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:
rogerman 2013-01-17 01:19:08 +00:00
parent c15911a1b1
commit 72eb5e6d12
2 changed files with 324 additions and 132 deletions

View File

@ -1,6 +1,6 @@
/*
Copyright (C) 2006 yopyop
Copyright (C) 2008-2012 DeSmuME team
Copyright (C) 2008-2013 DeSmuME team
This file is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@ -489,6 +489,7 @@ extern struct TCommonSettings {
, GFX3D_Texture(true)
, GFX3D_LineHack(true)
, GFX3D_Zelda_Shadow_Depth_Hack(0)
, GFX3D_Renderer_Multisample(false)
, UseExtBIOS(false)
, SWIFromBIOS(false)
, PatchSWI3(false)
@ -539,6 +540,7 @@ extern struct TCommonSettings {
bool GFX3D_Texture;
bool GFX3D_LineHack;
int GFX3D_Zelda_Shadow_Depth_Hack;
bool GFX3D_Renderer_Multisample;
bool UseExtBIOS;
char ARM9BIOS[256];

View File

@ -28,7 +28,8 @@
#include "OGLRender.h"
#include "debug.h"
#define VERT_INDEX_BUFFER_SIZE 8192
#define OGLRENDER_MAX_MULTISAMPLES 16
#define VERT_INDEX_BUFFER_SIZE 8192
bool (*oglrender_init)() = NULL;
bool (*oglrender_beginOpenGL)() = NULL;
@ -126,6 +127,7 @@ static GLfloat polyAlpha = 1.0f;
static bool isVBOSupported = false;
static bool isPBOSupported = false;
static bool isFBOSupported = false;
static bool isMultisampledFBOSupported = false;
static bool isShaderSupported = false;
static bool isVAOSupported = false;
@ -141,6 +143,12 @@ static GLuint texClearImageColorID;
static GLuint texClearImageDepthStencilID;
static GLuint fboClearImageID;
// Multisampled FBO
static GLuint rboMultisampleColorID;
static GLuint rboMultisampleDepthStencilID;
static GLuint fboMultisampleRenderID;
static GLuint selectedRenderingFBO = 0;
// Shader states
static GLuint vertexShaderID;
static GLuint fragmentShaderID;
@ -324,6 +332,15 @@ static void* execReadPixelsTask(void *arg)
}
else
{
// 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);
}
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, pixBuffer);
}
@ -383,99 +400,143 @@ static void _xglDisable(GLenum cap) {
CTASSERT((cap-0x0B00)<0x100); \
_xglDisable(cap); }
#define NOSHADERS(s) { isShaderSupported = false; INFO("%s\nOpenGL: Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n", s); return; }
#define SHADER_COMPCHECK(s, t) { \
GLint status = GL_TRUE; \
glGetShaderiv(s, GL_COMPILE_STATUS, &status); \
if(status != GL_TRUE) \
{ \
GLint logSize; \
GLchar *log; \
glGetShaderiv(s, GL_INFO_LOG_LENGTH, &logSize); \
log = new GLchar[logSize]; \
glGetShaderInfoLog(s, logSize, &logSize, log); \
INFO("OpenGL: SEVERE - FAILED TO COMPILE SHADER : %s\n", log); \
delete[] log; \
if(s)glDeleteShader(s); \
NOSHADERS("OpenGL: Failed to compile the "t" shader."); \
} \
static bool OGLValidateShaderCompile(GLuint theShader)
{
bool isCompileValid = false;
GLint status = GL_FALSE;
glGetShaderiv(theShader, GL_COMPILE_STATUS, &status);
if(status == GL_TRUE)
{
isCompileValid = true;
}
else
{
GLint logSize;
GLchar *log = NULL;
glGetShaderiv(theShader, GL_INFO_LOG_LENGTH, &logSize);
log = new GLchar[logSize];
glGetShaderInfoLog(theShader, logSize, &logSize, log);
INFO("OpenGL: SEVERE - FAILED TO COMPILE SHADER : %s\n", log);
delete[] log;
}
return isCompileValid;
}
#define PROGRAM_COMPCHECK(p, s1, s2) { \
GLint status = GL_TRUE; \
glGetProgramiv(p, GL_LINK_STATUS, &status); \
if(status != GL_TRUE) \
{ \
GLint logSize; \
GLchar *log; \
glGetProgramiv(p, GL_INFO_LOG_LENGTH, &logSize); \
log = new GLchar[logSize]; \
glGetProgramInfoLog(p, logSize, &logSize, log); \
INFO("OpenGL: SEVERE - FAILED TO LINK SHADER PROGRAM : %s\n", log); \
delete[] log; \
if(s1)glDeleteShader(s1); \
if(s2)glDeleteShader(s2); \
NOSHADERS("OpenGL: Failed to link the shader program."); \
} \
static bool OGLValidateShaderProgramLink(GLuint theProgram)
{
bool isLinkValid = false;
GLint status = GL_FALSE;
