diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp index e1f297271d..d4d620320a 100644 --- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp @@ -29,7 +29,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture() { if (g_ActiveConfig.iMultisampleMode) { - D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); + for (int i = 0; i < m_efb.slices; i++) + 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); return m_efb.resolved_color_tex; } else @@ -40,7 +41,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture() { if (g_ActiveConfig.iMultisampleMode) { - D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), 0, m_efb.depth_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); + for (int i = 0; i < m_efb.slices; i++) + 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); return m_efb.resolved_depth_tex; } else diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp index 1089884b96..2567641595 100644 --- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp @@ -99,17 +99,17 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms } else { - m_textureType = GL_TEXTURE_2D_MULTISAMPLE; + m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY; GLenum resolvedType = GL_TEXTURE_2D_ARRAY; glBindTexture(m_textureType, m_efbColor); - glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false); + glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false); glBindTexture(m_textureType, m_efbDepth); - glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false); + glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false); glBindTexture(m_textureType, m_efbColorSwap); - glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false); + glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false); glBindTexture(m_textureType, 0); // Although we are able to access the multisampled texture directly, we don't do it everywhere. @@ -180,25 +180,50 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms // msaa + sample shading available, so just fetch the sample // This will lead to sample shading, but it's the only way to not loose // the values of each sample. - sampler = - "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n" - "vec4 sampleEFB(ivec2 pos) {\n" - " return texelFetch(samp9, pos, gl_SampleID);\n" - "}\n"; + if (m_EFBLayers > 1) + { + sampler = + "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n" + "vec4 sampleEFB(ivec2 pos) {\n" + " return texelFetch(samp9, ivec3(pos, 0), gl_SampleID);\n" + "}\n"; + } + else + { + sampler = + "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n" + "vec4 sampleEFB(ivec2 pos) {\n" + " return texelFetch(samp9, pos, gl_SampleID);\n" + "}\n"; + } } else { // msaa without sample shading: calculate the mean value of the pixel std::stringstream samples; samples << m_msaaSamples; - sampler = - "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n" - "vec4 sampleEFB(ivec2 pos) {\n" - " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n" - " for(int i=0; i<" + samples.str() + "; i++)\n" - " color += texelFetch(samp9, pos, i);\n" - " return color / " + samples.str() + ";\n" - "}\n"; + if (m_EFBLayers > 1) + { + sampler = + "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n" + "vec4 sampleEFB(ivec2 pos) {\n" + " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n" + " for(int i=0; i<" + samples.str() + "; i++)\n" + " color += texelFetch(samp9, ivec3(pos, 0), i);\n" + " return color / " + samples.str() + ";\n" + "}\n"; + } + else + { + sampler = + "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n" + "vec4 sampleEFB(ivec2 pos) {\n" + " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n" + " for(int i=0; i<" + samples.str() + "; i++)\n" + " color += texelFetch(samp9, pos, i);\n" + " return color / " + samples.str() + ";\n" + "}\n"; + } } std::string ps_rgba6_to_rgb8 = sampler +