FramebufferManager: Use a separate layer variable.

This commit is contained in:
Jules Blok 2014-12-23 12:32:01 +01:00
parent 737bc0e7ad
commit 01718eafa6
1 changed files with 18 additions and 8 deletions

View File

@ -192,10 +192,16 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// reinterpret pixel format
char vs[] =
const char* vs = m_EFBLayers > 1 ?
"void main(void) {\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n" :
"flat out int layer;\n"
"void main(void) {\n"
" layer = 0;\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
// The way to sample the EFB is based on the on the current configuration.
@ -263,10 +269,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
}
std::string ps_rgba6_to_rgb8 = sampler +
"flat in int layer;\n"
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xyz)) * 63.f));\n"
" ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));\n"
" ivec4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
@ -276,10 +283,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
"}";
std::string ps_rgb8_to_rgba6 = sampler +
"flat in int layer;\n"
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xyz)) * 255.f));\n"
" ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));\n"
" ivec4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
@ -288,18 +296,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" ocol0 = float4(dst6) / 63.f;\n"
"}";
std::stringstream vertices;
std::stringstream vertices, layers;
vertices << m_EFBLayers * 3;
layers << m_EFBLayers;
std::string gs = sampler +
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = " + vertices.str() + ") out;\n"
"flat out int layer;\n"
"void main()\n"
"{\n"
" int layers = textureSize(samp9, 0).z;\n"
" for (int layer = 0; layer < layers; ++layer) {\n"
" for (int j = 0; j < " + layers.str() + "; ++j) {\n"
" for (int i = 0; i < 3; ++i) {\n"
" gl_Position = vec4(gl_in[i].gl_Position.xy, layer, 1.0);\n"
" gl_Layer = layer;\n"
" layer = j;\n"
" gl_Layer = j;\n"
" gl_Position = gl_in[i].gl_Position;\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"