593 lines
16 KiB
C++
593 lines
16 KiB
C++
#include "glcache.h"
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#include "gles.h"
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#include "hw/pvr/pvr_mem.h"
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#include "rend/TexCache.h"
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#include <cstdio>
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#include <cstdlib>
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GlTextureCache TexCache;
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static void readAsyncPixelBuffer(u32 addr);
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void TextureCacheData::UploadToGPU(int width, int height, u8 *temp_tex_buffer, bool mipmapped, bool mipmapsIncluded)
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{
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//upload to OpenGL !
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glcache.BindTexture(GL_TEXTURE_2D, texID);
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GLuint comps = tex_type == TextureType::_8 ? gl.single_channel_format : GL_RGBA;
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GLuint gltype;
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u32 bytes_per_pixel = 2;
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switch (tex_type)
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{
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case TextureType::_5551:
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gltype = GL_UNSIGNED_SHORT_5_5_5_1;
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break;
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case TextureType::_565:
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gltype = GL_UNSIGNED_SHORT_5_6_5;
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comps = GL_RGB;
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break;
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case TextureType::_4444:
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gltype = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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case TextureType::_8888:
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bytes_per_pixel = 4;
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gltype = GL_UNSIGNED_BYTE;
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break;
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case TextureType::_8:
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bytes_per_pixel = 1;
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gltype = GL_UNSIGNED_BYTE;
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break;
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default:
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die("Unsupported texture type");
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gltype = 0;
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break;
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}
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if (mipmapsIncluded)
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{
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int mipmapLevels = 0;
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int dim = width;
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while (dim != 0)
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{
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mipmapLevels++;
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dim >>= 1;
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}
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#if !defined(GLES2) && (!defined(__APPLE__) || defined(TARGET_IPHONE))
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// Open GL 4.2 or GLES 3.0 min
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if (gl.gl_major > 4 || (gl.gl_major == 4 && gl.gl_minor >= 2)
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|| (gl.is_gles && gl.gl_major >= 3))
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{
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GLuint internalFormat;
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switch (tex_type)
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{
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case TextureType::_5551:
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internalFormat = GL_RGB5_A1;
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break;
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case TextureType::_565:
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internalFormat = GL_RGB565;
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break;
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case TextureType::_4444:
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internalFormat = GL_RGBA4;
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break;
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case TextureType::_8888:
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internalFormat = GL_RGBA8;
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break;
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case TextureType::_8:
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internalFormat = comps;
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break;
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default:
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die("Unsupported texture format");
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internalFormat = 0;
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break;
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}
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if (Updates == 1)
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{
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glTexStorage2D(GL_TEXTURE_2D, mipmapLevels, internalFormat, width, height);
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glCheck();
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}
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for (int i = 0; i < mipmapLevels; i++)
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{
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glTexSubImage2D(GL_TEXTURE_2D, mipmapLevels - i - 1, 0, 0, 1 << i, 1 << i, comps, gltype, temp_tex_buffer);
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temp_tex_buffer += (1 << (2 * i)) * bytes_per_pixel;
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}
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}
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else
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#endif
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{
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for (int i = 0; i < mipmapLevels; i++)
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{
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glTexImage2D(GL_TEXTURE_2D, mipmapLevels - i - 1, comps, 1 << i, 1 << i, 0, comps, gltype, temp_tex_buffer);
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temp_tex_buffer += (1 << (2 * i)) * bytes_per_pixel;
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}
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}
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}
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else
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{
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glTexImage2D(GL_TEXTURE_2D, 0,comps, width, height, 0, comps, gltype, temp_tex_buffer);
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if (mipmapped)
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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glCheck();
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}
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bool TextureCacheData::Delete()
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{
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if (!BaseTextureCacheData::Delete())
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return false;
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if (texID)
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glcache.DeleteTextures(1, &texID);
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return true;
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}
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GLuint BindRTT(bool withDepthBuffer)
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{
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GLenum channels, format;
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switch(FB_W_CTRL.fb_packmode)
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{
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case 0: //0x0 0555 KRGB 16 bit (default) Bit 15 is the value of fb_kval[7].
