Merge pull request #331 from degasus/kill_csaa
OpenGL: Use a sample-able texture as EFB instead of renderbuffer.
This commit is contained in:
commit
ada6434b8e
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@ -18,38 +18,39 @@ namespace OGL
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int FramebufferManager::m_targetWidth;
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int FramebufferManager::m_targetHeight;
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int FramebufferManager::m_msaaSamples;
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int FramebufferManager::m_msaaCoverageSamples;
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GLenum FramebufferManager::m_textureType;
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GLuint FramebufferManager::m_efbFramebuffer;
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GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
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GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
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GLuint FramebufferManager::m_xfbFramebuffer;
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GLuint FramebufferManager::m_efbColor;
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GLuint FramebufferManager::m_efbDepth;
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GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
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// Only used in MSAA mode.
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GLuint FramebufferManager::m_resolvedFramebuffer;
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GLuint FramebufferManager::m_resolvedColorTexture;
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GLuint FramebufferManager::m_resolvedDepthTexture;
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GLuint FramebufferManager::m_xfbFramebuffer;
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// reinterpret pixel format
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SHADER FramebufferManager::m_pixel_format_shaders[2];
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FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
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FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
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{
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m_efbFramebuffer = 0;
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m_xfbFramebuffer = 0;
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m_efbColor = 0;
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m_efbDepth = 0;
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m_efbColorSwap = 0;
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m_resolvedFramebuffer = 0;
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m_resolvedColorTexture = 0;
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m_resolvedDepthTexture = 0;
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m_xfbFramebuffer = 0;
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m_targetWidth = targetWidth;
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m_targetHeight = targetHeight;
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m_msaaSamples = msaaSamples;
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m_msaaCoverageSamples = msaaCoverageSamples;
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// The EFB can be set to different pixel formats by the game through the
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// BPMEM_ZCOMPARE register (which should probably have a different name).
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@ -62,87 +63,56 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// The distinction becomes important for certain operations, i.e. the
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// alpha channel should be ignored if the EFB does not have one.
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// Create EFB target.
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glGenFramebuffers(1, &m_efbFramebuffer);
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glActiveTexture(GL_TEXTURE0 + 9);
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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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// 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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// EFB targets will be textures in non-MSAA mode.
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m_textureType = GL_TEXTURE_2D;
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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_resolvedColorTexture = glObj[2]; // needed for pixel format convertion
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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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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glBindTexture(GL_TEXTURE_2D, m_efbColor);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, 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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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glBindTexture(GL_TEXTURE_2D, m_efbDepth);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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// Bind target textures to the EFB framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_efbDepth, 0);
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GL_REPORT_FBO_ERROR();
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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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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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else
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{
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// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
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// Resolve targets will be created to transfer EFB to RAM textures.
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// XFB framebuffer will be created to transfer EFB to XFB texture.
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
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// Create EFB target renderbuffers.
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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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GLuint glObj[2];
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glGenRenderbuffers(2, glObj);
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m_efbColor = glObj[0];
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m_efbDepth = glObj[1];
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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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glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
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else
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
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glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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else
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// Bind target renderbuffers to EFB framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_efbColor);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_efbDepth);
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GL_REPORT_FBO_ERROR();
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// Create resolved targets for transferring multisampled EFB to texture.
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glGenFramebuffers(1, &m_resolvedFramebuffer);
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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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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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// The old way is to "resolve" this multisampled texture by copying it into a non-sampled 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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@ -160,22 +130,23 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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// Bind resolved textures to resolved framebuffer.
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glGenFramebuffers(1, &m_resolvedFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
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GL_REPORT_FBO_ERROR();
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// Return to EFB framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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}
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// Create XFB framebuffer; targets will be created elsewhere.
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// Create XFB framebuffer; targets will be created elsewhere.
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glGenFramebuffers(1, &m_xfbFramebuffer);
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// Bind target textures to EFB framebuffer.
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glGenFramebuffers(1, &m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
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GL_REPORT_FBO_ERROR();
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// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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glScissor(0, 0, m_targetWidth, m_targetHeight);
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@ -190,12 +161,50 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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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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char ps_rgba6_to_rgb8[] =
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"uniform sampler2D samp9;\n"
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// The way to sample the EFB is based on the on the current configuration.