glGetProgramiv(theProgram, GL_LINK_STATUS, &status);
if(status == GL_TRUE)
{
isLinkValid = true;
}
else
{
GLint logSize;
GLchar *log = NULL;
glGetProgramiv(theProgram, GL_INFO_LOG_LENGTH, &logSize);
log = new GLchar[logSize];
glGetProgramInfoLog(theProgram, logSize, &logSize, log);
INFO("OpenGL: SEVERE - FAILED TO LINK SHADER PROGRAM : %s\n", log);
delete[] log;
}
return isLinkValid;
}
/* Shaders init */
static void OGLInitShaders(const char *oglExtensionString)
static bool OGLInitShaders(const char *oglExtensionString)
{
isShaderSupported = true;
#ifdef HAVE_LIBOSMESA
NOSHADERS("OpenGL: Shaders aren't supported by OSMesa.");
#endif
/* This check is just plain wrong. */
/* It will always pass if you've OpenGL 2.0 or later, */
/* even if your GFX card doesn't support shaders. */
/* if (glCreateShader == NULL || //use ==NULL instead of !func to avoid always true warnings for some systems
glShaderSource == NULL ||
glCompileShader == NULL ||
glCreateProgram == NULL ||
glAttachShader == NULL ||
glLinkProgram == NULL ||
glUseProgram == NULL ||
glGetShaderInfoLog == NULL)
NOSHADERS("Shaders aren't supported by your system.");*/
#if !defined(GL_ARB_shader_objects) || \
!defined(GL_ARB_vertex_shader) || \
!defined(GL_ARB_fragment_shader) || \
!defined(GL_ARB_vertex_program)
NOSHADERS("OpenGL: Shaders are unsupported.");
bool isFeatureSupported = false;
#else
if ((strstr(oglExtensionString, "GL_ARB_shader_objects") == NULL) ||
(strstr(oglExtensionString, "GL_ARB_vertex_shader") == NULL) ||
(strstr(oglExtensionString, "GL_ARB_fragment_shader") == NULL) ||
(strstr(oglExtensionString, "GL_ARB_vertex_program") == NULL) )
NOSHADERS("OpenGL: Shaders are unsupported.");
bool isFeatureSupported = (strstr(oglExtensionString, "GL_ARB_shader_objects") == NULL ||
strstr(oglExtensionString, "GL_ARB_vertex_shader") == NULL ||
strstr(oglExtensionString, "GL_ARB_fragment_shader") == NULL ||
strstr(oglExtensionString, "GL_ARB_vertex_program") == NULL) ? false : true;
#endif
#ifdef HAVE_LIBOSMESA
isFeatureSupported = false;
INFO("%s\nOpenGL: Shaders aren't supported by OSMesa.\n");
#endif
if (!isFeatureSupported)
{
INFO("OpenGL: Shaders are unsupported. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
return isFeatureSupported;
}
vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
if(!vertexShaderID)
NOSHADERS("OpenGL: Failed to create the vertex shader.");
{
INFO("%s\nOpenGL: Failed to create the vertex shader. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
isFeatureSupported = false;
return isFeatureSupported;
}
glShaderSource(vertexShaderID, 1, (const GLchar**)&vertexShader, NULL);
glCompileShader(vertexShaderID);
SHADER_COMPCHECK(vertexShaderID, "vertex");
if (!OGLValidateShaderCompile(vertexShaderID))
{
INFO("%s\nOpenGL: Failed to compile the vertex shader. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
glDeleteShader(vertexShaderID);
isFeatureSupported = false;
return isFeatureSupported;
}
fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
if(!fragmentShaderID)
NOSHADERS("OpenGL: Failed to create the fragment shader.");
{
INFO("%s\nOpenGL: Failed to create the fragment shader. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
glDeleteShader(vertexShaderID);
isFeatureSupported = false;
return isFeatureSupported;
}
glShaderSource(fragmentShaderID, 1, (const GLchar**)&fragmentShader, NULL);
glCompileShader(fragmentShaderID);
SHADER_COMPCHECK(fragmentShaderID, "fragment");
if (!OGLValidateShaderCompile(fragmentShaderID))
{
INFO("%s\nOpenGL: Failed to compile the fragment shader. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
isFeatureSupported = false;
return isFeatureSupported;
}
shaderProgram = glCreateProgram();
if(!shaderProgram)
NOSHADERS("OpenGL: Failed to create the shader program.");
{
