OpenGL Renderer:
- New feature: Support multisample antialiasing (MSAA). This can be enabled through the CommonSettings.GFX3D_Renderer_Multisample setting (disabled by default). - Do some cleanup of the init code.
This commit is contained in:
parent
c15911a1b1
commit
72eb5e6d12
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@ -1,6 +1,6 @@
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/*
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Copyright (C) 2006 yopyop
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Copyright (C) 2008-2012 DeSmuME team
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Copyright (C) 2008-2013 DeSmuME team
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This file is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@ -489,6 +489,7 @@ extern struct TCommonSettings {
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, GFX3D_Texture(true)
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, GFX3D_LineHack(true)
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, GFX3D_Zelda_Shadow_Depth_Hack(0)
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, GFX3D_Renderer_Multisample(false)
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, UseExtBIOS(false)
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, SWIFromBIOS(false)
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, PatchSWI3(false)
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@ -539,6 +540,7 @@ extern struct TCommonSettings {
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bool GFX3D_Texture;
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bool GFX3D_LineHack;
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int GFX3D_Zelda_Shadow_Depth_Hack;
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bool GFX3D_Renderer_Multisample;
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bool UseExtBIOS;
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char ARM9BIOS[256];
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@ -28,7 +28,8 @@
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#include "OGLRender.h"
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#include "debug.h"
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#define VERT_INDEX_BUFFER_SIZE 8192
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#define OGLRENDER_MAX_MULTISAMPLES 16
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#define VERT_INDEX_BUFFER_SIZE 8192
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bool (*oglrender_init)() = NULL;
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bool (*oglrender_beginOpenGL)() = NULL;
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@ -126,6 +127,7 @@ static GLfloat polyAlpha = 1.0f;
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static bool isVBOSupported = false;
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static bool isPBOSupported = false;
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static bool isFBOSupported = false;
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static bool isMultisampledFBOSupported = false;
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static bool isShaderSupported = false;
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static bool isVAOSupported = false;
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@ -141,6 +143,12 @@ static GLuint texClearImageColorID;
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static GLuint texClearImageDepthStencilID;
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static GLuint fboClearImageID;
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// Multisampled FBO
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static GLuint rboMultisampleColorID;
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static GLuint rboMultisampleDepthStencilID;
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static GLuint fboMultisampleRenderID;
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static GLuint selectedRenderingFBO = 0;
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// Shader states
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static GLuint vertexShaderID;
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static GLuint fragmentShaderID;
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@ -324,6 +332,15 @@ static void* execReadPixelsTask(void *arg)
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}
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else
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{
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// Downsample the multisampled FBO to the main framebuffer
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if (selectedRenderingFBO == fboMultisampleRenderID)
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{
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, selectedRenderingFBO);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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glBlitFramebufferEXT(0, 0, 256, 192, 0, 0, 256, 192, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, pixBuffer);
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}
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@ -383,99 +400,143 @@ static void _xglDisable(GLenum cap) {
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CTASSERT((cap-0x0B00)<0x100); \
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_xglDisable(cap); }
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#define NOSHADERS(s) { isShaderSupported = false; INFO("%s\nOpenGL: Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n", s); return; }
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#define SHADER_COMPCHECK(s, t) { \
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GLint status = GL_TRUE; \
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glGetShaderiv(s, GL_COMPILE_STATUS, &status); \
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if(status != GL_TRUE) \
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{ \
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GLint logSize; \
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GLchar *log; \
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glGetShaderiv(s, GL_INFO_LOG_LENGTH, &logSize); \
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log = new GLchar[logSize]; \
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glGetShaderInfoLog(s, logSize, &logSize, log); \
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INFO("OpenGL: SEVERE - FAILED TO COMPILE SHADER : %s\n", log); \
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delete[] log; \
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if(s)glDeleteShader(s); \
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NOSHADERS("OpenGL: Failed to compile the "t" shader."); \
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} \
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static bool OGLValidateShaderCompile(GLuint theShader)
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{
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bool isCompileValid = false;
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GLint status = GL_FALSE;
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glGetShaderiv(theShader, GL_COMPILE_STATUS, &status);
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if(status == GL_TRUE)
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{
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isCompileValid = true;
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}
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else
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{
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GLint logSize;
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GLchar *log = NULL;
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glGetShaderiv(theShader, GL_INFO_LOG_LENGTH, &logSize);
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log = new GLchar[logSize];
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glGetShaderInfoLog(theShader, logSize, &logSize, log);
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INFO("OpenGL: SEVERE - FAILED TO COMPILE SHADER : %s\n", log);
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delete[] log;
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}
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return isCompileValid;
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}
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#define PROGRAM_COMPCHECK(p, s1, s2) { \
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GLint status = GL_TRUE; \
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glGetProgramiv(p, GL_LINK_STATUS, &status); \
