extract OGL::FramebufferManager::BindLayeredTexture
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@ -88,6 +88,17 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
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return texture;
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}
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void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers, GLenum attachment, GLenum texture_type)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[0]);
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FramebufferTexture(GL_FRAMEBUFFER, attachment, texture_type, texture, 0);
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// Bind all the other layers as separate FBOs for blitting.
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for (unsigned int i = 1; i < m_EFBLayers; i++) {
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, i);
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}
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}
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FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
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{
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m_xfbFramebuffer = 0;
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@ -145,23 +156,13 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// Bind resolved textures to resolved framebuffer.
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glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[0]);
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FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolvedType, m_resolvedColorTexture,
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0);
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FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resolvedType, m_resolvedDepthTexture,
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0);
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// Bind all the other layers as separate FBOs for blitting.
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for (unsigned int i = 1; i < m_EFBLayers; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0, i);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0, i);
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}
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BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0, resolvedType);
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BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT, resolvedType);
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}
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m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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m_efbDepth = CreateTexture(m_textureType, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT);
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m_efbDepth = CreateTexture(m_textureType, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
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GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
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m_efbColorSwap = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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// Create XFB framebuffer; targets will be created elsewhere.
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@ -169,17 +170,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// Bind target textures to EFB framebuffer.
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glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
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FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
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FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
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// Bind all the other layers as separate FBOs for blitting.
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for (unsigned int i = 1; i < m_EFBLayers; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[i]);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0, i);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i);
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}
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BindLayeredTexture(m_efbColor, m_efbFramebuffer, GL_COLOR_ATTACHMENT0, m_textureType);
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BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_DEPTH_ATTACHMENT, m_textureType);
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// EFB framebuffer is currently bound, make sure to clear it before use.
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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@ -104,6 +104,7 @@ public:
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private:
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GLuint CreateTexture(GLenum texture_type, GLenum internal_format, GLenum pixel_format,
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GLenum data_type);
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void BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers, GLenum attachment, GLenum texture_type);
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std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
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unsigned int target_height,
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unsigned int layers) override;
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