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// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Globals.h"
#include "FramebufferManager.h"
void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
{
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples;
m_msaaCoverageSamples = msaaCoverageSamples;
// 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.
// Create EFB target.
glGenFramebuffersEXT(1, &m_efbFramebuffer);
if (m_msaaSamples <= 1)
{
// EFB targets will be textures in non-MSAA mode.
GLuint glObj[2];
glGenTextures(2, glObj);
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_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_ARB, 0);
// Bind target textures to the EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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);
GL_REPORT_FBO_ERROR();
}
else
{
// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
// Resolve targets will be created to transfer EFB to RAM textures.
// XFB framebuffer will be created to transfer EFB to XFB texture.
// Create EFB target renderbuffers.
GLuint glObj[2];
glGenRenderbuffersEXT(2, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, 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);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// Bind target renderbuffers to EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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);
GL_REPORT_FBO_ERROR();
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffersEXT(1, &m_xfbFramebuffer);
// Create resolved targets for transferring multisampled EFB to texture.
glGenFramebuffersEXT(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_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_ARB, 0);
// Bind resolved textures to resolved framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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);
GL_REPORT_FBO_ERROR();
// Return to EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
}
// EFB framebuffer is currently bound.
}
void FramebufferManager::Shutdown()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GLuint glObj[3];
// Note: OpenGL deletion functions silently ignore parameters of "0".
glObj[0] = m_efbFramebuffer;
glObj[1] = m_resolvedFramebuffer;
glObj[2] = m_xfbFramebuffer;
glDeleteFramebuffersEXT(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
glDeleteTextures(2, glObj);
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
if (m_msaaSamples <= 1)
glDeleteTextures(2, glObj);
else
glDeleteRenderbuffersEXT(2, glObj);
m_efbColor = 0;
m_efbDepth = 0;
}
GLuint FramebufferManager::GetEFBColorTexture(const TRectangle& sourceRc) const
{
if (m_msaaSamples <= 1)
{
return m_efbColor;
}
else
{
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
// required.
// Flip source rectangle upside-down for OpenGL.
TRectangle glRect;
sourceRc.FlipYPosition(m_targetHeight, &glRect);
glRect.Clamp(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
glRect.left, glRect.top, glRect.right, glRect.bottom,
glRect.left, glRect.top, glRect.right, glRect.bottom,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
return m_resolvedColorTexture;
}
}
GLuint FramebufferManager::GetEFBDepthTexture(const TRectangle& sourceRc) const
{
if (m_msaaSamples <= 1)
{
return m_efbDepth;
}
else
{
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
// required.
// Flip source rectangle upside-down for OpenGL.
TRectangle glRect;
sourceRc.FlipYPosition(m_targetHeight, &glRect);
glRect.Clamp(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
glRect.left, glRect.top, glRect.right, glRect.bottom,
glRect.left, glRect.top, glRect.right, glRect.bottom,
GL_DEPTH_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
return m_resolvedDepthTexture;
}
}
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