uses the ARB_framebuffer_object syntax
also require this extention (OGL3.0), but it have one _realy_ big advantage: - now it's possible to blit between different texture sizes, so all util draw calls can be implemented as blit
This commit is contained in:
parent
91023e133b
commit
ecedf56eb4
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@ -26,8 +26,6 @@
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namespace OGL
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{
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extern bool s_bHaveFramebufferBlit; // comes from Render.cpp. ugly.
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static GLuint s_VBO = 0;
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static GLuint s_VAO = 0;
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static MathUtil::Rectangle<float> s_cached_sourcerc;
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@ -87,7 +85,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// Create EFB target.
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glGenFramebuffersEXT(1, &m_efbFramebuffer);
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glGenFramebuffers(1, &m_efbFramebuffer);
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if (m_msaaSamples <= 1)
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{
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@ -98,20 +96,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_efbColor = glObj[0];
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m_efbDepth = glObj[1];
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, m_efbColor);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, m_efbDepth);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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// Bind target textures to the EFB framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_efbDepth, 0);
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GL_REPORT_FBO_ERROR();
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}
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@ -124,66 +122,66 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// Create EFB target renderbuffers.
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GLuint glObj[2];
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glGenRenderbuffersEXT(2, glObj);
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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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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
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glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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else
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
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glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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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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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, 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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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// Bind target renderbuffers to EFB framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
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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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glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
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glGenFramebuffers(1, &m_resolvedFramebuffer);
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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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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedColorTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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// Bind resolved textures to resolved framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_resolvedColorTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture, 0);
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GL_REPORT_FBO_ERROR();
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// Return to EFB framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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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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glGenFramebuffersEXT(1, &m_xfbFramebuffer);
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glGenFramebuffers(1, &m_xfbFramebuffer);
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// Generate VBO & VAO - and initialize the VAO for "Draw"
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glGenBuffers(1, &s_VBO);
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@ -216,7 +214,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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FramebufferManager::~FramebufferManager()
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteBuffers(1, &s_VBO);
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glDeleteVertexArrays(1, &s_VAO);
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@ -227,7 +225,7 @@ FramebufferManager::~FramebufferManager()
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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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glDeleteFramebuffersEXT(3, glObj);
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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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@ -242,7 +240,7 @@ FramebufferManager::~FramebufferManager()
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if (m_msaaSamples <= 1)
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glDeleteTextures(2, glObj);
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else
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glDeleteRenderbuffersEXT(2, glObj);
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glDeleteRenderbuffers(2, glObj);
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m_efbColor = 0;
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m_efbDepth = 0;
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}
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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glBlitFramebufferEXT(
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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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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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// Return to EFB.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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return m_resolvedColorTexture;
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}
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
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glBlitFramebufferEXT(
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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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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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GL_DEPTH_BUFFER_BIT, GL_NEAREST
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);
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// Return to EFB.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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return m_resolvedDepthTexture;
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}
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@ -322,7 +320,7 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
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void FramebufferManager::SetFramebuffer(GLuint fb)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
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glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
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}
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// Apply AA if enabled
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{
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// Texture map xfbSource->texture onto the main buffer
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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glBindTexture(GL_TEXTURE_RECTANGLE, texture);
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if(!(s_cached_sourcerc == sourcerc) || !(s_cached_drawrc == drawrc)) {
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GLfloat vertices[] = {
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{
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// Copy EFB data to XFB and restore render target again
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#if 0
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if (m_msaaSamples <= 1)
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#else
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if (!s_bHaveFramebufferBlit)
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#endif
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{
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// Just copy the EFB directly.
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
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glBindTexture(GL_TEXTURE_RECTANGLE, texture);
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glCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, 0, 0, texWidth, texHeight, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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}
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else
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{
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// OpenGL cannot copy directly from a multisampled framebuffer, so use
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// EXT_framebuffer_blit.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::GetXFBFramebuffer());
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// Bind texture.
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, texture, 0);
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GL_REPORT_FBO_ERROR();
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glBlitFramebufferEXT(
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0, 0, texWidth, texHeight,
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0, 0, texWidth, texHeight,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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// Unbind texture.
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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// Return to EFB.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
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}
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
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if (m_msaaSamples > 1)
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#else
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if (s_bHaveFramebufferBlit)
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#endif
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{
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// In MSAA mode, allocate the texture image here. In non-MSAA mode,
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// the image will be allocated by glCopyTexImage2D (later).
