dolphin/Source/Core/VideoBackends/OGL/OGLTexture.cpp

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// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConfig.h"
namespace OGL
{
namespace
{
GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case AbstractTextureFormat::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case AbstractTextureFormat::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
case AbstractTextureFormat::BPTC:
return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
case AbstractTextureFormat::RGBA8:
return storage ? GL_RGBA8 : GL_RGBA;
case AbstractTextureFormat::BGRA8:
return storage ? GL_RGBA8 : GL_BGRA;
case AbstractTextureFormat::R16:
return GL_R16;
case AbstractTextureFormat::R32F:
return GL_R32F;
case AbstractTextureFormat::D16:
return GL_DEPTH_COMPONENT16;
case AbstractTextureFormat::D24_S8:
return GL_DEPTH24_STENCIL8;
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT32F;
case AbstractTextureFormat::D32F_S8:
return GL_DEPTH32F_STENCIL8;
default:
PanicAlert("Unhandled texture format.");
return storage ? GL_RGBA8 : GL_RGBA;
}
}
GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
return GL_RGBA;
case AbstractTextureFormat::BGRA8:
return GL_BGRA;
case AbstractTextureFormat::R16:
case AbstractTextureFormat::R32F:
return GL_RED;
case AbstractTextureFormat::D16:
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT;
case AbstractTextureFormat::D24_S8:
case AbstractTextureFormat::D32F_S8:
return GL_DEPTH_STENCIL;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
case AbstractTextureFormat::BGRA8:
return GL_UNSIGNED_BYTE;
case AbstractTextureFormat::R16:
return GL_UNSIGNED_SHORT;
case AbstractTextureFormat::R32F:
return GL_FLOAT;
case AbstractTextureFormat::D16:
return GL_UNSIGNED_SHORT;
case AbstractTextureFormat::D24_S8:
return GL_UNSIGNED_INT_24_8;
case AbstractTextureFormat::D32F:
return GL_FLOAT;
case AbstractTextureFormat::D32F_S8:
return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
bool UsePersistentStagingBuffers()
{
// We require ARB_buffer_storage to create the persistent mapped buffer,
// ARB_shader_image_load_store for glMemoryBarrier, and ARB_sync to ensure
// the GPU has finished the copy before reading the buffer from the CPU.
return g_ogl_config.bSupportsGLBufferStorage && g_ogl_config.bSupportsImageLoadStore &&
g_ogl_config.bSupportsGLSync;
}
} // Anonymous namespace
OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
{
DEBUG_ASSERT_MSG(VIDEO, !tex_config.IsMultisampled() || tex_config.levels == 1,
"OpenGL does not support multisampled textures with mip levels");
GLenum target =
tex_config.IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY;
glGenTextures(1, &m_texId);
glActiveTexture(GL_TEXTURE9);
glBindTexture(target, m_texId);
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true);
if (tex_config.IsMultisampled())
{
if (g_ogl_config.bSupportsTextureStorage)
glTexStorage3DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
m_config.height, m_config.layers, GL_FALSE);
else
glTexImage3DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
m_config.height, m_config.layers, GL_FALSE);
}
else if (g_ogl_config.bSupportsTextureStorage)
{
glTexStorage3D(target, m_config.levels, gl_internal_format, m_config.width, m_config.height,
m_config.layers);
}
if (m_config.rendertarget)
{
// We can't render to compressed formats.
ASSERT(!IsCompressedFormat(m_config.format));
if (!g_ogl_config.bSupportsTextureStorage && !tex_config.IsMultisampled())
{
for (u32 level = 0; level < m_config.levels; level++)
{
glTexImage3D(target, level, GL_RGBA, std::max(m_config.width >> level, 1u),
std::max(m_config.height >> level, 1u), m_config.layers, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
}
glGenFramebuffers(1, &m_framebuffer);
FramebufferManager::SetFramebuffer(m_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, m_texId,
0);
// We broke the framebuffer binding here, and need to restore it, as the CreateTexture
// method is in the base renderer class and can be called by VideoCommon.
