From ba242d27c8318b0d902383de4ddf43e7c6c9e9ae Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Sun, 21 Dec 2014 15:21:43 +0100 Subject: FramebufferManager: Support stereoscopic EFB format changes. --- .../Core/VideoBackends/OGL/FramebufferManager.cpp | 46 +++++++++++++++------- 1 file changed, 32 insertions(+), 14 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp') diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp index e9d2ba7294..63ef72b083 100644 --- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp @@ -207,8 +207,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms // non-msaa, so just fetch the pixel sampler = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" - "vec4 sampleEFB(ivec2 pos) {\n" - " return texelFetch(samp9, ivec3(pos, 0), 0);\n" + "vec4 sampleEFB(ivec3 pos) {\n" + " return texelFetch(samp9, pos, 0);\n" "}\n"; } else if (g_ogl_config.bSupportSampleShading) @@ -220,16 +220,16 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms { sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n" - "vec4 sampleEFB(ivec2 pos) {\n" - " return texelFetch(samp9, ivec3(pos, 0), gl_SampleID);\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(ivec2 pos) {\n" - " return texelFetch(samp9, pos, gl_SampleID);\n" + "vec4 sampleEFB(ivec3 pos) {\n" + " return texelFetch(samp9, pos.xy, gl_SampleID);\n" "}\n"; } } @@ -242,10 +242,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms { sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n" - "vec4 sampleEFB(ivec2 pos) {\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, ivec3(pos, 0), i);\n" + " color += texelFetch(samp9, pos, 0), i);\n" " return color / " + samples.str() + ";\n" "}\n"; } @@ -253,10 +253,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms { sampler = "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n" - "vec4 sampleEFB(ivec2 pos) {\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" + " color += texelFetch(samp9, pos.xy, i);\n" " return color / " + samples.str() + ";\n" "}\n"; } @@ -266,7 +266,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms "out vec4 ocol0;\n" "void main()\n" "{\n" - " ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n" + " ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xyz)) * 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" @@ -279,7 +279,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms "out vec4 ocol0;\n" "void main()\n" "{\n" - " ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n" + " ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xyz)) * 255.f));\n" " ivec4 dst6;\n" " dst6.r = src8.r >> 2;\n" " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" @@ -288,8 +288,26 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms " ocol0 = float4(dst6) / 63.f;\n" "}"; - ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str()); - ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str()); + std::stringstream vertices; + vertices << m_EFBLayers * 3; + std::string gs = sampler + + "layout(triangles) in;\n" + "layout(triangle_strip, max_vertices = " + vertices.str() + ") out;\n" + "void main()\n" + "{\n" + " int layers = textureSize(samp9, 0).z;\n" + " for (int layer = 0; layer < layers; ++layer) {\n" + " for (int i = 0; i < 3; ++i) {\n" + " gl_Position = vec4(gl_in[i].gl_Position.xy, layer, 1.0);\n" + " gl_Layer = layer;\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.c_str() : nullptr); + ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr); } FramebufferManager::~FramebufferManager() -- cgit v1.2.3 From 01718eafa629b79719a606d0b2719a35267d263a Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Tue, 23 Dec 2014 12:32:01 +0100 Subject: FramebufferManager: Use a separate layer variable. --- .../Core/VideoBackends/OGL/FramebufferManager.cpp | 26 +++++++++++++++------- 1 file changed, 18 insertions(+), 8 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp') diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp index 63ef72b083..731cf389d2 100644 --- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp @@ -192,10 +192,16 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // reinterpret pixel format - char vs[] = + 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. @@ -263,10 +269,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms } 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.xyz)) * 63.f));\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" @@ -276,10 +283,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms "}"; 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.xyz)) * 255.f));\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" @@ -288,18 +296,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms " ocol0 = float4(dst6) / 63.f;\n" "}"; - std::stringstream vertices; + std::stringstream vertices, layers; vertices << m_EFBLayers * 3; + layers << m_EFBLayers; std::string gs = sampler + "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = " + vertices.str() + ") out;\n" + "flat out int layer;\n" "void main()\n" "{\n" - " int layers = textureSize(samp9, 0).z;\n" - " for (int layer = 0; layer < layers; ++layer) {\n" + " for (int j = 0; j < " + layers.str() + "; ++j) {\n" " for (int i = 0; i < 3; ++i) {\n" - " gl_Position = vec4(gl_in[i].gl_Position.xy, layer, 1.0);\n" - " gl_Layer = layer;\n" + " layer = j;\n" + " gl_Layer = j;\n" + " gl_Position = gl_in[i].gl_Position;\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" -- cgit v1.2.3