TextureCache: Implement layered framebuffer support.
Stereoscopic EFB2Tex is now supported.
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@ -74,6 +74,8 @@ public:
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// Resolved framebuffer is only used in MSAA mode.
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static GLuint GetResolvedFramebuffer() { return m_resolvedFramebuffer; }
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static int GetEFBLayers() { return m_EFBLayers; }
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static void SetFramebuffer(GLuint fb);
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// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
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@ -222,9 +222,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
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int layers = 1;
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, gl_iformat, scaled_tex_w, scaled_tex_h, layers, 0, gl_format, gl_type, nullptr);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, gl_iformat, scaled_tex_w, scaled_tex_h, FramebufferManager::GetEFBLayers(), 0, gl_format, gl_type, nullptr);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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glGenFramebuffers(1, &entry->framebuffer);
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@ -322,11 +320,11 @@ TextureCache::TextureCache()
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const char *pColorMatrixProg =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 colmat[7];\n"
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"in vec2 uv0;\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, vec3(uv0, 0.0));\n"
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" vec4 texcol = texture(samp9, f_uv0);\n"
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" texcol = round(texcol * colmat[5]) * colmat[6];\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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@ -334,11 +332,11 @@ TextureCache::TextureCache()
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const char *pDepthMatrixProg =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 colmat[5];\n"
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"in vec2 uv0;\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, vec3(uv0, 0.0));\n"
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" vec4 texcol = texture(samp9, f_uv0);\n"
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// 255.99998474121 = 16777215/16777216*256
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" float workspace = texcol.x * 255.99998474121;\n"
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@ -365,18 +363,38 @@ TextureCache::TextureCache()
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"}\n";
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const char *VProgram =
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"out vec2 uv0;\n"
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"out vec2 v_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"void main()\n"
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"{\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
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" v_uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
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ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg);
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const char *GProgram =
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"layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 3) out;\n"
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"in vec2 v_uv0[];\n"
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"out vec3 f_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"void main()\n"
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"{\n"
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" int layers = textureSize(samp9, 0).z;\n"
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" for (int layer = 0; layer < layers; ++layer) {\n"
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" for (int i = 0; i < gl_in.length(); ++i) {\n"
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" f_uv0 = vec3(v_uv0[i], layer);\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" gl_Layer = layer;\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n";
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ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg, GProgram);
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ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg, GProgram);
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s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
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s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
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