555 lines
18 KiB
C++
555 lines
18 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common/CommonFuncs.h"
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace OGL
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{
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int FramebufferManager::m_targetWidth;
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int FramebufferManager::m_targetHeight;
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int FramebufferManager::m_msaaSamples;
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GLenum FramebufferManager::m_textureType;
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GLuint* FramebufferManager::m_efbFramebuffer;
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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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// reinterpret pixel format
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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_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_resolvedColorTexture = 0;
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m_resolvedDepthTexture = 0;
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m_targetWidth = targetWidth;
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m_targetHeight = targetHeight;
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m_msaaSamples = msaaSamples;
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// The EFB can be set to different pixel formats by the game through the
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// BPMEM_ZCOMPARE register (which should probably have a different name).
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// They are:
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// - 24-bit RGB (8-bit components) with 24-bit Z
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// - 24-bit RGBA (6-bit components) with 24-bit Z
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// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
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// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
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// Multisampling depends on user settings.
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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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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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m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
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m_efbFramebuffer = new GLuint[m_EFBLayers]();
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m_resolvedFramebuffer = new GLuint[m_EFBLayers]();
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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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m_textureType = GL_TEXTURE_2D_ARRAY;
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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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glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 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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glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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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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glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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else
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{
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GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
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// Only use a layered multisample texture if needed. Some drivers
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// slow down significantly with single-layered multisample textures.
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if (m_EFBLayers > 1)
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{
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
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glBindTexture(m_textureType, m_efbColor);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbDepth);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
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glBindTexture(m_textureType, 0);
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}
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else
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{
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m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
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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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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(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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}
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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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glBindTexture(resolvedType, m_resolvedColorTexture);
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glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glBindTexture(resolvedType, m_resolvedDepthTexture);
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glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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// Bind resolved textures to resolved framebuffer.
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glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[0]);
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FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolvedType, m_resolvedColorTexture, 0);
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FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resolvedType, m_resolvedDepthTexture, 0);
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// Bind all the other layers as separate FBOs for blitting.
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for (unsigned int i = 1; i < m_EFBLayers; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0, i);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0, i);
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}
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}
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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(m_EFBLayers, m_efbFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
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FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
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FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
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// Bind all the other layers as separate FBOs for blitting.
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for (unsigned int i = 1; i < m_EFBLayers; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[i]);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0, i);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i);
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}
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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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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClearDepthf(1.0f);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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// reinterpret pixel format
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const char* vs = m_EFBLayers > 1 ?
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"void main(void) {\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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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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"flat out int layer;\n"
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"void main(void) {\n"
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" layer = 0;\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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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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// 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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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"vec4 sampleEFB(ivec3 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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if (m_EFBLayers > 1)
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{
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
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"vec4 sampleEFB(ivec3 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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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" return texelFetch(samp9, pos.xy, gl_SampleID);\n"
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"}\n";
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}
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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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if (m_EFBLayers > 1)
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{
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
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"vec4 sampleEFB(ivec3 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, 0), i);\n"
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" return color / " + samples.str() + ";\n"
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"}\n";
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}
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else
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{
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
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"vec4 sampleEFB(ivec3 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.xy, i);\n"
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" return color / " + samples.str() + ";\n"
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"}\n";
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}
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}
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std::string ps_rgba6_to_rgb8 = sampler +
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"flat in int layer;\n"
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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(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 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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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.a = 255;\n"
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" ocol0 = float4(dst8) / 255.f;\n"
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"}";
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std::string ps_rgb8_to_rgba6 = sampler +
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"flat in int layer;\n"
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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(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 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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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = float4(dst6) / 63.f;\n"
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"}";
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std::stringstream vertices, layers;
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vertices << m_EFBLayers * 3;
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layers << m_EFBLayers;
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std::string gs = sampler +
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"layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = " + vertices.str() + ") out;\n"
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"flat out int layer;\n"
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"void main()\n"
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"{\n"
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" for (int j = 0; j < " + layers.str() + "; ++j) {\n"
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" for (int i = 0; i < 3; ++i) {\n"
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" layer = j;\n"
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" gl_Layer = j;\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n";
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr);
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}
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FramebufferManager::~FramebufferManager()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLuint glObj[3];
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// Note: OpenGL deletion functions silently ignore parameters of "0".