INFO("%s\nOpenGL: Failed to create the shader program. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
isFeatureSupported = false;
return isFeatureSupported;
}
glAttachShader(shaderProgram, vertexShaderID);
glAttachShader(shaderProgram, fragmentShaderID);
@ -485,12 +546,169 @@ static void OGLInitShaders(const char *oglExtensionString)
glBindAttribLocation(shaderProgram, OGLVertexAttributeID_Color, "inColor");
glLinkProgram(shaderProgram);
PROGRAM_COMPCHECK(shaderProgram, vertexShaderID, fragmentShaderID);
if (!OGLValidateShaderProgramLink(shaderProgram))
{
INFO("OpenGL: Failed to link the shader program. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
glDetachShader(shaderProgram, vertexShaderID);
glDetachShader(shaderProgram, fragmentShaderID);
glDeleteProgram(shaderProgram);
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
isFeatureSupported = false;
return isFeatureSupported;
}
glValidateProgram(shaderProgram);
glUseProgram(shaderProgram);
INFO("OpenGL: Successfully created shaders.\n");
return isFeatureSupported;
}
static bool OGLInitFBOs(const char *oglExtensionString)
{
// 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)
bool isFeatureSupported = false;
#else
bool isFeatureSupported = (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 (!isFeatureSupported)
{
INFO("OpenGL: FBOs are unsupported. Some emulation features will be disabled.\n");
return isFeatureSupported;
}
// 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: Failed to created FBOs. Some emulation features will be disabled.\n");
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &fboClearImageID);
glDeleteTextures(1, &texClearImageColorID);
glDeleteTextures(1, &texClearImageDepthStencilID);
isFeatureSupported = false;
return isFeatureSupported;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
INFO("OpenGL: Successfully created FBOs.\n");
return isFeatureSupported;
}
static bool OGLInitMultisampledFBO(const char *oglExtensionString)
{
// 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_multisample) || \
!defined(GL_EXT_framebuffer_blit) || \
!defined(GL_EXT_packed_depth_stencil)
bool isFeatureSupported = false;
#else
bool isFeatureSupported = (strstr(oglExtensionString, "GL_EXT_framebuffer_object") == NULL ||
strstr(oglExtensionString, "GL_EXT_framebuffer_multisample") == NULL ||
strstr(oglExtensionString, "GL_EXT_framebuffer_blit") == NULL ||
strstr(oglExtensionString, "GL_EXT_packed_depth_stencil") == NULL) ? false : true;
#endif
if (!isFeatureSupported)
{
INFO("OpenGL: Multisampled FBOs are unsupported. Multisample antialiasing will be disabled.\n");
return isFeatureSupported;
}
// Check the maximum number of samples that the GPU supports and use that.
// Since our target resolution is only 256x192 pixels, using the most samples
// possible is the best thing to do.
GLint maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples);
if (maxSamples < 2)
{
INFO("OpenGL: GPU does not support at least 2x multisampled FBOs. Multisample antialiasing will be disabled.\n");
isFeatureSupported = false;
return isFeatureSupported;
}
else if (maxSamples > OGLRENDER_MAX_MULTISAMPLES)
{
maxSamples = OGLRENDER_MAX_MULTISAMPLES;
}
// Set up FBO render targets
glGenRenderbuffersEXT(1, &rboMultisampleColorID);
glGenRenderbuffersEXT(1, &rboMultisampleDepthStencilID);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboMultisampleColorID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, maxSamples, GL_RGBA, 256, 192);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboMultisampleDepthStencilID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, maxSamples, GL_DEPTH24_STENCIL8_EXT, 256, 192);
// Set up multisampled rendering FBO
glGenFramebuffersEXT(1, &fboMultisampleRenderID);
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()