FramebufferManager::SetFramebuffer(0);
}
}
OGLTexture::~OGLTexture()
{
g_renderer->UnbindTexture(this);
if (m_texId)
glDeleteTextures(1, &m_texId);
if (m_framebuffer)
glDeleteFramebuffers(1, &m_framebuffer);
}
GLuint OGLTexture::GetRawTexIdentifier() const
{
return m_texId;
}
GLuint OGLTexture::GetFramebuffer() const
{
return m_framebuffer;
}
void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
if (g_ogl_config.bSupportsCopySubImage)
{
glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, src_level, src_rect.left,
src_rect.top, src_layer, m_texId, GL_TEXTURE_2D_ARRAY, dst_level,
dst_rect.left, dst_rect.top, dst_layer, dst_rect.GetWidth(),
dst_rect.GetHeight(), 1);
}
else
{
BlitFramebuffer(const_cast<OGLTexture*>(srcentry), src_rect, src_layer, src_level, dst_rect,
dst_layer, dst_level);
}
}
void OGLTexture::BlitFramebuffer(OGLTexture* srcentry, const MathUtil::Rectangle<int>& src_rect,
u32 src_layer, u32 src_level,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
// If it isn't a single leveled/layered texture, we need to update the framebuffer.
bool update_src_framebuffer =
srcentry->m_framebuffer == 0 || srcentry->m_config.layers != 0 || src_level != 0;
bool update_dst_framebuffer = m_framebuffer == 0 || m_config.layers != 0 || dst_level != 0;
if (!m_framebuffer)
glGenFramebuffers(1, &m_framebuffer);
if (!srcentry->m_framebuffer)
glGenFramebuffers(1, &const_cast<OGLTexture*>(srcentry)->m_framebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, srcentry->m_framebuffer);
if (update_src_framebuffer)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, srcentry->m_texId,
src_level, src_layer);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_framebuffer);
if (update_dst_framebuffer)
{
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texId, dst_level,
dst_layer);
}
// glBlitFramebuffer is still affected by the scissor test, which is enabled by default.
glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if (update_src_framebuffer)
{
FramebufferManager::FramebufferTexture(
GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
srcentry->m_config.IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY,
srcentry->m_texId, 0);
}
if (update_dst_framebuffer)
{
FramebufferManager::FramebufferTexture(
GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
m_config.IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY, m_texId,
0);
}
// The default state for the scissor test is enabled. We don't need to do a full state
// restore, as the framebuffer and scissor test are the only things we changed.
glEnable(GL_SCISSOR_TEST);
FramebufferManager::SetFramebuffer(0);
}
void OGLTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(source);
if (!m_framebuffer)
{
glGenFramebuffers(1, &m_framebuffer);
FramebufferManager::SetFramebuffer(m_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, m_texId, 0);
}
g_renderer->ResetAPIState();
FramebufferManager::SetFramebuffer(m_framebuffer);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->m_texId);
g_sampler_cache->BindLinearSampler(9);
glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
TextureCache::GetInstance()->GetColorCopyProgram().Bind();
glUniform4f(TextureCache::GetInstance()->GetColorCopyPositionUniform(), float(srcrect.left),
float(srcrect.top), float(srcrect.GetWidth()), float(srcrect.GetHeight()));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
g_renderer->RestoreAPIState();
}
void OGLTexture::ResolveFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& rect, u32 layer, u32 level)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && m_config.samples == 1);
DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
BlitFramebuffer(const_cast<OGLTexture*>(srcentry), rect, layer, level, rect, layer, level);
}
void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size)
{
if (level >= m_config.levels)
PanicAlert("Texture only has %d levels, can't update level %d", m_config.levels, level);
if (width != std::max(1u, m_config.width >> level) ||
height != std::max(1u, m_config.height >> level))
PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
std::max(1u, m_config.width >> level), std::max(1u, m_config.height >> level), width,
height);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false);
if (IsCompressedFormat(m_config.format))
{
if (g_ogl_config.bSupportsTextureStorage)
{
glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1,
gl_internal_format, static_cast<GLsizei>(buffer_size), buffer);
}
else
{
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0,
static_cast<GLsizei>(buffer_size), buffer);
}
}
else
{
GLenum gl_format = GetGLFormatForTextureFormat(m_config.format);
GLenum gl_type = GetGLTypeForTextureFormat(m_config.format);
if (g_ogl_config.bSupportsTextureStorage)
{
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type,
buffer);
}
else
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format,
gl_type, buffer);
}
}
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
OGLStagingTexture::OGLStagingTexture(StagingTextureType type, const TextureConfig& config,
GLenum target, GLuint buffer_name, size_t buffer_size,
char* map_ptr, size_t map_stride)
: AbstractStagingTexture(type, config), m_target(target), m_buffer_name(buffer_name),
m_buffer_size(buffer_size)
{
m_map_pointer = map_ptr;
m_map_stride = map_stride;
}
OGLStagingTexture::~OGLStagingTexture()
{
if (m_fence != 0)
glDeleteSync(m_fence);
if (m_map_pointer)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
if (m_buffer_name != 0)
glDeleteBuffers(1, &m_buffer_name);
}
std::unique_ptr<OGLStagingTexture> OGLStagingTexture::Create(StagingTextureType type,
const TextureConfig& config)
{
size_t stride = config.GetStride();
size_t buffer_size = stride * config.height;
GLenum target =
type == StagingTextureType::Readback ? GL_PIXEL_PACK_BUFFER : GL_PIXEL_UNPACK_BUFFER;
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(target, buffer);
// Prefer using buffer_storage where possible. This allows us to skip the map/unmap steps.
