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolvedType, m_resolvedColorTexture, 0);
- FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resolvedType, m_resolvedDepthTexture, 0);
-
- // Bind all the other layers as separate FBOs for blitting.
- for (unsigned int i = 1; i < m_EFBLayers; i++)
- {
- glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
- glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0, i);
- glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0, i);
- }
- }
-
- // Create XFB framebuffer; targets will be created elsewhere.
- glGenFramebuffers(1, &m_xfbFramebuffer);
-
- // Bind target textures to EFB framebuffer.
- glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
- FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
- FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
-
- // Bind all the other layers as separate FBOs for blitting.
- for (unsigned int i = 1; i < m_EFBLayers; i++)
- {
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[i]);
- glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0, i);
- glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i);
- }
-
- // 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);
- glClearColor(0.f, 0.f, 0.f, 1.f);
- glClearDepthf(1.0f);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
-
- // reinterpret pixel format
- const char* vs = m_EFBLayers > 1 ?
- "void main(void) {\n"
- " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
- " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
- "}\n" :
- "flat out int layer;\n"
- "void main(void) {\n"
- " layer = 0;\n"
- " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
- " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
- "}\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 =
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "vec4 sampleEFB(ivec3 pos) {\n"
- " return texelFetch(samp9, pos, 0);\n"
- "}\n";
- }
- 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.
- if (m_EFBLayers > 1)
- {
- sampler =
- "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
- "vec4 sampleEFB(ivec3 pos) {\n"
- " return texelFetch(samp9, pos, gl_SampleID);\n"
- "}\n";
- }
- else
- {
- sampler =
- "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
- "vec4 sampleEFB(ivec3 pos) {\n"
- " return texelFetch(samp9, pos.xy, gl_SampleID);\n"
- "}\n";
- }
- }
- else
- {
- // msaa without sample shading: calculate the mean value of the pixel
- std::stringstream samples;
- samples << m_msaaSamples;
- if (m_EFBLayers > 1)
- {
- sampler =
- "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
- "vec4 sampleEFB(ivec3 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";
- }
- else
- {
- sampler =
- "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
- "vec4 sampleEFB(ivec3 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.xy, i);\n"
- " return color / " + samples.str() + ";\n"
- "}\n";
- }
- }
-
- std::string ps_rgba6_to_rgb8 = sampler +
- "flat in int layer;\n"
- "out vec4 ocol0;\n"
- "void main()\n"
- "{\n"
- " ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 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"
- " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
- " dst8.a = 255;\n"
- " ocol0 = float4(dst8) / 255.f;\n"
- "}";
-
- std::string ps_rgb8_to_rgba6 = sampler +
- "flat in int layer;\n"
- "out vec4 ocol0;\n"
- "void main()\n"
- "{\n"
- " ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));\n"
- " ivec4 dst6;\n"
- " dst6.r = src8.r >> 2;\n"
- " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
- " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
- " dst6.a = src8.b & 0x3F;\n"
- " ocol0 = float4(dst6) / 63.f;\n"
- "}";
-
- std::stringstream vertices, layers;
- vertices << m_EFBLayers * 3;
- layers << m_EFBLayers;
- std::string gs =
- "layout(triangles) in;\n"
- "layout(triangle_strip, max_vertices = " + vertices.str() + ") out;\n"
- "flat out int layer;\n"
- "void main()\n"
- "{\n"
- " for (int j = 0; j < " + layers.str() + "; ++j) {\n"
- " for (int i = 0; i < 3; ++i) {\n"
- " layer = j;\n"
