extract OGL::FramebufferManager::CreateTexture
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@ -12,6 +12,7 @@
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLInterfaceBase.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/HW/Memmap.h"
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@ -49,6 +50,44 @@ GLuint FramebufferManager::m_EfbPokes_VBO;
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GLuint FramebufferManager::m_EfbPokes_VAO;
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SHADER FramebufferManager::m_EfbPokes;
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GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_format,
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GLenum pixel_format, GLenum data_type)
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{
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(texture_type, texture);
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if (texture_type == GL_TEXTURE_2D_ARRAY)
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{
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glTexParameteri(texture_type, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(texture_type, 0, internal_format, m_targetWidth, m_targetHeight, m_EFBLayers, 0,
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pixel_format, data_type, nullptr);
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}
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else if (texture == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
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{
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if (g_ogl_config.bSupports3DTextureStorage)
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glTexStorage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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else
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glTexImage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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}
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else if (texture == GL_TEXTURE_2D_MULTISAMPLE)
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{
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if (g_ogl_config.bSupports2DTextureStorage)
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glTexStorage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, false);
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else
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glTexImage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, false);
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}
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else
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{
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PanicAlert("Unhandled texture type %d", texture_type);
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}
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glBindTexture(texture_type, 0);
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return texture;
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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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@ -76,132 +115,33 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glActiveTexture(GL_TEXTURE9);
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GLuint glObj[3];
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glGenTextures(3, glObj);
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m_efbColor = glObj[0];
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m_efbDepth = glObj[1];
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m_efbColorSwap = glObj[2];
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m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
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m_efbFramebuffer.resize(m_EFBLayers);
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m_resolvedFramebuffer.resize(m_EFBLayers);
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// OpenGL MSAA textures are a different kind of texture type and must be allocated
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// with a different function, so we create them separately.
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if (m_msaaSamples <= 1)
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{
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m_textureType = GL_TEXTURE_2D_ARRAY;
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glBindTexture(m_textureType, m_efbColor);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, nullptr);
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glBindTexture(m_textureType, m_efbDepth);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight,
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m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, nullptr);
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}
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else
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{
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GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
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// Only use a layered multisample texture if needed. Some drivers
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// slow down significantly with single-layered multisample textures.
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if (m_EFBLayers > 1)
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{
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
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if (g_ogl_config.bSupports3DTextureStorage)
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{
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glBindTexture(m_textureType, m_efbColor);
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glTexStorage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbDepth);
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glTexStorage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F,
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m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexStorage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, 0);
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}
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else
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{
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glBindTexture(m_textureType, m_efbColor);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbDepth);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, 0);
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}
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}
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else
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{
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
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if (g_ogl_config.bSupports2DTextureStorage)
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{
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glBindTexture(m_textureType, m_efbColor);
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glTexStorage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
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m_targetHeight, false);
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glBindTexture(m_textureType, m_efbDepth);
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glTexStorage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F,
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m_targetWidth, m_targetHeight, false);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexStorage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
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m_targetHeight, false);
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glBindTexture(m_textureType, 0);
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}
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else
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{
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glBindTexture(m_textureType, m_efbColor);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
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m_targetHeight, false);
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glBindTexture(m_textureType, m_efbDepth);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth,
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m_targetHeight, false);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
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m_targetHeight, false);
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glBindTexture(m_textureType, 0);
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}
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}
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// Although we are able to access the multisampled texture directly, we don't do it everywhere.
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// The old way is to "resolve" this multisampled texture by copying it into a non-sampled
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// texture.
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// This would lead to an unneeded copy of the EFB, so we are going to avoid it.
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// But as this job isn't done right now, we do need that texture for resolving:
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glGenTextures(2, glObj);
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m_resolvedColorTexture = glObj[0];
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m_resolvedDepthTexture = glObj[1];
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GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
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glBindTexture(resolvedType, m_resolvedColorTexture);
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glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, nullptr);
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glBindTexture(resolvedType, m_resolvedDepthTexture);
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glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers,
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0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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m_resolvedColorTexture = CreateTexture(resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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m_resolvedDepthTexture =
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CreateTexture(resolvedType, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT);
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// Bind resolved textures to resolved framebuffer.
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glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
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@ -220,6 +160,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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}
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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_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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glGenFramebuffers(1, &m_xfbFramebuffer);
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@ -102,6 +102,8 @@ public:
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static void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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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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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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