char* buffer_ptr;
if (UsePersistentStagingBuffers())
{
GLenum buffer_flags;
GLenum map_flags;
if (type == StagingTextureType::Readback)
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
}
else if (type == StagingTextureType::Upload)
{
buffer_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
}
else
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
}
glBufferStorage(target, buffer_size, nullptr, buffer_flags);
buffer_ptr =
reinterpret_cast<char*>(glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, buffer_size, map_flags));
ASSERT(buffer_ptr != nullptr);
}
else
{
// Otherwise, fallback to mapping the buffer each time.
glBufferData(target, buffer_size, nullptr,
type == StagingTextureType::Readback ? GL_STREAM_READ : GL_STREAM_DRAW);
buffer_ptr = nullptr;
}
glBindBuffer(target, 0);
return std::unique_ptr<OGLStagingTexture>(
new OGLStagingTexture(type, config, target, buffer, buffer_size, buffer_ptr, stride));
}
void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
ASSERT(m_type == StagingTextureType::Readback);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
// Unmap the buffer before writing when not using persistent mappings.
if (!UsePersistentStagingBuffers())
OGLStagingTexture::Unmap();
// Copy from the texture object to the staging buffer.
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
glPixelStorei(GL_PACK_ROW_LENGTH, m_config.width);
const OGLTexture* gltex = static_cast<const OGLTexture*>(src);
size_t dst_offset = dst_rect.top * m_config.GetStride() + dst_rect.left * m_texel_size;
// If we don't have a FBO associated with this texture, we need to use a slow path.
if (gltex->GetFramebuffer() != 0 && src_layer == 0 && src_level == 0)
{
// This texture has a framebuffer, so we can use glReadPixels().
glBindFramebuffer(GL_READ_FRAMEBUFFER, gltex->GetFramebuffer());
glReadPixels(src_rect.left, src_rect.top, src_rect.GetWidth(), src_rect.GetHeight(),
GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), reinterpret_cast<void*>(dst_offset));
// Reset both read/draw framebuffers.
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
}
else
{
if (g_ogl_config.bSupportsTextureSubImage)
{
glGetTextureSubImage(
gltex->GetRawTexIdentifier(), src_level, src_rect.left, src_rect.top, src_layer,
src_rect.GetWidth(), src_rect.GetHeight(), 1,
GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format),
static_cast<GLsizei>(m_buffer_size - dst_offset), reinterpret_cast<void*>(dst_offset));
}
else
{
// TODO: Investigate whether it's faster to use glReadPixels() with a framebuffer, since we're
// copying the whole texture, which may waste bandwidth. So we're trading CPU work in creating
// the framebuffer for GPU work in copying potentially redundant texels.
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, gltex->GetRawTexIdentifier());
glGetTexImage(GL_TEXTURE_2D_ARRAY, src_level, GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), nullptr);
}
}
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
// If we support buffer storage, create a fence for synchronization.
if (UsePersistentStagingBuffers())
{
if (m_fence != 0)
glDeleteSync(m_fence);
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
}
m_needs_flush = true;
}
void OGLStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect,
AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
ASSERT(m_type == StagingTextureType::Upload);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
size_t src_offset = src_rect.top * m_config.GetStride() + src_rect.left * m_texel_size;
size_t copy_size = src_rect.GetHeight() * m_config.GetStride();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_buffer_name);
glPixelStorei(GL_UNPACK_ROW_LENGTH, m_config.width);
if (!UsePersistentStagingBuffers())
{
// Unmap the buffer before writing when not using persistent mappings.
if (m_map_pointer)
{
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
m_map_pointer = nullptr;
}
}
else
{
// Since we're not using coherent mapping, we must flush the range explicitly.
if (m_type == StagingTextureType::Upload)
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, src_offset, copy_size);
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
}
// Copy from the staging buffer to the texture object.
