diff options
Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/FramebufferManager.cpp | 634 |
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 |