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// As we use the same sampling way for both interpreting shaders, the sampling
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// shader are generated first:
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std::string sampler;
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if (m_msaaSamples <= 1)
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{
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// non-msaa, so just fetch the pixel
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sampler =
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"uniform sampler2D samp9;\n"
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"vec4 sampleEFB(ivec2 pos) {\n"
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" return texelFetch(samp9, pos, 0);\n"
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"}\n";
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}
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else if (g_ogl_config.bSupportSampleShading)
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{
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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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"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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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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"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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std::string ps_rgba6_to_rgb8 = sampler +
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src6 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 63.f));\n"
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" ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n"
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" ivec4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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@ -204,12 +213,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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" ocol0 = float4(dst8) / 255.f;\n"
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"}";
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char ps_rgb8_to_rgba6[] =
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"uniform sampler2D samp9;\n"
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std::string ps_rgb8_to_rgba6 = sampler +
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src8 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 255.f));\n"
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" ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n"
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" ivec4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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@ -218,8 +226,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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" ocol0 = float4(dst6) / 63.f;\n"
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"}";
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str());
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str());
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}
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FramebufferManager::~FramebufferManager()
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@ -231,11 +239,12 @@ FramebufferManager::~FramebufferManager()
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// Note: OpenGL deletion functions silently ignore parameters of "0".
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glObj[0] = m_efbFramebuffer;
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glObj[1] = m_resolvedFramebuffer;
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glObj[2] = m_xfbFramebuffer;
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glObj[1] = m_xfbFramebuffer;
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glObj[2] = m_resolvedFramebuffer;
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glDeleteFramebuffers(3, glObj);
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m_efbFramebuffer = 0;
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m_xfbFramebuffer = 0;
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m_resolvedFramebuffer = 0;
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glObj[0] = m_resolvedColorTexture;
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glObj[1] = m_resolvedDepthTexture;
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@ -245,12 +254,11 @@ FramebufferManager::~FramebufferManager()
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glObj[0] = m_efbColor;
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glObj[1] = m_efbDepth;
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if (m_msaaSamples <= 1)
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glDeleteTextures(2, glObj);
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else
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glDeleteRenderbuffers(2, glObj);
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glObj[2] = m_efbColorSwap;
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glDeleteTextures(3, glObj);
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m_efbColor = 0;
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m_efbDepth = 0;
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m_efbColorSwap = 0;
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// reinterpret pixel format