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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}
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return new XFBSource(texture);
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bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
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{
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#ifndef USE_GLES
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unsigned int fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT)
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unsigned int fbo_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (fbo_status != GL_FRAMEBUFFER_COMPLETE)
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{
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const char *error = "-";
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const char *error = "unknown error";
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switch (fbo_status)
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{
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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error = "INCOMPLETE_ATTACHMENT_EXT";
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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error = "INCOMPLETE_ATTACHMENT";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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error = "INCOMPLETE_MISSING_ATTACHMENT_EXT";
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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error = "INCOMPLETE_MISSING_ATTACHMENT";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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error = "INCOMPLETE_DIMENSIONS_EXT";
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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error = "INCOMPLETE_DRAW_BUFFER";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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error = "INCOMPLETE_FORMATS_EXT";
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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error = "INCOMPLETE_READ_BUFFER";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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error = "INCOMPLETE_DRAW_BUFFER_EXT";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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error = "INCOMPLETE_READ_BUFFER_EXT";
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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error = "UNSUPPORTED_EXT";
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case GL_FRAMEBUFFER_UNSUPPORTED:
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error = "UNSUPPORTED";
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break;
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}
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ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL FBO error - %s\n",
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@ -57,7 +57,7 @@ void OpenGL_ReportARBProgramError();
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GLuint OpenGL_ReportGLError(const char *function, const char *file, int line);
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bool OpenGL_ReportFBOError(const char *function, const char *file, int line);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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#if defined(_DEBUG) || defined(DEBUGFAST) || 1
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#define GL_REPORT_ERROR() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__)
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#define GL_REPORT_ERRORD() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__)
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#define GL_REPORT_FBO_ERROR() OpenGL_ReportFBOError(__FUNCTION__, __FILE__, __LINE__)
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@ -121,7 +121,6 @@ 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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bool s_bHaveFramebufferBlit = false; // export to FramebufferManager.cpp
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static bool s_bHaveCoverageMSAA = false;
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static u32 s_blendMode;
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||||
|
@ -201,10 +200,6 @@ void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
|
|||
|
||||
int GetNumMSAASamples(int MSAAMode)
|
||||
{
|
||||
// required for MSAA
|
||||
if (!s_bHaveFramebufferBlit)
|
||||
return 1;
|
||||
|
||||
switch (MSAAMode)
|
||||
{
|
||||
case MULTISAMPLE_OFF:
|
||||
|
@ -311,13 +306,6 @@ Renderer::Renderer()
|
|||
return; // TODO: fail
|
||||
}
|
||||
|
||||
if (!GLEW_EXT_framebuffer_object)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "GPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets.\n"
|
||||
"GPU: Does your video card support OpenGL 2.x?");
|
||||
bSuccess = false;
|
||||
}
|
||||
|
||||
if (!GLEW_EXT_secondary_color)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_EXT_secondary_color.\n"
|
||||
|
@ -325,6 +313,13 @@ Renderer::Renderer()
|
|||
bSuccess = false;
|
||||
}
|
||||
|
||||
if (!GLEW_ARB_framebuffer_object)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "GPU: ERROR: Need GL_ARB_framebufer_object for multiple render targets.\n"
|
||||
"GPU: Does your video card support OpenGL 3.0?");
|
||||
bSuccess = false;
|
||||
}
|
||||
|
||||
if (!GLEW_ARB_vertex_array_object)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
|
||||
|
@ -332,7 +327,6 @@ Renderer::Renderer()
|
|||
bSuccess = false;
|
||||
}
|
||||
|
||||
s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
|
||||
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
|
||||
|
||||
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
|
||||
|
@ -403,7 +397,7 @@ Renderer::Renderer()
|
|||
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
|
||||
s_MSAASamples, s_MSAACoverageSamples);
|
||||
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
||||
|
||||
if (GL_REPORT_ERROR() != GL_NO_ERROR)
|
||||
bSuccess = false;
|
||||
|
@ -524,7 +518,7 @@ Renderer::Renderer()
|
|||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
|
||||
glBlendColorEXT(0, 0, 0, 0.5f);
|
||||
glBlendColor(0, 0, 0, 0.5f);
|
||||
glClearDepth(1.0f);
|
||||
|
||||
// legacy multitexturing: select texture channel only.
|
||||
|
@ -866,7 +860,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
|||
{
|
||||
// Resolve our rectangle.
|
||||
FramebufferManager::GetEFBDepthTexture(efbPixelRc);
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetResolvedFramebuffer());
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
|
||||
}
|
||||
|
||||
u32* depthMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
|
||||
|
@ -915,7 +909,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
|||
{
|
||||
// Resolve our rectangle.
|
||||
FramebufferManager::GetEFBColorTexture(efbPixelRc);
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetResolvedFramebuffer());
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
|
||||
}
|
||||
|
||||
u32* colorMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
|
||||
|
@ -1188,10 +1182,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
|||
|
||||
// Texture map s_xfbTexture onto the main buffer
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
||||
glEnable(GL_TEXTURE_RECTANGLE);
|
||||
// Use linear filtering.
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
// We must call ApplyShader here even if no post proc is selected - it takes
|
||||
// care of disabling it in that case. It returns false in case of no post processing.
|
||||
|
@ -1203,7 +1197,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
|||
{
|
||||
// draw each xfb source
|
||||
// Render to the real buffer now.