- " gl_Layer = j;\n"
- " gl_Position = gl_in[i].gl_Position;\n"
- " EmitVertex();\n"
- " }\n"
- " EndPrimitive();\n"
- " }\n"
- "}\n";
-
- ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str(), (m_EFBLayers > 1) ? gs : "");
- ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(), (m_EFBLayers > 1) ? gs : "");
-
- ProgramShaderCache::CompileShader(m_EfbPokes,
- StringFromFormat(
- "in vec2 rawpos;\n"
- "in vec4 color0;\n" // color
- "in int color1;\n" // depth
- "out vec4 v_c;\n"
- "out float v_z;\n"
- "void main(void) {\n"
- " gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);\n"
- " gl_PointSize = %d.0 / 640.0;\n"
- " v_c = color0.bgra;\n"
- " v_z = float(color1 & 0xFFFFFF) / 16777216.0;\n"
- "}\n", m_targetWidth),
-
- StringFromFormat(
- "in vec4 %s_c;\n"
- "in float %s_z;\n"
- "out vec4 ocol0;\n"
- "void main(void) {\n"
- " ocol0 = %s_c;\n"
- " gl_FragDepth = %s_z;\n"
- "}\n", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v"),
-
- m_EFBLayers > 1 ? StringFromFormat(
- "layout(points) in;\n"
- "layout(points, max_vertices = %d) out;\n"
- "in vec4 v_c[1];\n"
- "in float v_z[1];\n"
- "out vec4 g_c;\n"
- "out float g_z;\n"
- "void main()\n"
- "{\n"
- " for (int j = 0; j < %d; ++j) {\n"
- " gl_Layer = j;\n"
- " gl_Position = gl_in[0].gl_Position;\n"
- " gl_PointSize = %d.0 / 640.0;\n"
- " g_c = v_c[0];\n"
- " g_z = v_z[0];\n"
- " EmitVertex();\n"
- " EndPrimitive();\n"
- " }\n"
- "}\n", 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));
-
- if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
- glEnable(GL_PROGRAM_POINT_SIZE);
+ m_xfbFramebuffer = 0;
+ m_efbColor = 0;
+ m_efbDepth = 0;
+ m_efbColorSwap = 0;
+ m_resolvedColorTexture = 0;
+ m_resolvedDepthTexture = 0;
+
+ m_targetWidth = targetWidth;
+ m_targetHeight = targetHeight;
+
+ m_msaaSamples = msaaSamples;
+
+ // 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);
+
+ 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);
+
+ 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);
+
+ // Bind resolved textures to resolved framebuffer.
+ glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
+ glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[0]);
+ FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolvedType, m_resolvedColorTexture,
+ 0);
+ FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resolvedType, m_resolvedDepthTexture,
+ 0);
+
+ // Bind all the other layers as separate FBOs for blitting.
+ for (unsigned int i = 1; i < m_EFBLayers; i++)
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0, i);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0, i);
+ }
+ }
+
+ // Create XFB framebuffer; targets will be created elsewhere.
+ glGenFramebuffers(1, &m_xfbFramebuffer);
+
+ // Bind target textures to EFB framebuffer.
+ glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
+ FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
+ FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
+
+ // Bind all the other layers as separate FBOs for blitting.
+ for (unsigned int i = 1; i < m_EFBLayers; i++)
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[i]);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0, i);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i);
+ }
+
+ // 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);
+ glClearColor(0.f, 0.f, 0.f, 1.f);
+ glClearDepthf(1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ // reinterpret pixel format
+ const char* vs = m_EFBLayers > 1 ? "void main(void) {\n"
+ " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
+ " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
+ "}\n" :
+ "flat out int layer;\n"
+ "void main(void) {\n"
+ " layer = 0;\n"
+ " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
+ " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
+ "}\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 = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
+ "vec4 sampleEFB(ivec3 pos) {\n"
+ " return texelFetch(samp9, pos, 0);\n"
+ "}\n";
+ }
+ 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.