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channels = GL_RGBA;
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format = GL_UNSIGNED_BYTE;
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break;
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case 1: //0x1 565 RGB 16 bit
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channels = GL_RGB;
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format = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case 2: //0x2 4444 ARGB 16 bit
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channels = GL_RGBA;
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format = GL_UNSIGNED_BYTE;
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break;
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case 3://0x3 1555 ARGB 16 bit The alpha value is determined by comparison with the value of fb_alpha_threshold.
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channels = GL_RGBA;
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format = GL_UNSIGNED_BYTE;
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break;
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case 4: //0x4 888 RGB 24 bit packed
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case 5: //0x5 0888 KRGB 32 bit K is the value of fk_kval.
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case 6: //0x6 8888 ARGB 32 bit
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WARN_LOG(RENDERER, "Unsupported render to texture format: %d", FB_W_CTRL.fb_packmode);
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return 0;
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case 7: //7 invalid
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WARN_LOG(RENDERER, "Invalid framebuffer format: 7");
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return 0;
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}
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u32 fbw = pvrrc.fb_X_CLIP.max + 1;
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u32 fbh = pvrrc.fb_Y_CLIP.max + 1;
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u32 texAddress = FB_W_SOF1 & VRAM_MASK;
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DEBUG_LOG(RENDERER, "RTT packmode=%d stride=%d - %d x %d @ %06x", FB_W_CTRL.fb_packmode, FB_W_LINESTRIDE.stride * 8,
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fbw, fbh, texAddress);
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if (gl.rtt.texAddress != ~0u)
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readAsyncPixelBuffer(gl.rtt.texAddress);
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gl.rtt.texAddress = texAddress;
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if (gl.rtt.fbo != 0)
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glDeleteFramebuffers(1, &gl.rtt.fbo);
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if (gl.rtt.tex != 0)
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glcache.DeleteTextures(1, &gl.rtt.tex);
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if (gl.rtt.depthb != 0)
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glDeleteRenderbuffers(1, &gl.rtt.depthb);
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// Find the smallest power of two texture that fits the viewport
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u32 fbh2 = 2;
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while (fbh2 < fbh)
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fbh2 *= 2;
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u32 fbw2 = 2;
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while (fbw2 < fbw)
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fbw2 *= 2;
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if (!config::RenderToTextureBuffer)
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{
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fbw *= config::RenderResolution / 480.f;
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fbh *= config::RenderResolution / 480.f;
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fbw2 *= config::RenderResolution / 480.f;
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fbh2 *= config::RenderResolution / 480.f;
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}
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#ifdef GL_PIXEL_PACK_BUFFER
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if (gl.gl_major >= 3 && config::RenderToTextureBuffer)
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{
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if (gl.rtt.pbo == 0)
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glGenBuffers(1, &gl.rtt.pbo);
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u32 glSize = fbw2 * fbh2 * 4;
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if (glSize > gl.rtt.pboSize)
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{
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glBindBuffer(GL_PIXEL_PACK_BUFFER, gl.rtt.pbo);
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glBufferData(GL_PIXEL_PACK_BUFFER, glSize, 0, GL_STREAM_READ);
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gl.rtt.pboSize = glSize;
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glCheck();
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}
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}
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#endif
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// Create a texture for rendering to
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gl.rtt.tex = glcache.GenTexture();
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glcache.BindTexture(GL_TEXTURE_2D, gl.rtt.tex);
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glTexImage2D(GL_TEXTURE_2D, 0, channels, fbw2, fbh2, 0, channels, format, 0);
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// Create the object that will allow us to render to the aforementioned texture
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glGenFramebuffers(1, &gl.rtt.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, gl.rtt.fbo);
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// Attach the texture to the FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl.rtt.tex, 0);
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if (withDepthBuffer)
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{
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// Generate and bind a render buffer which will become a depth buffer
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glGenRenderbuffers(1, &gl.rtt.depthb);
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glBindRenderbuffer(GL_RENDERBUFFER, gl.rtt.depthb);
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// Currently it is unknown to GL that we want our new render buffer to be a depth buffer.