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0); // switch to the window backbuffer
|
||||
|
||||
for (u32 i = 0; i < xfbCount; ++i)
|
||||
{
|
||||
|
@ -1262,7 +1256,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
|||
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
||||
GLuint read_texture = FramebufferManager::ResolveAndGetRenderTarget(rc);
|
||||
// Render to the real buffer now.
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0); // switch to the window backbuffer
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
|
||||
|
||||
if(!( s_cached_targetRc == targetRc)) {
|
||||
|
@ -1464,7 +1458,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
|||
delete g_framebuffer_manager;
|
||||
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
|
||||
s_MSAASamples, s_MSAACoverageSamples);
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -295,18 +295,18 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
|||
if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
|
||||
{
|
||||
if (s_TempFramebuffer == 0)
|
||||
glGenFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
|
||||
glGenFramebuffers(1, (GLuint*)&s_TempFramebuffer);
|
||||
|
||||
FramebufferManager::SetFramebuffer(s_TempFramebuffer);
|
||||
// Bind texture to temporary framebuffer
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
|
||||
GL_REPORT_FBO_ERROR();
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
|
||||
glEnable(GL_TEXTURE_RECTANGLE);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE, read_texture);
|
||||
|
||||
glViewport(0, 0, virtual_width, virtual_height);
|
||||
|
||||
|
@ -370,7 +370,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
|||
GL_REPORT_ERRORD();
|
||||
|
||||
// Unbind texture from temporary framebuffer
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
}
|
||||
|
||||
if (false == g_ActiveConfig.bCopyEFBToTexture)
|
||||
|
@ -461,7 +461,7 @@ TextureCache::~TextureCache()
|
|||
|
||||
if (s_TempFramebuffer)
|
||||
{
|
||||
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
|
||||
glDeleteFramebuffers(1, (GLuint*)&s_TempFramebuffer);
|
||||
s_TempFramebuffer = 0;
|
||||
}
|
||||
}
|
||||
|
@ -470,7 +470,7 @@ void TextureCache::DisableStage(unsigned int stage)
|
|||
{
|
||||
glActiveTexture(GL_TEXTURE0 + stage);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
||||
glDisable(GL_TEXTURE_RECTANGLE);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -147,7 +147,7 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
|
|||
|
||||
void Init()
|
||||
{
|
||||
glGenFramebuffersEXT(1, &s_texConvFrameBuffer);
|
||||
glGenFramebuffers(1, &s_texConvFrameBuffer);
|
||||
|
||||
glGenBuffers(1, &s_encode_VBO );
|
||||
glGenVertexArrays(1, &s_encode_VAO );
|
||||
|
@ -179,10 +179,10 @@ void Init()
|
|||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
|
||||
glGenRenderbuffers(1, &s_dstRenderBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, s_dstRenderBuffer);
|
||||
|
||||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, renderBufferWidth, renderBufferHeight);
|
||||
|
||||
s_srcTextureWidth = 0;
|
||||
s_srcTextureHeight = 0;
|
||||
|
@ -199,8 +199,8 @@ void Init()
|
|||
void Shutdown()
|
||||
{
|
||||
glDeleteTextures(1, &s_srcTexture);
|
||||
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
|
||||
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
|
||||
glDeleteRenderbuffers(1, &s_dstRenderBuffer);
|
||||
glDeleteFramebuffers(1, &s_texConvFrameBuffer);
|
||||
glDeleteBuffers(1, &s_encode_VBO );
|
||||
glDeleteVertexArrays(1, &s_encode_VAO );
|
||||
glDeleteBuffers(1, &s_decode_VBO );
|
||||
|
@ -227,8 +227,8 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
|
|||
// attach render buffer as color destination
|
||||
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
|
||||
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, s_dstRenderBuffer);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, s_dstRenderBuffer);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
for (int i = 1; i < 8; ++i)
|
||||
|
@ -236,18 +236,18 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
|
|||
|
||||
// set source texture
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, srcTexture);
|
||||
glEnable(GL_TEXTURE_RECTANGLE);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE, srcTexture);
|
||||
|
||||
if (linearFilter)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
@ -404,7 +404,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
// attach destTexture as color destination
|
||||
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, destTexture, 0);
|
||||
|
||||
GL_REPORT_FBO_ERROR();
|
||||
|
||||
|
@ -414,18 +414,18 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
// activate source texture
|
||||
// set srcAddr as data for source texture
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
|
||||
glEnable(GL_TEXTURE_RECTANGLE);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE, s_srcTexture);
|
||||
|
||||
// TODO: make this less slow. (How?)
|
||||
if((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
|
||||
{
|
||||
glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
|
||||
glTexSubImage2D(GL_TEXTURE_RECTANGLE, 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
|
||||
GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
|
||||
0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
||||
s_srcTextureWidth = (GLsizei)srcFmtWidth;
|
||||
s_srcTextureHeight = (GLsizei)srcHeight;
|
||||
|
@ -467,7 +467,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
|
||||
// reset state
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, 0, 0);
|
||||
TextureCache::DisableStage(0);
|
||||
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
|
Loading…
Reference in New Issue