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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.cpp250
1 files changed, 121 insertions, 129 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
index 45a4b196a0..17244db24e 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
@@ -12,6 +12,7 @@
#include "Common/CommonTypes.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Common/Logging/Log.h"
+#include "Common/MsgHandler.h"
#include "Core/HW/Memmap.h"
@@ -28,6 +29,7 @@ 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;
@@ -49,7 +51,64 @@ GLuint FramebufferManager::m_EfbPokes_VBO;
GLuint FramebufferManager::m_EfbPokes_VAO;
SHADER FramebufferManager::m_EfbPokes;
-FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
+GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_format,
+ GLenum pixel_format, GLenum data_type)
+{
+ GLuint texture;
+ 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 == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
+ {
+ if (g_ogl_config.bSupports3DTextureStorage)
+ 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 == GL_TEXTURE_2D_MULTISAMPLE)
+ {
+ if (g_ogl_config.bSupports2DTextureStorage)
+ 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, m_resolvedFramebuffer[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_xfbFramebuffer = 0;
m_efbColor = 0;
@@ -60,8 +119,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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).
@@ -76,166 +135,69 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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.
+ 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;
+ }
+
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);
+ GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
- 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);
+ 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());
- 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);
- }
+ 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);
+
// 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);
- }
+ 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);
@@ -243,6 +205,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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
const char* vs = m_EFBLayers > 1 ? "void main(void) {\n"
@@ -542,6 +509,24 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
}
}
+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]);
+}
+
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
const EFBRectangle& sourceRc, float Gamma)
{
@@ -557,6 +542,13 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
sourceRc.GetWidth(), fbStride, fbHeight);
}
+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());