FramebufferManager: Support resolving a multi-layered EFB in D3D.
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@ -29,7 +29,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
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{
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if (g_ActiveConfig.iMultisampleMode)
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{
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D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
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for (int i = 0; i < m_efb.slices; i++)
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D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
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return m_efb.resolved_color_tex;
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}
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else
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@ -40,7 +41,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
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{
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if (g_ActiveConfig.iMultisampleMode)
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{
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D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), 0, m_efb.depth_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
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for (int i = 0; i < m_efb.slices; i++)
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D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
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return m_efb.resolved_depth_tex;
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}
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else
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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;
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
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GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
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glBindTexture(m_textureType, m_efbColor);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbDepth);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 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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@ -180,25 +180,50 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// msaa + sample shading available, so just fetch the sample
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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 sampler2DMS samp9;\n"
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"vec4 sampleEFB(ivec2 pos) {\n"
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" return texelFetch(samp9, pos, gl_SampleID);\n"
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"}\n";
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if (m_EFBLayers > 1)
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{
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMSArray 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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"}\n";
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}
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else
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{
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sampler =
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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, pos, gl_SampleID);\n"
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"}\n";
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}
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}
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else
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{
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// msaa without sample shading: calculate the mean value of the pixel
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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 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, pos, i);\n"
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" return color / " + samples.str() + ";\n"
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"}\n";
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if (m_EFBLayers > 1)
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{
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMSArray 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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" return color / " + samples.str() + ";\n"
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"}\n";
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}
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else
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{
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sampler =
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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, 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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}
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std::string ps_rgba6_to_rgb8 = sampler +
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