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, static_cast<const OGLTexture*>(dst)->GetRawTexIdentifier());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, dst_rect.left, dst_rect.top, dst_layer,
dst_rect.GetWidth(), dst_rect.GetHeight(), 1,
GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), reinterpret_cast<void*>(src_offset));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
// If we support buffer storage, create a fence for synchronization.
if (UsePersistentStagingBuffers())
{
if (m_fence != 0)
glDeleteSync(m_fence);
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
}
m_needs_flush = true;
}
void OGLStagingTexture::Flush()
{
// No-op when not using buffer storage, as the transfers happen on Map().
// m_fence will always be zero in this case.
if (m_fence == 0)
{
m_needs_flush = false;
return;
}
glClientWaitSync(m_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(m_fence);
m_fence = 0;
m_needs_flush = false;
}
bool OGLStagingTexture::Map()
{
if (m_map_pointer)
return true;
// Slow path, map the texture, unmap it later.
GLenum flags;
if (m_type == StagingTextureType::Readback)
flags = GL_MAP_READ_BIT;
else if (m_type == StagingTextureType::Upload)
flags = GL_MAP_WRITE_BIT;
else
flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
glBindBuffer(m_target, m_buffer_name);
m_map_pointer = reinterpret_cast<char*>(glMapBufferRange(m_target, 0, m_buffer_size, flags));
glBindBuffer(m_target, 0);
return m_map_pointer != nullptr;
}
void OGLStagingTexture::Unmap()
{
// No-op with persistent mapped buffers.
if (!m_map_pointer || UsePersistentStagingBuffers())
return;
glBindBuffer(m_target, m_buffer_name);
glUnmapBuffer(m_target);
glBindBuffer(m_target, 0);
m_map_pointer = nullptr;
}
OGLFramebuffer::OGLFramebuffer(AbstractTextureFormat color_format,
AbstractTextureFormat depth_format, u32 width, u32 height,
u32 layers, u32 samples, GLuint fbo)
: AbstractFramebuffer(color_format, depth_format, width, height, layers, samples), m_fbo(fbo)
{
}
OGLFramebuffer::~OGLFramebuffer()
{
glDeleteFramebuffers(1, &m_fbo);
}
std::unique_ptr<OGLFramebuffer> OGLFramebuffer::Create(const OGLTexture* color_attachment,
const OGLTexture* depth_attachment)
{
if (!ValidateConfig(color_attachment, depth_attachment))
return nullptr;
const AbstractTextureFormat color_format =
color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined;
const AbstractTextureFormat depth_format =
depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined;
const OGLTexture* either_attachment = color_attachment ? color_attachment : depth_attachment;
const u32 width = either_attachment->GetWidth();
const u32 height = either_attachment->GetHeight();
const u32 layers = either_attachment->GetLayers();
const u32 samples = either_attachment->GetSamples();
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if (color_attachment)
{
if (color_attachment->GetConfig().layers > 1)
{
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
color_attachment->GetRawTexIdentifier(), 0);
}
else
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
color_attachment->GetRawTexIdentifier(), 0, 0);
}
}
if (depth_attachment)
{
GLenum attachment = AbstractTexture::IsStencilFormat(depth_format) ?
GL_DEPTH_STENCIL_ATTACHMENT :
GL_DEPTH_ATTACHMENT;
if (depth_attachment->GetConfig().layers > 1)
{
glFramebufferTexture(GL_FRAMEBUFFER, attachment, depth_attachment->GetRawTexIdentifier(), 0);
}
else
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, depth_attachment->GetRawTexIdentifier(),
0, 0);
}
}
DEBUG_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
FramebufferManager::SetFramebuffer(0);
return std::make_unique<OGLFramebuffer>(color_format, depth_format, width, height, layers,
samples, fbo);
}
} // namespace OGL