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if(status != GL_TRUE) \
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{ \
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GLint logSize; \
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GLchar *log; \
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glGetProgramiv(p, GL_INFO_LOG_LENGTH, &logSize); \
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log = new GLchar[logSize]; \
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glGetProgramInfoLog(p, logSize, &logSize, log); \
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INFO("OpenGL: SEVERE - FAILED TO LINK SHADER PROGRAM : %s\n", log); \
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delete[] log; \
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if(s1)glDeleteShader(s1); \
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if(s2)glDeleteShader(s2); \
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NOSHADERS("OpenGL: Failed to link the shader program."); \
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} \
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static bool OGLValidateShaderProgramLink(GLuint theProgram)
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{
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bool isLinkValid = false;
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GLint status = GL_FALSE;
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glGetProgramiv(theProgram, GL_LINK_STATUS, &status);
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if(status == GL_TRUE)
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{
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isLinkValid = true;
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}
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else
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{
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GLint logSize;
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GLchar *log = NULL;
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glGetProgramiv(theProgram, GL_INFO_LOG_LENGTH, &logSize);
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log = new GLchar[logSize];
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glGetProgramInfoLog(theProgram, logSize, &logSize, log);
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INFO("OpenGL: SEVERE - FAILED TO LINK SHADER PROGRAM : %s\n", log);
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delete[] log;
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}
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return isLinkValid;
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}
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/* Shaders init */
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static void OGLInitShaders(const char *oglExtensionString)
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static bool OGLInitShaders(const char *oglExtensionString)
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{
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isShaderSupported = true;
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#ifdef HAVE_LIBOSMESA
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NOSHADERS("OpenGL: Shaders aren't supported by OSMesa.");
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#endif
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/* This check is just plain wrong. */
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/* It will always pass if you've OpenGL 2.0 or later, */
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/* even if your GFX card doesn't support shaders. */
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/* if (glCreateShader == NULL || //use ==NULL instead of !func to avoid always true warnings for some systems
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glShaderSource == NULL ||
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glCompileShader == NULL ||
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glCreateProgram == NULL ||
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glAttachShader == NULL ||
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glLinkProgram == NULL ||
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glUseProgram == NULL ||
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glGetShaderInfoLog == NULL)
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NOSHADERS("Shaders aren't supported by your system.");*/
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#if !defined(GL_ARB_shader_objects) || \
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!defined(GL_ARB_vertex_shader) || \
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!defined(GL_ARB_fragment_shader) || \
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!defined(GL_ARB_vertex_program)
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NOSHADERS("OpenGL: Shaders are unsupported.");
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bool isFeatureSupported = false;
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#else
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if ((strstr(oglExtensionString, "GL_ARB_shader_objects") == NULL) ||
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(strstr(oglExtensionString, "GL_ARB_vertex_shader") == NULL) ||
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(strstr(oglExtensionString, "GL_ARB_fragment_shader") == NULL) ||
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(strstr(oglExtensionString, "GL_ARB_vertex_program") == NULL) )
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NOSHADERS("OpenGL: Shaders are unsupported.");
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bool isFeatureSupported = (strstr(oglExtensionString, "GL_ARB_shader_objects") == NULL ||
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strstr(oglExtensionString, "GL_ARB_vertex_shader") == NULL ||
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strstr(oglExtensionString, "GL_ARB_fragment_shader") == NULL ||
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strstr(oglExtensionString, "GL_ARB_vertex_program") == NULL) ? false : true;
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#endif
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#ifdef HAVE_LIBOSMESA
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isFeatureSupported = false;
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INFO("%s\nOpenGL: Shaders aren't supported by OSMesa.\n");
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#endif
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if (!isFeatureSupported)
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{
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INFO("OpenGL: Shaders are unsupported. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
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return isFeatureSupported;
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}
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vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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if(!vertexShaderID)
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NOSHADERS("OpenGL: Failed to create the vertex shader.");
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{
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INFO("%s\nOpenGL: Failed to create the vertex shader. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
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isFeatureSupported = false;
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return isFeatureSupported;
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}
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glShaderSource(vertexShaderID, 1, (const GLchar**)&vertexShader, NULL);
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glCompileShader(vertexShaderID);
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SHADER_COMPCHECK(vertexShaderID, "vertex");
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if (!OGLValidateShaderCompile(vertexShaderID))
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{
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INFO("%s\nOpenGL: Failed to compile the vertex shader. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
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glDeleteShader(vertexShaderID);
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isFeatureSupported = false;
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return isFeatureSupported;
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}
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fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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if(!fragmentShaderID)