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// glRenderbufferStorage will fix this and will allocate a depth buffer
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if (gl.is_gles)
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{
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#if defined(GL_DEPTH24_STENCIL8)
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if (gl.gl_major >= 3)
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbw2, fbh2);
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else
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#endif
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#if defined(GL_DEPTH24_STENCIL8_OES)
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if (gl.GL_OES_packed_depth_stencil_supported)
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, fbw2, fbh2);
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else
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#endif
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#if defined(GL_DEPTH_COMPONENT24_OES)
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if (gl.GL_OES_depth24_supported)
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, fbw2, fbh2);
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else
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#endif
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, fbw2, fbh2);
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}
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#ifdef GL_DEPTH24_STENCIL8
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else
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbw2, fbh2);
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#endif
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// Attach the depth buffer we just created to our FBO.
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl.rtt.depthb);
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if (!gl.is_gles || gl.gl_major >= 3 || gl.GL_OES_packed_depth_stencil_supported)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gl.rtt.depthb);
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}
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// Check that our FBO creation was successful
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GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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verify(uStatus == GL_FRAMEBUFFER_COMPLETE);
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glViewport(0, 0, fbw, fbh);
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return gl.rtt.fbo;
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}
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void ReadRTTBuffer()
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{
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u32 w = pvrrc.fb_X_CLIP.max + 1;
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u32 h = pvrrc.fb_Y_CLIP.max + 1;
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const u8 fb_packmode = FB_W_CTRL.fb_packmode;
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if (config::RenderToTextureBuffer)
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{
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u32 tex_addr = gl.rtt.texAddress;
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#ifdef TARGET_VIDEOCORE
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// Remove all vram locks before calling glReadPixels
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// (deadlock on rpi)
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u32 size = w * h * 2;
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u32 page_tex_addr = tex_addr & PAGE_MASK;
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u32 page_size = size + tex_addr - page_tex_addr;
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page_size = ((page_size - 1) / PAGE_SIZE + 1) * PAGE_SIZE;
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for (u32 page = page_tex_addr; page < page_tex_addr + page_size; page += PAGE_SIZE)
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VramLockedWriteOffset(page);
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#endif
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#ifdef GL_PIXEL_PACK_BUFFER
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if (gl.gl_major >= 3)
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glBindBuffer(GL_PIXEL_PACK_BUFFER, gl.rtt.pbo);
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#endif
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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gl.rtt.width = w;
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gl.rtt.height = h;
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u16 *dst = gl.gl_major >= 3 ? nullptr : (u16 *)&vram[tex_addr];
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gl.rtt.linestride = FB_W_LINESTRIDE.stride * 8;
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if (gl.rtt.linestride == 0)
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gl.rtt.linestride = w * 2;
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GLint color_fmt, color_type;
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &color_fmt);
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &color_type);
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if (fb_packmode == 1 && gl.rtt.linestride == w * 2 && color_fmt == GL_RGB && color_type == GL_UNSIGNED_SHORT_5_6_5)
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{
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gl.rtt.directXfer = true;
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glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, dst);
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}
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else
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{
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gl.rtt.directXfer = false;
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if (gl.gl_major >= 3)
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{
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gl.rtt.fb_w_ctrl = FB_W_CTRL.full;
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glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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}
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else
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{
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PixelBuffer<u32> tmp_buf;
