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path: root/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
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Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp199
1 files changed, 76 insertions, 123 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
index 0e37c3adb6..27a88bf68a 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
@@ -17,6 +17,7 @@
#include "Globals.h"
#include "FramebufferManager.h"
+#include "VertexShaderGen.h"
#include "TextureConverter.h"
#include "Render.h"
@@ -25,8 +26,6 @@
namespace OGL
{
-extern bool s_bHaveFramebufferBlit; // comes from Render.cpp. ugly.
-
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
@@ -41,7 +40,7 @@ GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture;
-GLuint FramebufferManager::m_xfbFramebuffer; // Only used in MSAA mode
+GLuint FramebufferManager::m_xfbFramebuffer;
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
{
@@ -52,7 +51,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_xfbFramebuffer = 0;
-
+
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
@@ -72,7 +71,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Create EFB target.
- glGenFramebuffersEXT(1, &m_efbFramebuffer);
+ glGenFramebuffers(1, &m_efbFramebuffer);
if (m_msaaSamples <= 1)
{
@@ -83,20 +82,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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, m_efbColor);
+ glTexImage2D(GL_TEXTURE_RECTANGLE, 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, m_efbDepth);
+ glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+ glBindTexture(GL_TEXTURE_RECTANGLE, 0);
// Bind target textures to the EFB framebuffer.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, 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);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_efbColor, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
}
@@ -109,67 +108,67 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Create EFB target renderbuffers.
GLuint glObj[2];
- glGenRenderbuffersEXT(2, glObj);
+ glGenRenderbuffers(2, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
+ glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
if (m_msaaCoverageSamples)
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
+ glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
else
- glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
+ glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
if (m_msaaCoverageSamples)
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
+ glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, 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);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
// Bind target renderbuffers to EFB framebuffer.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, 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);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_efbColor);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_efbDepth);
GL_REPORT_FBO_ERROR();
// Create resolved targets for transferring multisampled EFB to texture.
- glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
+ glGenFramebuffers(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, m_resolvedColorTexture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE, 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, m_resolvedDepthTexture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+ glBindTexture(GL_TEXTURE_RECTANGLE, 0);
// Bind resolved textures to resolved framebuffer.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, 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);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_resolvedColorTexture, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture, 0);
GL_REPORT_FBO_ERROR();
// Return to EFB framebuffer.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
}
// Create XFB framebuffer; targets will be created elsewhere.
- glGenFramebuffersEXT(1, &m_xfbFramebuffer);
-
+ glGenFramebuffers(1, &m_xfbFramebuffer);
+
// 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);
@@ -180,7 +179,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
FramebufferManager::~FramebufferManager()
{
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLuint glObj[3];
@@ -189,7 +188,7 @@ FramebufferManager::~FramebufferManager()
glObj[0] = m_efbFramebuffer;
glObj[1] = m_resolvedFramebuffer;
glObj[2] = m_xfbFramebuffer;
- glDeleteFramebuffersEXT(3, glObj);
+ glDeleteFramebuffers(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
@@ -204,7 +203,7 @@ FramebufferManager::~FramebufferManager()
if (m_msaaSamples <= 1)
glDeleteTextures(2, glObj);
else
- glDeleteRenderbuffersEXT(2, glObj);
+ glDeleteRenderbuffers(2, glObj);
m_efbColor = 0;
m_efbDepth = 0;
}
@@ -224,16 +223,16 @@ GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
- glBlitFramebufferEXT(
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
+ 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.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
return m_resolvedColorTexture;
}
@@ -254,16 +253,16 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
- glBlitFramebufferEXT(
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
+ 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.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
return m_resolvedDepthTexture;
}
@@ -284,7 +283,7 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
void FramebufferManager::SetFramebuffer(GLuint fb)
{
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
+ glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
}
// Apply AA if enabled
@@ -298,106 +297,60 @@ GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_r
return GetEFBDepthTexture(source_rect);
}
+XFBSource::~XFBSource()
+{
+ glDeleteRenderbuffers(1, &renderbuf);
+}
+
+
void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
const MathUtil::Rectangle<float> &drawrc, int width, int height) const
{
// Texture map xfbSource->texture onto the main buffer
-
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
-
- glBegin(GL_QUADS);
- glTexCoord2f(sourcerc.left, sourcerc.bottom);
- glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
- glVertex2f(drawrc.left, drawrc.bottom);
-
- glTexCoord2f(sourcerc.left, sourcerc.top);
- glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
- glVertex2f(drawrc.left, drawrc.top);
-
- glTexCoord2f(sourcerc.right, sourcerc.top);
- glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
- glVertex2f(drawrc.right, drawrc.top);
-
- glTexCoord2f(sourcerc.right, sourcerc.bottom);
- glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
- glVertex2f(drawrc.right, drawrc.bottom);
- glEnd();
+ glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuf);
+ glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
+ drawrc.left, drawrc.bottom, drawrc.right, drawrc.top,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
GL_REPORT_ERRORD();
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
- TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
+ TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, renderbuf);
}
void XFBSource::CopyEFB(float Gamma)
{
// Copy EFB data to XFB and restore render target again
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
-#if 0
- if (m_msaaSamples <= 1)
-#else
- if (!s_bHaveFramebufferBlit)
-#endif
- {
- // Just copy the EFB directly.
-
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
-
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
- glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);
+ // Bind texture.
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuf);
+ GL_REPORT_FBO_ERROR();
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
- }
- else
- {
- // OpenGL cannot copy directly from a multisampled framebuffer, so use
- // EXT_framebuffer_blit.
-
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::GetXFBFramebuffer());
-
- // Bind texture.
- glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, texture, 0);
- GL_REPORT_FBO_ERROR();
-
- glBlitFramebufferEXT(
- 0, 0, texWidth, texHeight,
- 0, 0, texWidth, texHeight,
- GL_COLOR_BUFFER_BIT, GL_NEAREST
- );
+ glBlitFramebuffer(
+ 0, 0, texWidth, texHeight,
+ 0, 0, texWidth, texHeight,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST
+ );
- // Unbind texture.
- glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
+ // Return to EFB.
+ FramebufferManager::SetFramebuffer(0);
- // Return to EFB.
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
- }
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
- GLuint texture;
-
- glGenTextures(1, &texture);
+ GLuint renderbuf;
-#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
- if (m_msaaSamples > 1)
-#else
- if (s_bHaveFramebufferBlit)
-#endif
- {
- // In MSAA mode, allocate the texture image here. In non-MSAA mode,
- // the image will be allocated by glCopyTexImage2D (later).
-
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
-
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
- }
+ glGenRenderbuffers(1, &renderbuf);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, renderbuf);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, target_width, target_height);
- return new XFBSource(texture);
+ return new XFBSource(renderbuf);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)