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:
degasus 2014-05-01 12:45:05 +02:00
parent e150d307a6
commit c1b6fcc00b
3 changed files with 128 additions and 120 deletions

View File

@ -19,17 +19,19 @@ int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
GLenum FramebufferManager::m_textureType;
GLuint FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
GLuint FramebufferManager::m_xfbFramebuffer;
GLuint FramebufferManager::m_efbColor;
GLuint FramebufferManager::m_efbDepth;
GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
// Only used in MSAA mode.
GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture;
GLuint FramebufferManager::m_xfbFramebuffer;
// reinterpret pixel format
SHADER FramebufferManager::m_pixel_format_shaders[2];
@ -37,12 +39,13 @@ SHADER FramebufferManager::m_pixel_format_shaders[2];
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
m_efbColor = 0;
m_efbDepth = 0;
m_efbColorSwap = 0;
m_resolvedFramebuffer = 0;
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_xfbFramebuffer = 0;
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
@ -60,81 +63,56 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// The distinction becomes important for certain operations, i.e. the
// alpha channel should be ignored if the EFB does not have one.
// Create EFB target.
glGenFramebuffers(1, &m_efbFramebuffer);
glActiveTexture(GL_TEXTURE0 + 9);
GLuint glObj[3];
glGenTextures(3, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
m_efbColorSwap = glObj[2];
// OpenGL MSAA textures are a different kind of texture type and must be allocated
// with a different function, so we create them separately.
if (m_msaaSamples <= 1)
{
// EFB targets will be textures in non-MSAA mode.
m_textureType = GL_TEXTURE_2D;
GLuint glObj[3];
glGenTextures(3, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
m_resolvedColorTexture = glObj[2]; // needed for pixel format convertion
glBindTexture(m_textureType, m_efbColor);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, m_efbColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(m_textureType, m_efbDepth);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(GL_TEXTURE_2D, m_efbDepth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Bind target textures to the EFB framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
glBindTexture(m_textureType, m_efbColorSwap);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
// Resolve targets will be created to transfer EFB to RAM textures.
// XFB framebuffer will be created to transfer EFB to XFB texture.
m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
// Create EFB target renderbuffers.
glBindTexture(m_textureType, m_efbColor);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
GLuint glObj[2];
glGenTextures(2, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindTexture(m_textureType, m_efbDepth);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_efbColor);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_efbDepth);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// Bind target renderbuffers to EFB framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
// Create resolved targets for transferring multisampled EFB to texture.
glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindTexture(m_textureType, m_efbColorSwap);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glBindTexture(m_textureType, 0);
// Although we are able to access the multisampled texture directly, we don't do it everywhere.
// The old way is to "resolve" this multisampled texture by copying it into a non-sampled texture.
// This would lead to an unneeded copy of the EFB, so we are going to avoid it.
// But as this job isn't done right now, we do need that texture for resolving:
glGenTextures(2, glObj);
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
@ -152,22 +130,23 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind resolved textures to resolved framebuffer.
glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
GL_REPORT_FBO_ERROR();
// Return to EFB framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
}
// Create XFB framebuffer; targets will be created elsewhere.
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer);
// Bind target textures to EFB framebuffer.
glGenFramebuffers(1, &m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
@ -182,12 +161,50 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
char ps_rgba6_to_rgb8[] =
"uniform sampler2D samp9;\n"
// The way to sample the EFB is based on the on the current configuration.
// As we use the same sampling way for both interpreting shaders, the sampling
// shader are generated first:
std::string sampler;
if (m_msaaSamples <= 1)
{
// non-msaa, so just fetch the pixel
sampler =
"uniform sampler2D samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, 0);\n"
"}\n";
}
else if (g_ogl_config.bSupportSampleShading)
{
// msaa + sample shading available, so just fetch the sample
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
sampler =
"uniform sampler2DMS samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, gl_SampleID);\n"
"}\n";
}
else
{
// msaa without sample shading: calculate the mean value of the pixel
std::stringstream samples;
samples << m_msaaSamples;
sampler =
"uniform sampler2DMS samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
" for(int i=0; i<" + samples.str() + "; i++)\n"
" color += texelFetch(samp9, pos, i);\n"
" return color / " + samples.str() + ";\n"
"}\n";
}
std::string ps_rgba6_to_rgb8 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" ivec4 src6 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 63.f));\n"
" ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n"
" ivec4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
@ -196,12 +213,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" ocol0 = float4(dst8) / 255.f;\n"
"}";
char ps_rgb8_to_rgba6[] =
"uniform sampler2D samp9;\n"
std::string ps_rgb8_to_rgba6 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" ivec4 src8 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 255.f));\n"
" ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n"
" ivec4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
@ -210,8 +226,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" ocol0 = float4(dst6) / 63.f;\n"
"}";
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6);
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8);
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str());
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str());
}
FramebufferManager::~FramebufferManager()
@ -223,11 +239,12 @@ FramebufferManager::~FramebufferManager()
// Note: OpenGL deletion functions silently ignore parameters of "0".
glObj[0] = m_efbFramebuffer;
glObj[1] = m_resolvedFramebuffer;
glObj[2] = m_xfbFramebuffer;
glObj[1] = m_xfbFramebuffer;
glObj[2] = m_resolvedFramebuffer;
glDeleteFramebuffers(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
m_resolvedFramebuffer = 0;
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
@ -237,9 +254,11 @@ FramebufferManager::~FramebufferManager()
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
glDeleteTextures(2, glObj);
glObj[2] = m_efbColorSwap;
glDeleteTextures(3, glObj);
m_efbColor = 0;
m_efbDepth = 0;
m_efbColorSwap = 0;
// reinterpret pixel format
m_pixel_format_shaders[0].Destroy();
@ -284,8 +303,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
}
else
{
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
// required.
// Transfer the EFB to a resolved texture.
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
@ -341,38 +359,22 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
GLuint src_texture = 0;
if (m_msaaSamples > 1)
{
// MSAA mode, so resolve first
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
glBlitFramebuffer(
0, 0, m_targetWidth, m_targetHeight,
0, 0, m_targetWidth, m_targetHeight,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// We aren't allowed to render and sample the same texture in one draw call,
// so we have to create a new texture and overwrite it completely.
// To not allocate one big texture every time, we've allocated two on
// initialization and just swap them here:
src_texture = m_efbColor;
m_efbColor = m_efbColorSwap;
m_efbColorSwap = src_texture;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
// Return to EFB.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_efbFramebuffer);
src_texture = m_resolvedColorTexture;
}
else
{
// non-MSAA mode, so switch textures
src_texture = m_efbColor;
m_efbColor = m_resolvedColorTexture;
m_resolvedColorTexture = src_texture;
// also switch them on fbo
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
}
glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9);
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();
}

View File

@ -100,17 +100,19 @@ private:
static int m_targetHeight;
static int m_msaaSamples;
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 GLenum m_textureType;
// 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
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];
};

View File

@ -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;" : ""