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m_pixel_format_shaders[0].Destroy();
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@ -295,8 +303,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
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}
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else
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{
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// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
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// required.
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// Transfer the EFB to a resolved texture.
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TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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@ -352,38 +359,22 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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GLuint src_texture = 0;
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if (m_msaaSamples > 1)
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{
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// MSAA mode, so resolve first
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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glBlitFramebuffer(
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0, 0, m_targetWidth, m_targetHeight,
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0, 0, m_targetWidth, m_targetHeight,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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// We aren't allowed to render and sample the same texture in one draw call,
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// so we have to create a new texture and overwrite it completely.
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// To not allocate one big texture every time, we've allocated two on
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// initialization and just swap them here:
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src_texture = m_efbColor;
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m_efbColor = m_efbColorSwap;
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m_efbColorSwap = src_texture;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
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// Return to EFB.
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_efbFramebuffer);
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src_texture = m_resolvedColorTexture;
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}
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else
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{
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// non-MSAA mode, so switch textures
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src_texture = m_efbColor;
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m_efbColor = m_resolvedColorTexture;
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m_resolvedColorTexture = src_texture;
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// also switch them on fbo
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
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}
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glViewport(0,0, m_targetWidth, m_targetHeight);
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glActiveTexture(GL_TEXTURE0 + 9);
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glBindTexture(GL_TEXTURE_2D, src_texture);
|
||||
glBindTexture(m_textureType, src_texture);
|
||||
|
||||
m_pixel_format_shaders[convtype ? 1 : 0].Bind();
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindTexture(m_textureType, 0);
|
||||
|
||||
g_renderer->RestoreAPIState();
|
||||
}
|
||||
|
|
|
@ -60,7 +60,7 @@ struct XFBSource : public XFBSourceBase
|
|||
class FramebufferManager : public FramebufferManagerBase
|
||||
{
|
||||
public:
|
||||
FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
|
||||
FramebufferManager(int targetWidth, int targetHeight, int msaaSamples);
|
||||
~FramebufferManager();
|
||||
|
||||
// To get the EFB in texture form, these functions may have to transfer
|
||||
|
@ -99,19 +99,20 @@ private:
|
|||
static int m_targetWidth;
|
||||
static int m_targetHeight;
|
||||
static int m_msaaSamples;
|
||||
static int m_msaaCoverageSamples;
|
||||
|
||||
static GLenum m_textureType;
|
||||
|
||||
static GLuint m_efbFramebuffer;
|
||||
static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
|
||||
static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
|
||||
static GLuint m_xfbFramebuffer;
|
||||
static GLuint m_efbColor;
|
||||
static GLuint m_efbDepth;
|
||||
static GLuint m_efbColorSwap;// will be hot swapped with m_efbColor when reinterpreting EFB pixel formats
|
||||
|
||||
// Only used in MSAA mode and to convert pixel format
|
||||
static GLuint m_resolvedFramebuffer; // will be hot swapped with m_efbColor on non-msaa pixel format change
|
||||
// Only used in MSAA mode, TODO: try to avoid them
|
||||
static GLuint m_resolvedFramebuffer;
|
||||
static GLuint m_resolvedColorTexture;
|
||||
static GLuint m_resolvedDepthTexture;
|
||||
|
||||
static GLuint m_xfbFramebuffer; // Only used in MSAA mode
|
||||
|
||||
// For pixel format draw
|
||||
static SHADER m_pixel_format_shaders[2];
|
||||
};
|
||||
|
|
|
@ -0,0 +1,10 @@
|
|||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "VideoBackends/OGL/GLExtensions/gl_common.h"
|
||||
|
||||
extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
|
||||
extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
|
||||
extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
|
||||
extern PFNGLSAMPLEMASKIPROC glSampleMaski;
|
|
@ -711,6 +711,12 @@ PFNGLGETSYNCIVPROC glGetSynciv;
|
|||
PFNGLISSYNCPROC glIsSync;
|
||||
PFNGLWAITSYNCPROC glWaitSync;
|
||||
|
||||
// ARB_texture_multisample
|
||||
PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
|
||||
PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
|
||||
PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
|
||||
PFNGLSAMPLEMASKIPROC glSampleMaski;
|
||||
|
||||
// ARB_ES2_compatibility
|
||||
PFNGLCLEARDEPTHFPROC glClearDepthf;
|
||||
PFNGLDEPTHRANGEFPROC glDepthRangef;
|
||||
|
@ -744,9 +750,6 @@ PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex;
|
|||
PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glDrawRangeElementsBaseVertex;
|
||||
PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glMultiDrawElementsBaseVertex;
|
||||
|
||||
// NV_framebuffer_multisample_coverage
|
||||
PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glRenderbufferStorageMultisampleCoverageNV;
|
||||
|
||||
// ARB_sample_shading
|
||||
PFNGLMINSAMPLESHADINGARBPROC glMinSampleShadingARB;
|
||||
|
||||
|
@ -1493,6 +1496,12 @@ const GLFunc gl_function_array[] =
|
|||
GLFUNC_REQUIRES(glIsSync, "GL_ARB_sync"),
|
||||
GLFUNC_REQUIRES(glWaitSync, "GL_ARB_sync"),
|
||||
|
||||
// ARB_texture_multisample
|
||||
GLFUNC_REQUIRES(glTexImage2DMultisample, "GL_ARB_texture_multisample"),
|
||||
GLFUNC_REQUIRES(glTexImage3DMultisample, "GL_ARB_texture_multisample"),
|
||||
GLFUNC_REQUIRES(glGetMultisamplefv, "GL_ARB_texture_multisample"),
|
||||
GLFUNC_REQUIRES(glSampleMaski, "GL_ARB_texture_multisample"),
|
||||
|
||||
// ARB_ES2_compatibility
|
||||
GLFUNC_REQUIRES(glClearDepthf, "GL_ARB_ES2_compatibility"),
|
||||
GLFUNC_REQUIRES(glDepthRangef, "GL_ARB_ES2_compatibility"),
|
||||
|
@ -1526,9 +1535,6 @@ const GLFunc gl_function_array[] =
|
|||
GLFUNC_REQUIRES(glDrawRangeElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
|
||||
GLFUNC_REQUIRES(glMultiDrawElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
|
||||
|
||||
// NV_framebuffer_multisample_coverage
|
||||
GLFUNC_REQUIRES(glRenderbufferStorageMultisampleCoverageNV, "GL_NV_framebuffer_multisample_coverage"),
|
||||
|
||||
// ARB_sample_shading
|
||||
GLFUNC_REQUIRES(glMinSampleShadingARB, "GL_ARB_sample_shading"),
|
||||
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include "VideoBackends/OGL/GLExtensions/ARB_sample_shading.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/ARB_sampler_objects.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/ARB_sync.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/ARB_texture_multisample.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/ARB_uniform_buffer_object.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/ARB_vertex_array_object.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/ARB_viewport_array.h"
|
||||
|
@ -30,7 +31,6 @@
|
|||
#include "VideoBackends/OGL/GLExtensions/gl_3_1.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/gl_3_2.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/KHR_debug.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/NV_framebuffer_multisample_coverage.h"
|
||||
#include "VideoBackends/OGL/GLExtensions/NV_primitive_restart.h"
|
||||
|
||||
namespace GLExtensions
|
||||
|
|
|
@ -1,15 +0,0 @@
|
|||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "VideoBackends/OGL/GLExtensions/gl_common.h"
|
||||
|
||||
#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB
|
||||
#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10
|
||||
#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11
|
||||
#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12
|
||||
|
||||
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);
|
||||
|
||||
extern PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glRenderbufferStorageMultisampleCoverageNV;
|
||||
|
|
@ -90,7 +90,6 @@
|
|||
<ClInclude Include="GLExtensions\gl_3_2.h" />
|
||||
<ClInclude Include="GLExtensions\gl_common.h" />
|
||||
<ClInclude Include="GLExtensions\KHR_debug.h" />
|
||||
<ClInclude Include="GLExtensions\NV_framebuffer_multisample_coverage.h" />
|
||||
<ClInclude Include="GLExtensions\NV_primitive_restart.h" />
|
||||
<ClInclude Include="GLUtil.h" />
|
||||
<ClInclude Include="main.h" />
|
||||
|
@ -124,4 +123,4 @@
|
|||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
|
|
@ -174,9 +174,6 @@
|
|||
<ClInclude Include="GLExtensions\GLExtensions.h">
|
||||
<Filter>GLExtensions</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GLExtensions\NV_framebuffer_multisample_coverage.h">
|
||||
<Filter>GLExtensions</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GLExtensions\NV_primitive_restart.h">
|
||||
<Filter>GLExtensions</Filter>
|
||||
</ClInclude>
|
||||
|
@ -187,4 +184,4 @@
|
|||
<ItemGroup>
|
||||
<Text Include="CMakeLists.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
|
|
@ -476,6 +476,8 @@ void ProgramShaderCache::CreateHeader ( void )
|
|||
"%s\n" // ubo
|
||||
"%s\n" // early-z
|
||||
"%s\n" // 420pack
|
||||
"%s\n" // msaa
|
||||
"%s\n" // sample shading
|
||||
|
||||
// Precision defines for GLSL ES
|
||||
"%s\n"
|
||||
|
@ -504,6 +506,8 @@ void ProgramShaderCache::CreateHeader ( void )
|
|||
, v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
|
||||
, g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
|
||||