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glDeleteFramebuffers(m_EFBLayers, m_efbFramebuffer);
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glDeleteFramebuffers(m_EFBLayers, m_resolvedFramebuffer);
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delete [] m_efbFramebuffer;
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delete [] m_resolvedFramebuffer;
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m_efbFramebuffer = nullptr;
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m_resolvedFramebuffer = nullptr;
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glDeleteFramebuffers(1, &m_xfbFramebuffer);
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m_xfbFramebuffer = 0;
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glObj[0] = m_resolvedColorTexture;
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glObj[1] = m_resolvedDepthTexture;
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glDeleteTextures(2, glObj);
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m_resolvedColorTexture = 0;
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m_resolvedDepthTexture = 0;
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glObj[0] = m_efbColor;
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glObj[1] = m_efbDepth;
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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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m_pixel_format_shaders[1].Destroy();
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}
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GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
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{
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if (m_msaaSamples <= 1)
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{
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return m_efbColor;
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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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TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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for (unsigned int i = 0; i < m_EFBLayers; i++)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
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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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}
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// Return to EFB.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
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return m_resolvedColorTexture;
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}
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}
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GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
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{
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if (m_msaaSamples <= 1)
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{
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return m_efbDepth;
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}
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else
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{
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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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// Resolve.
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for (unsigned int i = 0; i < m_EFBLayers; i++)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
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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.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
|
|
|
|
return m_resolvedDepthTexture;
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
|
|
{
|
|
u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
|
|
if (!xfb_in_ram)
|
|
{
|
|
WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
|
|
return;
|
|
}
|
|
|
|
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
|
|
TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
|
|
}
|
|
|
|
void FramebufferManager::SetFramebuffer(GLuint fb)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
|
|
}
|
|
|
|
void FramebufferManager::FramebufferTexture(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
|
|
{
|
|
if (textarget == GL_TEXTURE_2D_ARRAY || textarget == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
|
|
{
|
|
if (m_EFBLayers > 1)
|
|
glFramebufferTexture(target, attachment, texture, level);
|
|
else
|
|
glFramebufferTextureLayer(target, attachment, texture, level, 0);
|
|
}
|
|
else
|
|
{
|
|
glFramebufferTexture2D(target, attachment, textarget, texture, level);
|
|
}
|
|
}
|
|
|
|
// Apply AA if enabled
|
|
GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle &source_rect)
|
|
{
|
|
return GetEFBColorTexture(source_rect);
|
|
}
|
|
|
|
GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect)
|
|
{
|
|
return GetEFBDepthTexture(source_rect);
|
|
}
|
|
|
|
void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
|
|
{
|
|
g_renderer->ResetAPIState();
|
|
|
|
OpenGL_BindAttributelessVAO();
|
|
|
|
GLuint src_texture = 0;
|
|
|
|
// 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;
|
|
FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
|
|
|
|
glViewport(0,0, m_targetWidth, m_targetHeight);
|
|
glActiveTexture(GL_TEXTURE0 + 9);
|
|
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();
|
|
}
|
|
|
|
XFBSource::~XFBSource()
|
|
{
|
|
glDeleteTextures(1, &texture);
|
|
}
|
|
|
|
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
|
{
|
|
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
|
|
}
|
|
|
|
void XFBSource::CopyEFB(float Gamma)
|
|
{
|
|
g_renderer->ResetAPIState();
|
|
|
|
// Copy EFB data to XFB and restore render target again
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
|
|
|
|
for (int i = 0; i < m_layers; i++)
|
|
{
|
|
// Bind EFB and texture layer
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer(i));
|
|
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, i);
|
|
|
|
glBlitFramebuffer(
|
|
0, 0, texWidth, texHeight,
|
|
0, 0, texWidth, texHeight,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST
|
|
);
|
|
}
|
|
|
|
// Return to EFB.
|
|
FramebufferManager::SetFramebuffer(0);
|
|
|
|
g_renderer->RestoreAPIState();
|
|
|
|
}
|
|
|
|
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
|
|
{
|
|
GLuint texture;
|
|
|
|
glGenTextures(1, &texture);
|
|
|
|
glActiveTexture(GL_TEXTURE0 + 9);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
|
|
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
|
|
return new XFBSource(texture, m_EFBLayers);
|
|
}
|
|
|
|
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
|
|
{
|
|
*width = m_targetWidth;
|
|
*height = m_targetHeight;
|
|
}
|
|
|
|
} // namespace OGL
|