OpenGL Renderer: Add support for Fog, Edge Mark, and on-GPU framebuffer color conversion for ancient GPUs that have support for shaders and FBOs, but lack support for GL_EXT_framebuffer_blit.
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@ -1269,6 +1269,7 @@ OpenGLRenderer::OpenGLRenderer()
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isVBOSupported = false;
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isPBOSupported = false;
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isFBOSupported = false;
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_isFBOBlitSupported = false;
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isMultisampledFBOSupported = false;
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isShaderSupported = false;
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isVAOSupported = false;
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@ -2587,7 +2588,6 @@ Render3DError OpenGLRenderer_1_2::InitExtensions()
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// Don't use ARB versions since we're using the EXT versions for backwards compatibility.
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this->isFBOSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_framebuffer_object") &&
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this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_framebuffer_blit") &&
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this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_packed_depth_stencil");
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if (this->isFBOSupported)
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{
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@ -2614,10 +2614,17 @@ Render3DError OpenGLRenderer_1_2::InitExtensions()
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INFO("OpenGL: FBOs are unsupported. Some emulation features will be disabled.\n");
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}
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this->_isFBOBlitSupported = this->isFBOSupported &&
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this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_framebuffer_blit");
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if (!this->_isFBOBlitSupported)
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{
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INFO("OpenGL: FBO blitting is unsupported. Some emulation features will be disabled.\n");
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}
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this->_selectedMultisampleSize = CommonSettings.GFX3D_Renderer_MultisampleSize;
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// Don't use ARB versions since we're using the EXT versions for backwards compatibility.
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this->isMultisampledFBOSupported = this->isFBOSupported &&
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this->isMultisampledFBOSupported = this->_isFBOBlitSupported &&
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this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_framebuffer_multisample");
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if (this->isMultisampledFBOSupported)
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{
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@ -2744,7 +2751,7 @@ Render3DError OpenGLRenderer_1_2::InitExtensions()
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// Set rendering support flags based on driver features.
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this->willFlipAndConvertFramebufferOnGPU = this->isShaderSupported && this->isVBOSupported;
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this->willFlipOnlyFramebufferOnGPU = this->willFlipAndConvertFramebufferOnGPU || this->isFBOSupported;
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this->willFlipOnlyFramebufferOnGPU = this->willFlipAndConvertFramebufferOnGPU || this->_isFBOBlitSupported;
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this->_deviceInfo.isEdgeMarkSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported;
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this->_deviceInfo.isFogSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported;
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this->_deviceInfo.isTextureSmoothingSupported = this->isShaderSupported;
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@ -4797,7 +4804,7 @@ Render3DError OpenGLRenderer_1_2::EndRender()
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Render3DError OpenGLRenderer_1_2::ClearUsingImage(const u16 *__restrict colorBuffer, const u32 *__restrict depthBuffer, const u8 *__restrict fogBuffer, const u8 opaquePolyID)
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{
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if (!this->isFBOSupported)
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if (!this->isFBOSupported || !this->_isFBOBlitSupported)
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{
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return OGLERROR_FEATURE_UNSUPPORTED;
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}
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@ -5490,7 +5497,7 @@ Render3DError OpenGLRenderer_1_2::SetFramebufferSize(size_t w, size_t h)
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if (this->isShaderSupported || this->isFBOSupported)
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{
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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if (this->isFBOSupported)
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@ -5499,13 +5506,13 @@ Render3DError OpenGLRenderer_1_2::SetFramebufferSize(size_t w, size_t h)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, (GLsizei)w, (GLsizei)h, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GColor);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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glActiveTexture(GL_TEXTURE0);
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@ -811,6 +811,7 @@ protected:
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bool isVBOSupported;
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bool isPBOSupported;
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bool isFBOSupported;
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bool _isFBOBlitSupported;
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bool isMultisampledFBOSupported;
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bool isShaderSupported;
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bool isVAOSupported;
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@ -807,6 +807,7 @@ Render3DError OpenGLRenderer_3_2::InitExtensions()
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return error;
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}
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this->_isFBOBlitSupported = true;
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this->isMultisampledFBOSupported = true;
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this->_selectedMultisampleSize = CommonSettings.GFX3D_Renderer_MultisampleSize;
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@ -387,6 +387,7 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
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return error;
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}
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this->_isFBOBlitSupported = true;
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this->isMultisampledFBOSupported = true;
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this->_selectedMultisampleSize = CommonSettings.GFX3D_Renderer_MultisampleSize;
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