OGL: Fix black screen when MSAA is enabled

This commit is contained in:
Stenzek 2016-12-12 17:49:38 +10:00
parent 863aeb383a
commit 607ce40f0b
2 changed files with 30 additions and 21 deletions

View File

@ -1379,8 +1379,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
std::swap(flipped_trc.top, flipped_trc.bottom);
// Copy the framebuffer to screen.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
DrawFrame(flipped_trc, rc, xfbAddr, xfbSourceList, xfbCount, fbWidth, fbStride, fbHeight);
DrawFrame(0, flipped_trc, rc, xfbAddr, xfbSourceList, xfbCount, fbWidth, fbStride, fbHeight);
// The FlushFrameDump call here is necessary even after frame dumping is stopped.
// If left out, screenshots are "one frame" behind, as an extra frame is dumped and buffered.
@ -1395,11 +1394,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
{
// DumpFrameUsingFBO resets GL_FRAMEBUFFER, so change back to the window for drawing OSD.
DumpFrameUsingFBO(rc, xfbAddr, xfbSourceList, xfbCount, fbWidth, fbStride, fbHeight, ticks);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// GL_READ_FRAMEBUFFER is set by GL_FRAMEBUFFER in DrawFrame -> Draw{EFB,VirtualXFB,RealXFB}.
DumpFrame(flipped_trc, ticks);
}
}
@ -1529,36 +1527,42 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
ClearEFBCache();
}
void Renderer::DrawFrame(const TargetRectangle& target_rc, const EFBRectangle& source_rc,
u32 xfb_addr, const XFBSourceBase* const* xfb_sources, u32 xfb_count,
u32 fb_width, u32 fb_stride, u32 fb_height)
void Renderer::DrawFrame(GLuint framebuffer, const TargetRectangle& target_rc,
const EFBRectangle& source_rc, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height)
{
if (g_ActiveConfig.bUseXFB)
{
if (g_ActiveConfig.bUseRealXFB)
DrawRealXFB(target_rc, xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
DrawRealXFB(framebuffer, target_rc, xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
else
DrawVirtualXFB(target_rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
DrawVirtualXFB(framebuffer, target_rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride,
fb_height);
}
else
{
DrawEFB(target_rc, source_rc);
DrawEFB(framebuffer, target_rc, source_rc);
}
}
void Renderer::DrawEFB(const TargetRectangle& target_rc, const EFBRectangle& source_rc)
void Renderer::DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc,
const EFBRectangle& source_rc)
{
TargetRectangle scaled_source_rc = ConvertEFBRectangle(source_rc);
// for msaa mode, we must resolve the efb content to non-msaa
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(source_rc);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
BlitScreen(scaled_source_rc, target_rc, tex, s_target_width, s_target_height);
}
void Renderer::DrawVirtualXFB(const TargetRectangle& target_rc, u32 xfb_addr,
void Renderer::DrawVirtualXFB(GLuint framebuffer, const TargetRectangle& target_rc, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
for (u32 i = 0; i < xfb_count; ++i)
{
const XFBSource* xfbSource = static_cast<const XFBSource*>(xfb_sources[i]);
@ -1601,10 +1605,12 @@ void Renderer::DrawVirtualXFB(const TargetRectangle& target_rc, u32 xfb_addr,
}
}
void Renderer::DrawRealXFB(const TargetRectangle& target_rc,
void Renderer::DrawRealXFB(GLuint framebuffer, const TargetRectangle& target_rc,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
for (u32 i = 0; i < xfb_count; ++i)
{
const XFBSource* xfbSource = static_cast<const XFBSource*>(xfb_sources[i]);
@ -1696,21 +1702,22 @@ void Renderer::DumpFrameUsingFBO(const EFBRectangle& source_rc, u32 xfb_addr,
// Ensure the alpha channel of the render texture is blank. The frame dump backend expects
// that the alpha is set to 1.0 for all pixels.
FramebufferManager::SetFramebuffer(m_frame_dump_render_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_frame_dump_render_framebuffer);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Render the frame into the frame dump render texture. Disable alpha writes in case the
// post-processing shader writes a non-1.0 value.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
DrawFrame(render_rc, source_rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
DrawFrame(m_frame_dump_render_framebuffer, render_rc, source_rc, xfb_addr, xfb_sources, xfb_count,
fb_width, fb_stride, fb_height);
// Copy frame to output buffer. This assumes that GL_FRAMEBUFFER has been set.
DumpFrame(render_rc, ticks);
// Restore state after drawing. This isn't the game state, it's the state set by ResetAPIState.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
FramebufferManager::SetFramebuffer(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Renderer::PrepareFrameDumpRenderTexture(u32 width, u32 height)

View File

@ -113,15 +113,17 @@ private:
const TargetRectangle& targetPixelRc, const void* data);
// Draw either the EFB, or specified XFB sources to the currently-bound framebuffer.
void DrawFrame(const TargetRectangle& target_rc, const EFBRectangle& source_rc, u32 xfb_addr,
void DrawFrame(GLuint framebuffer, const TargetRectangle& target_rc,
const EFBRectangle& source_rc, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
void DrawEFB(const TargetRectangle& target_rc, const EFBRectangle& source_rc);
void DrawVirtualXFB(const TargetRectangle& target_rc, u32 xfb_addr,
void DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc, const EFBRectangle& source_rc);
void DrawVirtualXFB(GLuint framebuffer, const TargetRectangle& target_rc, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
void DrawRealXFB(const TargetRectangle& target_rc, const XFBSourceBase* const* xfb_sources,
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
void DrawRealXFB(GLuint framebuffer, const TargetRectangle& target_rc,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
void BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width,
int src_height);