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tmp_buf.init(w, h);
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u8 *p = (u8 *)tmp_buf.data();
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glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, p);
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WriteTextureToVRam(w, h, p, dst);
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gl.rtt.texAddress = ~0;
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}
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}
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#ifdef GL_PIXEL_PACK_BUFFER
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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#endif
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glCheck();
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}
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else
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{
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//memset(&vram[gl.rtt.texAddress], 0, size);
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if (w <= 1024 && h <= 1024)
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{
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// TexAddr : (address), Reserved : 0, StrideSel : 0, ScanOrder : 1
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TCW tcw = { { gl.rtt.texAddress >> 3, 0, 0, 1 } };
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switch (fb_packmode) {
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case 0:
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case 3:
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tcw.PixelFmt = Pixel1555;
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break;
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case 1:
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tcw.PixelFmt = Pixel565;
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break;
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case 2:
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tcw.PixelFmt = Pixel4444;
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break;
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}
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TSP tsp = { 0 };
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for (tsp.TexU = 0; tsp.TexU <= 7 && (8u << tsp.TexU) < w; tsp.TexU++);
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for (tsp.TexV = 0; tsp.TexV <= 7 && (8u << tsp.TexV) < h; tsp.TexV++);
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TextureCacheData *texture_data = TexCache.getTextureCacheData(tsp, tcw);
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if (texture_data->texID != 0)
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glcache.DeleteTextures(1, &texture_data->texID);
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else
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texture_data->Create();
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texture_data->texID = gl.rtt.tex;
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gl.rtt.tex = 0;
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texture_data->dirty = 0;
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libCore_vramlock_Lock(texture_data->sa_tex, texture_data->sa + texture_data->size - 1, texture_data);
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}
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gl.rtt.texAddress = ~0;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, gl.ofbo.origFbo);
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}
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static void readAsyncPixelBuffer(u32 addr)
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{
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#ifndef GLES2
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if (!config::RenderToTextureBuffer || gl.rtt.pbo == 0)
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return;
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u32 tex_addr = gl.rtt.texAddress;
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if (addr != tex_addr)
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return;
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gl.rtt.texAddress = ~0;
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glBindBuffer(GL_PIXEL_PACK_BUFFER, gl.rtt.pbo);
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u8 *ptr = (u8 *)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, gl.rtt.pboSize, GL_MAP_READ_BIT);
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if (ptr == nullptr)
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{
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WARN_LOG(RENDERER, "glMapBuffer failed");
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return;
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}
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u16 *dst = (u16 *)&vram[tex_addr];
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if (gl.rtt.directXfer)
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// Can be read directly into vram
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memcpy(dst, ptr, gl.rtt.width * gl.rtt.height * 2);
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else
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WriteTextureToVRam(gl.rtt.width, gl.rtt.height, ptr, dst, gl.rtt.fb_w_ctrl, gl.rtt.linestride);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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#endif
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}
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static int TexCacheLookups;
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static int TexCacheHits;
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//static float LastTexCacheStats;
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BaseTextureCacheData *gl_GetTexture(TSP tsp, TCW tcw)
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{
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TexCacheLookups++;
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//lookup texture
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TextureCacheData* tf = TexCache.getTextureCacheData(tsp, tcw);
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if (tf->texID == 0)
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{
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tf->Create();
