FramebufferManager: Support resolving a multi-layered EFB in D3D.

This commit is contained in:
Jules Blok 2014-12-19 15:51:14 +01:00
parent 0ae082fb61
commit 761749e07f
2 changed files with 46 additions and 19 deletions

View File

@ -29,7 +29,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
{ {
if (g_ActiveConfig.iMultisampleMode) 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; return m_efb.resolved_color_tex;
} }
else else
@ -40,7 +41,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
{ {
if (g_ActiveConfig.iMultisampleMode) 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; return m_efb.resolved_depth_tex;
} }
else else

View File

@ -99,17 +99,17 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
} }
else else
{ {
m_textureType = GL_TEXTURE_2D_MULTISAMPLE; m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
GLenum resolvedType = GL_TEXTURE_2D_ARRAY; GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor); 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); 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); 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); glBindTexture(m_textureType, 0);
// Although we are able to access the multisampled texture directly, we don't do it everywhere. // 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 // msaa + sample shading available, so just fetch the sample
// This will lead to sample shading, but it's the only way to not loose // This will lead to sample shading, but it's the only way to not loose
// the values of each sample. // the values of each sample.
sampler = if (m_EFBLayers > 1)
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n" {
"vec4 sampleEFB(ivec2 pos) {\n" sampler =
" return texelFetch(samp9, pos, gl_SampleID);\n" "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
"}\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 else
{ {
// msaa without sample shading: calculate the mean value of the pixel // msaa without sample shading: calculate the mean value of the pixel
std::stringstream samples; std::stringstream samples;
samples << m_msaaSamples; samples << m_msaaSamples;
sampler = if (m_EFBLayers > 1)
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n" {
"vec4 sampleEFB(ivec2 pos) {\n" sampler =
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n" "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
" for(int i=0; i<" + samples.str() + "; i++)\n" "vec4 sampleEFB(ivec2 pos) {\n"
" color += texelFetch(samp9, pos, i);\n" " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
" return color / " + samples.str() + ";\n" " for(int i=0; i<" + samples.str() + "; i++)\n"
"}\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 + std::string ps_rgba6_to_rgb8 = sampler +