ogl: drop csaa support

This commit is contained in:
degasus 2014-04-30 18:13:31 +02:00
parent 3161cdfa8e
commit afea848e3b
5 changed files with 8 additions and 56 deletions

View File

@ -18,7 +18,6 @@ namespace OGL
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
int FramebufferManager::m_msaaCoverageSamples;
GLuint FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
@ -35,7 +34,7 @@ GLuint FramebufferManager::m_xfbFramebuffer;
SHADER FramebufferManager::m_pixel_format_shaders[2];
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
m_efbFramebuffer = 0;
m_efbColor = 0;
@ -49,7 +48,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples;
m_msaaCoverageSamples = msaaCoverageSamples;
// The EFB can be set to different pixel formats by the game through the
// BPMEM_ZCOMPARE register (which should probably have a different name).
@ -117,16 +115,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_efbDepth = glObj[1];
glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);

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@ -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
@ -99,7 +99,6 @@ private:
static int m_targetWidth;
static int m_targetHeight;
static int m_msaaSamples;
static int m_msaaCoverageSamples;
static GLuint m_efbFramebuffer;
static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise

View File

@ -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 +455,6 @@ 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.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading");
g_ogl_config.bSupportOGL31 = GLExtensions::Version() >= 310;
g_ogl_config.bSupportViewportFloat = GLExtensions::Supports("GL_ARB_viewport_array");
@ -575,7 +540,7 @@ Renderer::Renderer()
g_ogl_config.gl_renderer,
g_ogl_config.gl_version), 5000);
WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s",
WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s",
g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
@ -584,13 +549,11 @@ 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.bSupportSampleShading ? "" : "SSAA "
);
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
ApplySSAASettings();
// Decide framebuffer size
@ -681,7 +644,7 @@ 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 +1572,11 @@ 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);
}
}

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@ -23,7 +23,6 @@ extern struct VideoConfig {
bool bSupportsGLSync;
bool bSupportsGLBaseVertex;
bool bSupportsGLBufferStorage;
bool bSupportCoverageMSAA;
bool bSupportSampleShading;
GLSL_VERSION eSupportedGLSLVersion;
bool bSupportOGL31;

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@ -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