Merge pull request #1620 from Armada651/ogl-msaa-array
OGL: Don't use texture arrays for MSAA.
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commit
22209bcc62
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@ -99,17 +99,17 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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}
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else
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{
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
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GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
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glBindTexture(m_textureType, m_efbColor);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
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glBindTexture(m_textureType, m_efbDepth);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
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glBindTexture(m_textureType, 0);
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// Although we are able to access the multisampled texture directly, we don't do it everywhere.
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@ -181,9 +181,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// This will lead to sample shading, but it's the only way to not loose
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// the values of each sample.
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
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"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
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"vec4 sampleEFB(ivec2 pos) {\n"
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" return texelFetch(samp9, ivec3(pos, 0), gl_SampleID);\n"
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" return texelFetch(samp9, pos, gl_SampleID);\n"
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"}\n";
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}
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else
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@ -192,11 +192,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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std::stringstream samples;
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samples << m_msaaSamples;
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
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"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
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"vec4 sampleEFB(ivec2 pos) {\n"
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" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" for(int i=0; i<" + samples.str() + "; i++)\n"
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" color += texelFetch(samp9, ivec3(pos, 0), i);\n"
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" color += texelFetch(samp9, pos, i);\n"
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" return color / " + samples.str() + ";\n"
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"}\n";
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}
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