, (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ? "#extension GL_ARB_shading_language_420pack : enable" : ""
|
||||
, (g_ogl_config.bSupportsMSAA && v < GLSL_150) ? "#extension GL_ARB_texture_multisample : enable" : ""
|
||||
, (g_ogl_config.bSupportSampleShading) ? "#extension GL_ARB_sample_shading : enable" : ""
|
||||
|
||||
, v>=GLSLES_300 ? "precision highp float;" : ""
|
||||
, v>=GLSLES_300 ? "precision highp int;" : ""
|
||||
|
|
|
@ -78,10 +78,6 @@ enum MultisampleMode {
|
|||
MULTISAMPLE_2X,
|
||||
MULTISAMPLE_4X,
|
||||
MULTISAMPLE_8X,
|
||||
MULTISAMPLE_CSAA_8X,
|
||||
MULTISAMPLE_CSAA_8XQ,
|
||||
MULTISAMPLE_CSAA_16X,
|
||||
MULTISAMPLE_CSAA_16XQ,
|
||||
MULTISAMPLE_SSAA_4X,
|
||||
};
|
||||
|
||||
|
@ -99,7 +95,6 @@ static RasterFont* s_pfont = nullptr;
|
|||
|
||||
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
|
||||
static int s_MSAASamples = 1;
|
||||
static int s_MSAACoverageSamples = 0;
|
||||
static int s_LastMultisampleMode = 0;
|
||||
|
||||
static u32 s_blendMode;
|
||||
|
@ -131,15 +126,11 @@ int GetNumMSAASamples(int MSAAMode)
|
|||
break;
|
||||
|
||||
case MULTISAMPLE_4X:
|
||||
case MULTISAMPLE_CSAA_8X:
|
||||
case MULTISAMPLE_CSAA_16X:
|
||||
case MULTISAMPLE_SSAA_4X:
|
||||
samples = 4;
|
||||
break;
|
||||
|
||||
case MULTISAMPLE_8X:
|
||||
case MULTISAMPLE_CSAA_8XQ:
|
||||
case MULTISAMPLE_CSAA_16XQ:
|
||||
samples = 8;
|
||||
break;
|
||||
|
||||
|
@ -154,31 +145,6 @@ int GetNumMSAASamples(int MSAAMode)
|
|||
return g_ogl_config.max_samples;
|
||||
}
|
||||
|
||||
int GetNumMSAACoverageSamples(int MSAAMode)
|
||||
{
|
||||
int samples;
|
||||
switch (g_ActiveConfig.iMultisampleMode)
|
||||
{
|
||||
case MULTISAMPLE_CSAA_8X:
|
||||
case MULTISAMPLE_CSAA_8XQ:
|
||||
samples = 8;
|
||||
break;
|
||||
|
||||
case MULTISAMPLE_CSAA_16X:
|
||||
case MULTISAMPLE_CSAA_16XQ:
|
||||
samples = 16;
|
||||
break;
|
||||
|
||||
default:
|
||||
samples = 0;
|
||||
}
|
||||
if (g_ogl_config.bSupportCoverageMSAA || samples == 0) return samples;
|
||||
|
||||
// TODO: move this to InitBackendInfo
|
||||
OSD::AddMessage("CSAA Anti Aliasing isn't supported by your GPU.", 10000);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ApplySSAASettings() {
|
||||
// GLES3 doesn't support SSAA
|
||||
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
|
||||
|
@ -489,7 +455,7 @@ Renderer::Renderer()
|
|||
g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync");
|
||||
g_ogl_config.bSupportsGLBaseVertex = GLExtensions::Supports("GL_ARB_draw_elements_base_vertex");
|
||||
g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage");
|
||||
g_ogl_config.bSupportCoverageMSAA = GLExtensions::Supports("GL_NV_framebuffer_multisample_coverage");
|
||||
g_ogl_config.bSupportsMSAA = GLExtensions::Supports("GL_ARB_texture_multisample");
|
||||
g_ogl_config.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading");
|
||||
g_ogl_config.bSupportOGL31 = GLExtensions::Version() >= 310;
|
||||
g_ogl_config.bSupportViewportFloat = GLExtensions::Supports("GL_ARB_viewport_array");
|
||||
|
@ -565,7 +531,7 @@ Renderer::Renderer()
|
|||
}
|
||||
|
||||
glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
|
||||
if (g_ogl_config.max_samples < 1)
|
||||
if (g_ogl_config.max_samples < 1 || !g_ogl_config.bSupportsMSAA)
|
||||
g_ogl_config.max_samples = 1;
|
||||
|
||||
UpdateActiveConfig();
|
||||
|
@ -584,13 +550,12 @@ Renderer::Renderer()
|
|||
g_ogl_config.bSupportsGLBaseVertex ? "" : "BaseVertex ",
|
||||
g_ogl_config.bSupportsGLBufferStorage ? "" : "BufferStorage ",
|
||||
g_ogl_config.bSupportsGLSync ? "" : "Sync ",
|
||||
g_ogl_config.bSupportCoverageMSAA ? "" : "CSAA ",
|
||||
g_ogl_config.bSupportsMSAA ? "" : "MSAA ",
|
||||
g_ogl_config.bSupportSampleShading ? "" : "SSAA "
|
||||
);
|
||||
|
||||
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
|
||||
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
|
||||
s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
|
||||
ApplySSAASettings();
|
||||
|
||||
// Decide framebuffer size
|
||||
|
@ -681,7 +646,7 @@ void Renderer::Init()
|
|||
{
|
||||
// Initialize the FramebufferManager
|
||||
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
|
||||
s_MSAASamples, s_MSAACoverageSamples);
|
||||
s_MSAASamples);
|
||||
|
||||
s_pfont = new RasterFont();
|
||||
|
||||
|
@ -1609,12 +1574,11 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
|
|||
{
|
||||
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
|
||||
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
|
||||
s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
|
||||
ApplySSAASettings();
|
||||
|
||||
delete g_framebuffer_manager;
|
||||
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
|
||||
s_MSAASamples, s_MSAACoverageSamples);
|
||||
s_MSAASamples);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ extern struct VideoConfig {
|
|||
bool bSupportsGLSync;
|
||||
bool bSupportsGLBaseVertex;
|
||||
bool bSupportsGLBufferStorage;
|
||||
bool bSupportCoverageMSAA;
|
||||
bool bSupportsMSAA;
|
||||
bool bSupportSampleShading;
|
||||
GLSL_VERSION eSupportedGLSLVersion;
|
||||
bool bSupportOGL31;
|
||||
|
|
|
@ -152,7 +152,7 @@ void InitBackendInfo()
|
|||
g_Config.backend_info.Adapters.clear();
|
||||
|
||||
// aamodes
|
||||
const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"};
|
||||
const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "4x SSAA"};
|
||||
g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes));
|
||||
|
||||
// pp shaders
|
||||
|
|
Loading…
Reference in New Issue