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NOSHADERS("OpenGL: Failed to create the fragment shader.");
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{
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INFO("%s\nOpenGL: Failed to create the fragment shader. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
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glDeleteShader(vertexShaderID);
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isFeatureSupported = false;
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return isFeatureSupported;
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}
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glShaderSource(fragmentShaderID, 1, (const GLchar**)&fragmentShader, NULL);
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glCompileShader(fragmentShaderID);
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SHADER_COMPCHECK(fragmentShaderID, "fragment");
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if (!OGLValidateShaderCompile(fragmentShaderID))
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{
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INFO("%s\nOpenGL: Failed to compile the fragment shader. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
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glDeleteShader(vertexShaderID);
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glDeleteShader(fragmentShaderID);
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isFeatureSupported = false;
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return isFeatureSupported;
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}
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shaderProgram = glCreateProgram();
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if(!shaderProgram)
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NOSHADERS("OpenGL: Failed to create the shader program.");
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{
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INFO("%s\nOpenGL: Failed to create the shader program. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
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glDeleteShader(vertexShaderID);
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glDeleteShader(fragmentShaderID);
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isFeatureSupported = false;
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return isFeatureSupported;
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}
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glAttachShader(shaderProgram, vertexShaderID);
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glAttachShader(shaderProgram, fragmentShaderID);
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@ -485,12 +546,169 @@ static void OGLInitShaders(const char *oglExtensionString)
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glBindAttribLocation(shaderProgram, OGLVertexAttributeID_Color, "inColor");
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glLinkProgram(shaderProgram);
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PROGRAM_COMPCHECK(shaderProgram, vertexShaderID, fragmentShaderID);
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if (!OGLValidateShaderProgramLink(shaderProgram))
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{
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INFO("OpenGL: Failed to link the shader program. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
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glDetachShader(shaderProgram, vertexShaderID);
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glDetachShader(shaderProgram, fragmentShaderID);
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glDeleteProgram(shaderProgram);
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glDeleteShader(vertexShaderID);
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glDeleteShader(fragmentShaderID);
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isFeatureSupported = false;
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return isFeatureSupported;
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}
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glValidateProgram(shaderProgram);
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glUseProgram(shaderProgram);
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INFO("OpenGL: Successfully created shaders.\n");
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return isFeatureSupported;
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}
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static bool OGLInitFBOs(const char *oglExtensionString)
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{
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// Don't use ARB versions since we're using the EXT versions for backwards compatibility.
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#if !defined(GL_EXT_framebuffer_object) || \
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!defined(GL_EXT_framebuffer_blit) || \
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!defined(GL_EXT_packed_depth_stencil)
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bool isFeatureSupported = false;
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#else
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bool isFeatureSupported = (strstr(oglExtensionString, "GL_EXT_framebuffer_object") == NULL ||
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strstr(oglExtensionString, "GL_EXT_framebuffer_blit") == NULL ||
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strstr(oglExtensionString, "GL_EXT_packed_depth_stencil") == NULL) ? false : true;
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#endif
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if (!isFeatureSupported)
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{
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INFO("OpenGL: FBOs are unsupported. Some emulation features will be disabled.\n");
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return isFeatureSupported;
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}
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// Set up FBO render targets
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glGenTextures(1, &texClearImageColorID);
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glGenTextures(1, &texClearImageDepthStencilID);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_ClearImage);
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glBindTexture(GL_TEXTURE_2D, texClearImageColorID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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glBindTexture(GL_TEXTURE_2D, texClearImageDepthStencilID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, 256, 192, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);
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glActiveTexture(GL_TEXTURE0);
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// Set up FBOs
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glGenFramebuffersEXT(1, &fboClearImageID);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboClearImageID);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texClearImageColorID, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texClearImageDepthStencilID, 0);
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if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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INFO("OpenGL: Failed to created FBOs. Some emulation features will be disabled.\n");
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glDeleteFramebuffersEXT(1, &fboClearImageID);
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glDeleteTextures(1, &texClearImageColorID);
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glDeleteTextures(1, &texClearImageDepthStencilID);
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isFeatureSupported = false;
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return isFeatureSupported;
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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INFO("OpenGL: Successfully created FBOs.\n");
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return isFeatureSupported;
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}
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static bool OGLInitMultisampledFBO(const char *oglExtensionString)
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{
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// Don't use ARB versions since we're using the EXT versions for backwards compatibility.
