GPU/OpenGL: Support MSAA without texel/SSBO buffers

This commit is contained in:
Connor McLaughlin 2021-04-06 02:55:00 +10:00
parent 0e637a093a
commit 4ed12bcb52
2 changed files with 25 additions and 27 deletions

View File

@ -369,10 +369,7 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
} }
else else
{ {
Log_WarningPrintf("Texture buffers and SSBOs are not supported, VRAM writes will be slower and multisampling " Log_WarningPrintf("Texture buffers and SSBOs are not supported, VRAM writes will be slower.");
"will be unavailable.");
m_max_multisamples = 1;
m_supports_per_sample_shading = false;
} }
} }
@ -1158,21 +1155,20 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32)); m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32));
m_texture_stream_buffer->Bind(); m_texture_stream_buffer->Bind();
// have to write to the 1x texture first
if (m_resolution_scale > 1)
m_vram_encoding_texture.Bind();
else
m_vram_texture.Bind();
// lower-left origin flip happens here // lower-left origin flip happens here
const u32 flipped_y = VRAM_HEIGHT - y - height; const u32 flipped_y = VRAM_HEIGHT - y - height;
// have to write to the 1x texture first
GL::Texture& dst_texture =
(m_resolution_scale > 1 || m_multisamples > 1) ? m_vram_encoding_texture : m_vram_texture;
// update texture data // update texture data
glTexSubImage2D(m_vram_texture.GetGLTarget(), 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, dst_texture.Bind();
glTexSubImage2D(dst_texture.GetGLTarget(), 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
reinterpret_cast<void*>(static_cast<uintptr_t>(map_result.buffer_offset))); reinterpret_cast<void*>(static_cast<uintptr_t>(map_result.buffer_offset)));
m_texture_stream_buffer->Unbind(); m_texture_stream_buffer->Unbind();
if (m_resolution_scale > 1) if (&dst_texture != &m_vram_texture)
{ {
// scale to internal resolution // scale to internal resolution
const u32 scaled_width = width * m_resolution_scale; const u32 scaled_width = width * m_resolution_scale;
@ -1181,7 +1177,7 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
const u32 scaled_y = y * m_resolution_scale; const u32 scaled_y = y * m_resolution_scale;
const u32 scaled_flipped_y = m_vram_texture.GetHeight() - scaled_y - scaled_height; const u32 scaled_flipped_y = m_vram_texture.GetHeight() - scaled_y - scaled_height;
BlitTexture(m_vram_encoding_texture, x, flipped_y, width, height, scaled_x, scaled_flipped_y, scaled_width, BlitTextureToFramebuffer(dst_texture, x, flipped_y, width, height, scaled_x, scaled_flipped_y, scaled_width,
scaled_height); scaled_height);
} }
@ -1260,25 +1256,26 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
if (src_dirty) if (src_dirty)
UpdateVRAMReadTexture(); UpdateVRAMReadTexture();
CopyTexture(m_vram_texture, m_vram_fbo_id, m_vram_read_texture, src_x, src_y, dst_x, dst_y, width, height); CopyTexture(m_vram_texture, m_vram_fbo_id, m_vram_read_texture, m_vram_read_texture.GetGLFramebufferID(), src_x,
src_y, dst_x, dst_y, width, height);
} }
IncludeVRAMDirtyRectangle(dst_bounds); IncludeVRAMDirtyRectangle(dst_bounds);
} }
void GPU_HW_OpenGL::CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, u32 src_x, u32 src_y, u32 dst_x, void GPU_HW_OpenGL::CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, GLuint src_fbo, u32 src_x,
u32 dst_y, u32 width, u32 height) u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{ {
if (src.IsMultisampled()) if (src.IsMultisampled())
{ {
// The MSAA case still needs framebuffer blits. // The MSAA case still needs framebuffer blits.
dest.BindFramebuffer(GL_DRAW_FRAMEBUFFER); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo);
glBindFramebuffer(GL_READ_FRAMEBUFFER, dest_fbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo);
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height, glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
GL_COLOR_BUFFER_BIT, GL_NEAREST); GL_COLOR_BUFFER_BIT, GL_NEAREST);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo); RestoreGraphicsAPIState();
return; return;
} }
@ -1300,13 +1297,13 @@ void GPU_HW_OpenGL::CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture&
else else
{ {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo);
BlitTexture(src, src_x, src_y, width, height, dst_x, dst_y, width, height); BlitTextureToFramebuffer(src, src_x, src_y, width, height, dst_x, dst_y, width, height);
RestoreGraphicsAPIState(); RestoreGraphicsAPIState();
} }
} }
void GPU_HW_OpenGL::BlitTexture(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x, void GPU_HW_OpenGL::BlitTextureToFramebuffer(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
u32 dst_y, u32 dst_width, u32 dst_height) u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height)
{ {
// But a copy shader is probably better on mobile drivers. // But a copy shader is probably better on mobile drivers.
const float uniforms[4] = { const float uniforms[4] = {
@ -1336,7 +1333,8 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
const u32 x = scaled_rect.left; const u32 x = scaled_rect.left;
const u32 y = m_vram_texture.GetHeight() - scaled_rect.top - height; const u32 y = m_vram_texture.GetHeight() - scaled_rect.top - height;
CopyTexture(m_vram_read_texture, m_vram_read_texture.GetGLFramebufferID(), m_vram_texture, x, y, x, y, width, height); CopyTexture(m_vram_read_texture, m_vram_read_texture.GetGLFramebufferID(), m_vram_texture, m_vram_fbo_id, x, y, x, y,
width, height);
GPU_HW::UpdateVRAMReadTexture(); GPU_HW::UpdateVRAMReadTexture();
} }

View File

@ -76,9 +76,9 @@ private:
bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height); bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
void DownsampleFramebuffer(GL::Texture& source, u32 left, u32 top, u32 width, u32 height); void DownsampleFramebuffer(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
void DownsampleFramebufferBoxFilter(GL::Texture& source, u32 left, u32 top, u32 width, u32 height); void DownsampleFramebufferBoxFilter(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
void CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, void CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, GLuint src_fbo, u32 src_x, u32 src_y,
u32 width, u32 height); u32 dst_x, u32 dst_y, u32 width, u32 height);
void BlitTexture(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x, u32 dst_y, void BlitTextureToFramebuffer(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x, u32 dst_y,
u32 dst_width, u32 dst_height); u32 dst_width, u32 dst_height);
// downsample texture - used for readbacks at >1xIR. // downsample texture - used for readbacks at >1xIR.