ogl: drop csaa support
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3161cdfa8e
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@ -18,7 +18,6 @@ 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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GLuint FramebufferManager::m_efbFramebuffer;
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GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
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@ -35,7 +34,7 @@ GLuint FramebufferManager::m_xfbFramebuffer;
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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_efbColor = 0;
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@ -49,7 +48,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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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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@ -117,16 +115,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_efbDepth = glObj[1];
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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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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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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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@ -60,7 +60,7 @@ struct XFBSource : public XFBSourceBase
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
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FramebufferManager(int targetWidth, int targetHeight, int msaaSamples);
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~FramebufferManager();
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// To get the EFB in texture form, these functions may have to transfer
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@ -99,7 +99,6 @@ private:
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static int m_targetWidth;
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static int m_targetHeight;
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static int m_msaaSamples;
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static int m_msaaCoverageSamples;
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static GLuint m_efbFramebuffer;
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static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
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@ -78,10 +78,6 @@ enum MultisampleMode {
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MULTISAMPLE_2X,
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MULTISAMPLE_4X,
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MULTISAMPLE_8X,
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MULTISAMPLE_CSAA_8X,
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MULTISAMPLE_CSAA_8XQ,
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MULTISAMPLE_CSAA_16X,
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MULTISAMPLE_CSAA_16XQ,
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MULTISAMPLE_SSAA_4X,
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};
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@ -99,7 +95,6 @@ static RasterFont* s_pfont = nullptr;
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// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
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static int s_MSAASamples = 1;
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static int s_MSAACoverageSamples = 0;
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static int s_LastMultisampleMode = 0;
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static u32 s_blendMode;
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@ -131,15 +126,11 @@ int GetNumMSAASamples(int MSAAMode)
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break;
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case MULTISAMPLE_4X:
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case MULTISAMPLE_CSAA_8X:
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case MULTISAMPLE_CSAA_16X:
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case MULTISAMPLE_SSAA_4X:
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samples = 4;
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break;
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case MULTISAMPLE_8X:
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case MULTISAMPLE_CSAA_8XQ:
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case MULTISAMPLE_CSAA_16XQ:
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samples = 8;
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break;
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@ -154,31 +145,6 @@ int GetNumMSAASamples(int MSAAMode)
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return g_ogl_config.max_samples;
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}
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int GetNumMSAACoverageSamples(int MSAAMode)
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{
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int samples;
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switch (g_ActiveConfig.iMultisampleMode)
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{
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case MULTISAMPLE_CSAA_8X:
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case MULTISAMPLE_CSAA_8XQ:
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samples = 8;
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break;
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case MULTISAMPLE_CSAA_16X:
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case MULTISAMPLE_CSAA_16XQ:
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samples = 16;
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break;
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default:
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samples = 0;
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}
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if (g_ogl_config.bSupportCoverageMSAA || samples == 0) return samples;
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// TODO: move this to InitBackendInfo
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OSD::AddMessage("CSAA Anti Aliasing isn't supported by your GPU.", 10000);
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return 0;
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}
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void ApplySSAASettings() {
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// GLES3 doesn't support SSAA
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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@ -489,7 +455,6 @@ Renderer::Renderer()
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g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync");
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g_ogl_config.bSupportsGLBaseVertex = GLExtensions::Supports("GL_ARB_draw_elements_base_vertex");
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g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage");
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g_ogl_config.bSupportCoverageMSAA = GLExtensions::Supports("GL_NV_framebuffer_multisample_coverage");
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g_ogl_config.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading");
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g_ogl_config.bSupportOGL31 = GLExtensions::Version() >= 310;
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g_ogl_config.bSupportViewportFloat = GLExtensions::Supports("GL_ARB_viewport_array");
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@ -575,7 +540,7 @@ Renderer::Renderer()
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g_ogl_config.gl_renderer,
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g_ogl_config.gl_version), 5000);
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WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s",
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WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s",
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g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
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g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
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g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
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@ -584,13 +549,11 @@ Renderer::Renderer()
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g_ogl_config.bSupportsGLBaseVertex ? "" : "BaseVertex ",
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g_ogl_config.bSupportsGLBufferStorage ? "" : "BufferStorage ",
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g_ogl_config.bSupportsGLSync ? "" : "Sync ",
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g_ogl_config.bSupportCoverageMSAA ? "" : "CSAA ",
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g_ogl_config.bSupportSampleShading ? "" : "SSAA "
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);
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s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
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s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
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s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
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ApplySSAASettings();
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// Decide framebuffer size
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@ -681,7 +644,7 @@ void Renderer::Init()
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{
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// Initialize the FramebufferManager
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g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
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s_MSAASamples, s_MSAACoverageSamples);
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s_MSAASamples);
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s_pfont = new RasterFont();
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@ -1609,12 +1572,11 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
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{
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s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
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s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
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s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
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ApplySSAASettings();
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delete g_framebuffer_manager;
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g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
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s_MSAASamples, s_MSAACoverageSamples);
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s_MSAASamples);
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}
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}
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@ -23,7 +23,6 @@ extern struct VideoConfig {
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bool bSupportsGLSync;
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bool bSupportsGLBaseVertex;
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bool bSupportsGLBufferStorage;
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bool bSupportCoverageMSAA;
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bool bSupportSampleShading;
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GLSL_VERSION eSupportedGLSLVersion;
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bool bSupportOGL31;
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@ -152,7 +152,7 @@ void InitBackendInfo()
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g_Config.backend_info.Adapters.clear();
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// aamodes
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const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"};
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const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "4x SSAA"};
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g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes));
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// pp shaders
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