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#if !defined(GL_EXT_framebuffer_object) || \
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!defined(GL_EXT_framebuffer_multisample) || \
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!defined(GL_EXT_framebuffer_blit) || \
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!defined(GL_EXT_packed_depth_stencil)
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bool isFeatureSupported = false;
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#else
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bool isFeatureSupported = (strstr(oglExtensionString, "GL_EXT_framebuffer_object") == NULL ||
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strstr(oglExtensionString, "GL_EXT_framebuffer_multisample") == NULL ||
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strstr(oglExtensionString, "GL_EXT_framebuffer_blit") == NULL ||
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strstr(oglExtensionString, "GL_EXT_packed_depth_stencil") == NULL) ? false : true;
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#endif
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if (!isFeatureSupported)
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{
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INFO("OpenGL: Multisampled FBOs are unsupported. Multisample antialiasing will be disabled.\n");
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return isFeatureSupported;
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}
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// Check the maximum number of samples that the GPU supports and use that.
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// Since our target resolution is only 256x192 pixels, using the most samples
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// possible is the best thing to do.
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GLint maxSamples = 0;
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glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples);
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if (maxSamples < 2)
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{
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INFO("OpenGL: GPU does not support at least 2x multisampled FBOs. Multisample antialiasing will be disabled.\n");
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isFeatureSupported = false;
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return isFeatureSupported;
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}
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else if (maxSamples > OGLRENDER_MAX_MULTISAMPLES)
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{
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maxSamples = OGLRENDER_MAX_MULTISAMPLES;
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}
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// Set up FBO render targets
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glGenRenderbuffersEXT(1, &rboMultisampleColorID);
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glGenRenderbuffersEXT(1, &rboMultisampleDepthStencilID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboMultisampleColorID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, maxSamples, GL_RGBA, 256, 192);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboMultisampleDepthStencilID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, maxSamples, GL_DEPTH24_STENCIL8_EXT, 256, 192);
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// Set up multisampled rendering FBO
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glGenFramebuffersEXT(1, &fboMultisampleRenderID);
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|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboMultisampleRenderID);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, rboMultisampleColorID);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rboMultisampleDepthStencilID);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rboMultisampleDepthStencilID);
|
||||
|
||||
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
|
||||
{
|
||||
INFO("OpenGL: Failed to create multisampled FBO. Multisample antialiasing will be disabled.\n");
|
||||
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
glDeleteFramebuffersEXT(1, &fboMultisampleRenderID);
|
||||
glDeleteRenderbuffersEXT(1, &rboMultisampleColorID);
|
||||
glDeleteRenderbuffersEXT(1, &rboMultisampleDepthStencilID);
|
||||
|
||||
isFeatureSupported = false;
|
||||
return isFeatureSupported;
|
||||
}
|
||||
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
INFO("OpenGL: Successfully created multisampled FBO.\n");
|
||||
|
||||
return isFeatureSupported;
|
||||
}
|
||||
|
||||
//=================================================
|
||||
|
@ -808,7 +1026,7 @@ static char OGLInit(void)
|
|||
}
|
||||
|
||||
// Shader Setup
|
||||
OGLInitShaders(oglExtensionString);
|
||||
isShaderSupported = OGLInitShaders(oglExtensionString);
|
||||
if(isShaderSupported)
|
||||
{
|
||||
// The toon table is a special 1D texture where each pixel corresponds
|
||||
|
@ -887,69 +1105,10 @@ static char OGLInit(void)
|
|||
}
|
||||
|
||||
// FBO Setup
|
||||
// Don't use ARB versions since we're using the EXT versions for backwards compatibility.