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tf->texID = glcache.GenTexture();
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}
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readAsyncPixelBuffer(tf->sa_tex);
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//update if needed
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if (tf->NeedsUpdate())
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tf->Update();
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else
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{
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if (tf->IsCustomTextureAvailable())
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{
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TexCache.DeleteLater(tf->texID);
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tf->texID = glcache.GenTexture();
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tf->CheckCustomTexture();
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}
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TexCacheHits++;
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}
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// if (os_GetSeconds() - LastTexCacheStats >= 2.0)
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// {
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// LastTexCacheStats = os_GetSeconds();
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// printf("Texture cache efficiency: %.2f%% cache size %ld\n", (float)TexCacheHits / TexCacheLookups * 100, TexCache.size());
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// TexCacheLookups = 0;
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// TexCacheHits = 0;
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// }
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//return gl texture
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return tf;
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}
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GLuint fbTextureId;
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void RenderFramebuffer()
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{
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if (FB_R_SIZE.fb_x_size == 0 || FB_R_SIZE.fb_y_size == 0)
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return;
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PixelBuffer<u32> pb;
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int width;
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int height;
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ReadFramebuffer(pb, width, height);
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if (fbTextureId == 0)
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fbTextureId = glcache.GenTexture();
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glcache.BindTexture(GL_TEXTURE_2D, fbTextureId);
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//set texture repeat mode
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glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pb.data());
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}
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GLuint init_output_framebuffer(int width, int height)
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{
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if (width != gl.ofbo.width || height != gl.ofbo.height
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// if the rotate90 setting has changed
|
|
|| (gl.gl_major >= 3 && (gl.ofbo.tex == 0) == config::Rotate90))
|
|
{
|
|
free_output_framebuffer();
|
|
gl.ofbo.width = width;
|
|
gl.ofbo.height = height;
|
|
}
|
|
|
|
if (gl.ofbo.fbo == 0)
|
|
{
|
|
// Create the depth+stencil renderbuffer
|
|
glGenRenderbuffers(1, &gl.ofbo.depthb);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, gl.ofbo.depthb);
|
|
|
|
if (gl.is_gles)
|
|
{
|
|
#if defined(GL_DEPTH24_STENCIL8)
|
|
if (gl.gl_major >= 3)
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
|
else
|
|
#endif
|
|
#if defined(GL_DEPTH24_STENCIL8_OES)
|
|
if (gl.GL_OES_packed_depth_stencil_supported)
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height);
|
|
else
|
|
#endif
|
|
#if defined(GL_DEPTH_COMPONENT24_OES)
|
|
if (gl.GL_OES_depth24_supported)
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, width, height);
|
|
else
|
|
#endif
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
|
|
}
|
|
#ifdef GL_DEPTH24_STENCIL8
|
|
else
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
|
#endif
|
|
|
|
if (gl.gl_major < 3 || config::Rotate90)
|
|
{
|
|
// Create a texture for rendering to
|
|
gl.ofbo.tex = glcache.GenTexture();
|
|
glcache.BindTexture(GL_TEXTURE_2D, gl.ofbo.tex);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
{
|
|
// Use a renderbuffer and glBlitFramebuffer
|
|
glGenRenderbuffers(1, &gl.ofbo.colorb);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, gl.ofbo.colorb);
|
|
#ifdef GL_RGBA8
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
|
|
#endif
|
|
}
|
|
|
|
// Create the framebuffer
|
|
glGenFramebuffers(1, &gl.ofbo.fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, gl.ofbo.fbo);
|
|
|
|
// Attach the depth buffer to our FBO.
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl.ofbo.depthb);
|
|
|
|
if (!gl.is_gles || gl.gl_major >= 3 || gl.GL_OES_packed_depth_stencil_supported)
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gl.ofbo.depthb);
|
|
|
|
// Attach the texture/renderbuffer to the FBO
|
|
if (gl.ofbo.tex != 0)
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl.ofbo.tex, 0);
|
|
else
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, gl.ofbo.colorb);
|
|
|
|
// Check that our FBO creation was successful
|
|
GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
if (uStatus != GL_FRAMEBUFFER_COMPLETE)
|
|
return 0;
|
|
|
|
glcache.Disable(GL_SCISSOR_TEST);
|
|
glcache.ClearColor(0.f, 0.f, 0.f, 0.f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
else
|
|
glBindFramebuffer(GL_FRAMEBUFFER, gl.ofbo.fbo);
|
|
|
|
glViewport(0, 0, width, height);
|
|
glCheck();
|
|
|
|
return gl.ofbo.fbo;
|
|
}
|
|
|
|
void free_output_framebuffer()
|
|
{
|
|
if (gl.ofbo.fbo != 0)
|
|
{
|
|
glDeleteFramebuffers(1, &gl.ofbo.fbo);
|
|
gl.ofbo.fbo = 0;
|
|
glDeleteRenderbuffers(1, &gl.ofbo.depthb);
|
|
gl.ofbo.depthb = 0;
|
|
if (gl.ofbo.tex != 0)
|
|
{
|
|
glcache.DeleteTextures(1, &gl.ofbo.tex);
|
|
gl.ofbo.tex = 0;
|
|
}
|
|
if (gl.ofbo.colorb != 0)
|
|
{
|
|
glDeleteRenderbuffers(1, &gl.ofbo.colorb);
|
|
gl.ofbo.colorb = 0;
|
|
}
|
|
}
|
|
}
|