+ if (m_EFBLayers > 1)
+ {
+ sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
+ "vec4 sampleEFB(ivec3 pos) {\n"
+ " return texelFetch(samp9, pos, gl_SampleID);\n"
+ "}\n";
+ }
+ else
+ {
+ sampler = "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
+ "vec4 sampleEFB(ivec3 pos) {\n"
+ " return texelFetch(samp9, pos.xy, gl_SampleID);\n"
+ "}\n";
+ }
+ }
+ else
+ {
+ // msaa without sample shading: calculate the mean value of the pixel
+ std::stringstream samples;
+ samples << m_msaaSamples;
+ if (m_EFBLayers > 1)
+ {
+ sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
+ "vec4 sampleEFB(ivec3 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";
+ }
+ else
+ {
+ sampler = "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
+ "vec4 sampleEFB(ivec3 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.xy, i);\n"
+ " return color / " +
+ samples.str() + ";\n"
+ "}\n";
+ }
+ }
+
+ std::string ps_rgba6_to_rgb8 =
+ sampler + "flat in int layer;\n"
+ "out vec4 ocol0;\n"
+ "void main()\n"
+ "{\n"
+ " ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 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"
+ " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
+ " dst8.a = 255;\n"
+ " ocol0 = float4(dst8) / 255.f;\n"
+ "}";
+
+ std::string ps_rgb8_to_rgba6 =
+ sampler + "flat in int layer;\n"
+ "out vec4 ocol0;\n"
+ "void main()\n"
+ "{\n"
+ " ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));\n"
+ " ivec4 dst6;\n"
+ " dst6.r = src8.r >> 2;\n"
+ " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
+ " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
+ " dst6.a = src8.b & 0x3F;\n"
+ " ocol0 = float4(dst6) / 63.f;\n"
+ "}";
+
+ std::stringstream vertices, layers;
+ vertices << m_EFBLayers * 3;
+ layers << m_EFBLayers;
+ std::string gs = "layout(triangles) in;\n"
+ "layout(triangle_strip, max_vertices = " +
+ vertices.str() + ") out;\n"
+ "flat out int layer;\n"
+ "void main()\n"
+ "{\n"
+ " for (int j = 0; j < " +
+ layers.str() + "; ++j) {\n"
+ " for (int i = 0; i < 3; ++i) {\n"
+ " layer = j;\n"
+ " gl_Layer = j;\n"
+ " gl_Position = gl_in[i].gl_Position;\n"
+ " EmitVertex();\n"
+ " }\n"
+ " EndPrimitive();\n"
+ " }\n"
+ "}\n";
+
+ ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str(),
+ (m_EFBLayers > 1) ? gs : "");
+ ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(),
+ (m_EFBLayers > 1) ? gs : "");
+
+ ProgramShaderCache::CompileShader(
+ m_EfbPokes,
+ StringFromFormat("in vec2 rawpos;\n"
+ "in vec4 color0;\n" // color
+ "in int color1;\n" // depth
+ "out vec4 v_c;\n"
+ "out float v_z;\n"
+ "void main(void) {\n"
+ " gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * "
+ "vec2(1.0, -1.0), 0.0, 1.0);\n"
+ " gl_PointSize = %d.0 / 640.0;\n"
+ " v_c = color0.bgra;\n"
+ " v_z = float(color1 & 0xFFFFFF) / 16777216.0;\n"
+ "}\n",
+ m_targetWidth),
+
+ StringFromFormat("in vec4 %s_c;\n"
+ "in float %s_z;\n"
+ "out vec4 ocol0;\n"
+ "void main(void) {\n"
+ " ocol0 = %s_c;\n"
+ " gl_FragDepth = %s_z;\n"
+ "}\n",
+ m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v",
+ m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v"),
+
+ m_EFBLayers > 1 ? StringFromFormat("layout(points) in;\n"
+ "layout(points, max_vertices = %d) out;\n"
+ "in vec4 v_c[1];\n"
+ "in float v_z[1];\n"
+ "out vec4 g_c;\n"
+ "out float g_z;\n"
+ "void main()\n"
+ "{\n"
+ " for (int j = 0; j < %d; ++j) {\n"
+ " gl_Layer = j;\n"
+ " gl_Position = gl_in[0].gl_Position;\n"
+ " gl_PointSize = %d.0 / 640.0;\n"
+ " g_c = v_c[0];\n"
+ " g_z = v_z[0];\n"
+ " EmitVertex();\n"
+ " EndPrimitive();\n"
+ " }\n"
+ "}\n",
+ 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));
+
+ if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
+ 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();
-
- glDeleteFramebuffers(1, &m_xfbFramebuffer);
- m_xfbFramebuffer = 0;
-
- 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();
+ 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();
+
+ glDeleteFramebuffers(1, &m_xfbFramebuffer);
+ m_xfbFramebuffer = 0;
+
+ 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;
- }
+ 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;
- }
+ 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::CopyToRealXFB(u32 xfbAddr, u32 fbStride, 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)
- {
- WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
- return;
- }
-
- TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
- TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, sourceRc.GetWidth(), fbStride, fbHeight);