|
||||
#if !defined(GL_EXT_framebuffer_object) || \
|
||||
!defined(GL_EXT_framebuffer_blit) || \
|
||||
!defined(GL_EXT_packed_depth_stencil)
|
||||
isFBOSupported = OGLInitFBOs(oglExtensionString);
|
||||
|
||||
isFBOSupported = false;
|
||||
#else
|
||||
isFBOSupported = (strstr(oglExtensionString, "GL_EXT_framebuffer_object") == NULL ||
|
||||
strstr(oglExtensionString, "GL_EXT_framebuffer_blit") == NULL ||
|
||||
strstr(oglExtensionString, "GL_EXT_packed_depth_stencil") == NULL) ? false : true;
|
||||
#endif
|
||||
if (isFBOSupported)
|
||||
{
|
||||
// Set up FBO render targets
|
||||
glGenTextures(1, &texClearImageColorID);
|
||||
glGenTextures(1, &texClearImageDepthStencilID);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_ClearImage);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texClearImageColorID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texClearImageDepthStencilID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, 256, 192, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// Set up FBOs
|
||||
glGenFramebuffersEXT(1, &fboClearImageID);
|
||||
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboClearImageID);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texClearImageColorID, 0);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texClearImageDepthStencilID, 0);
|
||||
|
||||
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT)
|
||||
{
|
||||
INFO("OpenGL: Successfully created FBOs.\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
INFO("OpenGL: Failed to created FBOs. Some emulation features will be disabled.\n");
|
||||
isFBOSupported = false;
|
||||
|
||||
glDeleteFramebuffersEXT(1, &fboClearImageID);
|
||||
glDeleteTextures(1, &texClearImageColorID);
|
||||
glDeleteTextures(1, &texClearImageDepthStencilID);
|
||||
}
|
||||
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
INFO("OpenGL: FBOs are unsupported. Some emulation features will be disabled.\n");
|
||||
}
|
||||
// Multisampled FBO Setup
|
||||
isMultisampledFBOSupported = OGLInitMultisampledFBO(oglExtensionString);
|
||||
|
||||
ENDGL();
|
||||
|
||||
|
@ -1062,6 +1221,17 @@ static void OGLClose()
|
|||
isFBOSupported = false;
|
||||
}
|
||||
|
||||
if (isMultisampledFBOSupported)
|
||||
{
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
glDeleteFramebuffersEXT(1, &fboMultisampleRenderID);
|
||||
glDeleteRenderbuffersEXT(1, &rboMultisampleColorID);
|
||||
glDeleteRenderbuffersEXT(1, &rboMultisampleDepthStencilID);
|
||||
|
||||
selectedRenderingFBO = 0;
|
||||
isMultisampledFBOSupported = false;
|
||||
}
|
||||
|
||||
//kill the tex cache to free all the texture ids
|
||||
TexCache_Reset();
|
||||
|
||||
|
@ -1357,6 +1527,17 @@ static void Control()
|
|||
{
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
if (isMultisampledFBOSupported && CommonSettings.GFX3D_Renderer_Multisample)
|
||||
{
|
||||
selectedRenderingFBO = fboMultisampleRenderID;
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedRenderingFBO = 0;
|
||||
}
|
||||
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, selectedRenderingFBO);
|
||||
}
|
||||
|
||||
static void GL_ReadFramebuffer()
|
||||
|
@ -1375,6 +1556,15 @@ static void GL_ReadFramebuffer()
|
|||
{
|
||||
if(!BEGINGL()) return;
|
||||
|
||||
// Downsample the multisampled FBO to the main framebuffer
|
||||
if (selectedRenderingFBO == fboMultisampleRenderID)
|
||||
{
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, selectedRenderingFBO);
|
||||
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
||||
glBlitFramebufferEXT(0, 0, 256, 192, 0, 0, 256, 192, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
}
|
||||
|
||||
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboRenderDataID[bufferIndex]);
|
||||
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, 0);
|
||||
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
|
||||
|
@ -1476,7 +1666,7 @@ static void HandleClearImage()
|
|||
// Copy the clear image to the main framebuffer
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboClearImageID);
|
||||
glBlitFramebufferEXT(0, 0, pixelsPerLine, lineCount, 0, 0, pixelsPerLine, lineCount, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, selectedRenderingFBO);
|
||||
}
|
||||
|
||||
static void OGLRender()
|
||||
|
|
Loading…
Reference in New Issue