ogl: pixel format shader without resolving
v2: Don't use std::to_string as this function is broken on android.
This commit is contained in:
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e150d307a6
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c1b6fcc00b
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@ -19,17 +19,19 @@ int FramebufferManager::m_targetWidth;
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int FramebufferManager::m_targetHeight;
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int FramebufferManager::m_msaaSamples;
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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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@ -37,12 +39,13 @@ SHADER FramebufferManager::m_pixel_format_shaders[2];
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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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@ -60,81 +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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glGenTextures(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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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_efbColor);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_efbDepth);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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// Bind target renderbuffers to EFB framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, m_efbDepth, 0);
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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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@ -152,22 +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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@ -182,12 +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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@ -196,12 +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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@ -210,8 +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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@ -223,11 +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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@ -237,9 +254,11 @@ FramebufferManager::~FramebufferManager()
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glObj[0] = m_efbColor;
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glObj[1] = m_efbDepth;
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glDeleteTextures(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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@ -284,8 +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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@ -341,38 +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);
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glBindTexture(m_textureType, src_texture);
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m_pixel_format_shaders[convtype ? 1 : 0].Bind();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(m_textureType, 0);
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g_renderer->RestoreAPIState();
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}
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@ -100,17 +100,19 @@ private:
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static int m_targetHeight;
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static int m_msaaSamples;
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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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static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
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static GLenum m_textureType;
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// Only used in MSAA mode and to convert pixel format
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static GLuint m_resolvedFramebuffer; // will be hot swapped with m_efbColor on non-msaa pixel format change
|
||||
static GLuint m_efbFramebuffer;
|
||||
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, 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];
|
||||
};
|
||||
|
|
|
@ -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;" : ""
|
||||
|
|
Loading…
Reference in New Issue