+ u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
+ if (!xfb_in_ram)
+ {
+ WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
+ return;
+ }
+
+ TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
+ TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram,
+ sourceRc.GetWidth(), fbStride, fbHeight);
}
void FramebufferManager::SetFramebuffer(GLuint fb)
{
- glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
+ glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
}
-void FramebufferManager::FramebufferTexture(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+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);
- }
+ 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)
+GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle& source_rect)
{
- return GetEFBColorTexture(source_rect);
+ return GetEFBColorTexture(source_rect);
}
-GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect)
+GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle& source_rect)
{
- return GetEFBDepthTexture(source_rect);
+ return GetEFBDepthTexture(source_rect);
}
void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
{
- g_renderer->ResetAPIState();
+ g_renderer->ResetAPIState();
- OpenGL_BindAttributelessVAO();
+ OpenGL_BindAttributelessVAO();
- GLuint src_texture = 0;
+ 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);
+ // 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);
+ 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();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindTexture(m_textureType, 0);
+ m_pixel_format_shaders[convtype ? 1 : 0].Bind();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindTexture(m_textureType, 0);
- g_renderer->RestoreAPIState();
+ g_renderer->RestoreAPIState();
}
XFBSource::~XFBSource()
{
- glDeleteTextures(1, &texture);
+ glDeleteTextures(1, &texture);
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
- TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
+ TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
}
void XFBSource::CopyEFB(float Gamma)
{
- g_renderer->ResetAPIState();
-
- // Copy EFB data to XFB and restore render target again
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
+ g_renderer->ResetAPIState();
- for (int i = 0; i < m_layers; i++)
- {
- // Bind EFB and texture layer
- glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer(i));
- glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, i);
+ // Copy EFB data to XFB and restore render target again
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
- glBlitFramebuffer(
- 0, 0, texWidth, texHeight,
- 0, 0, texWidth, texHeight,
- GL_COLOR_BUFFER_BIT, GL_NEAREST
- );
- }
+ for (int i = 0; i < m_layers; i++)
+ {
+ // Bind EFB and texture layer
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer(i));
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, i);
- // Return to EFB.
- FramebufferManager::SetFramebuffer(0);
+ glBlitFramebuffer(0, 0, texWidth, texHeight, 0, 0, texWidth, texHeight, GL_COLOR_BUFFER_BIT,
+ GL_NEAREST);
+ }
- g_renderer->RestoreAPIState();
+ // Return to EFB.
+ FramebufferManager::SetFramebuffer(0);
+ g_renderer->RestoreAPIState();
}
-std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
+std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
+ unsigned int target_height,
+ unsigned int layers)
{
- GLuint texture;
+ GLuint texture;
- glGenTextures(1, &texture);
+ glGenTextures(1, &texture);
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
- glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, layers, 0, GL_RGBA,
+ GL_UNSIGNED_BYTE, nullptr);
- return std::make_unique<XFBSource>(texture, layers);
+ return std::make_unique<XFBSource>(texture, layers);
}
-void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height)
+void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height)
{
- *width = m_targetWidth;
- *height = m_targetHeight;
+ *width = m_targetWidth;
+ *height = m_targetHeight;
}
void FramebufferManager::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
{
- g_renderer->ResetAPIState();
-
- if (type == POKE_Z)
- {
- 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);
-
- g_renderer->RestoreAPIState();
-
- // TODO: Could just update the EFB cache with the new value
- ClearEFBCache();
+ g_renderer->ResetAPIState();
+
+ if (type == POKE_Z)
+ {
+ 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);
+
+ g_renderer->RestoreAPIState();
+
+ // TODO: Could just update the EFB cache with the new value
+ ClearEFBCache();
}
} // namespace OGL