Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania
2009-05-15 02:39:55 +00:00
parent 034e3c72a2
commit 14a67bc8bc
17 changed files with 321 additions and 553 deletions

View File

@ -81,27 +81,27 @@ static bool s_bAVIDumping = false;
static FILE* f_pFrameDump;
#endif
static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
static int s_MSAACoverageSamples = 0;
// Normal Mode
//
// By default the depth target is used
// if there is an error creating and attaching it a depth buffer will be used instead
//
// s_RenderTarget is a texture_rect
// s_DepthTarget is a Z renderbuffer
// s_FakeZTarget is a texture_rect
// s_DepthTarget is a texture_rect
// s_DepthBuffer is a Z renderbuffer
// MSAA mode
// s_uFramebuffer is a FBO
// s_RenderTarget is a MSAA renderbuffer
// s_FakeZBufferTarget is a MSAA renderbuffer
// s_DepthTarget is a real MSAA z/stencilbuffer
// s_DepthTarget is a MSAA renderbuffer
//
// s_ResolvedFramebuffer is a FBO
// s_ResolvedColorTarget is a texture
// s_ResolvedFakeZTarget is a texture
// s_ResolvedDepthTarget is a Z renderbuffer
// s_ResolvedRenderTarget is a texture
// s_ResolvedDepthTarget is a texture
// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
static GLuint s_uFramebuffer = 0;
@ -110,11 +110,10 @@ static GLuint s_uResolvedFramebuffer = 0;
// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn't.
// These are all texture IDs. Bind them as rect arb textures.
static GLuint s_RenderTarget = 0;
static GLuint s_FakeZTarget = 0;
static GLuint s_DepthTarget = 0;
static GLuint s_DepthBuffer = 0;
static GLuint s_ResolvedRenderTarget = 0;
static GLuint s_ResolvedFakeZTarget = 0;
static GLuint s_ResolvedDepthTarget = 0;
static bool s_bATIDrawBuffers = false;
@ -128,8 +127,6 @@ static volatile bool s_bScreenshot = false;
static Common::CriticalSection s_criticalScreenshot;
static std::string s_sScreenshotName;
static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
int frameCount;
static int s_fps = 0;
@ -328,42 +325,35 @@ bool Renderer::Init()
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
GLint nMaxMRT = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &nMaxMRT);
if (nMaxMRT > 1)
{
// There's MRT support. Create a color texture image to use as secondary render target.
// We use MRT to render Z into this one, for various purposes (mostly copy Z to texture).
glGenTextures(1, (GLuint *)&s_FakeZTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
}
// Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
glGenRenderbuffersEXT(1, &s_DepthTarget);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
// Create the depth target texture
glGenTextures(1, &s_DepthTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_DepthTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, s_targetwidth, s_targetheight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
// Our framebuffer object is still bound here. Attach the two render targets, color and Z/stencil, to the framebuffer object.
// Our framebuffer object is still bound here. Attach the two render targets, color and depth, to the framebuffer object.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, s_DepthTarget, 0);
GL_REPORT_FBO_ERROR();
if (s_FakeZTarget != 0) {
// We do a simple test to make sure that MRT works. I don't really know why - this is probably a workaround for
// some terribly buggy ancient driver.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
if (bFailed) {
glDeleteTextures(1, (GLuint *)&s_FakeZTarget);
s_FakeZTarget = 0;
}
}
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
if (s_FakeZTarget == 0)
ERROR_LOG(VIDEO, "Disabling ztarget MRT feature (max MRT = %d)", nMaxMRT);
// Check that the FBO is attached. If there is an error revert to a depth buffer.
if (bFailed) {
ERROR_LOG(VIDEO, "Disabling ztarget feature");
// detach and delete depth texture
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
glDeleteTextures(1, (GLuint *)&s_DepthTarget);
s_DepthTarget = 0;
// create and attach depth buffer
glGenRenderbuffersEXT(1, (GLuint *)&s_DepthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthBuffer);
GL_REPORT_FBO_ERROR();
}
}
else
{
@ -376,25 +366,17 @@ bool Renderer::Init()
} else {
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
}
glGenRenderbuffersEXT(1, &s_FakeZTarget);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_FakeZTarget);
if (s_MSAACoverageSamples) {
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
} else {
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
}
glGenRenderbuffersEXT(1, &s_DepthTarget);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
if (s_MSAACoverageSamples) {
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_DEPTH_COMPONENT24, s_targetwidth, s_targetheight);
} else {
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_DEPTH_COMPONENT24, s_targetwidth, s_targetheight);
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// Attach them to our multisampled FBO. The multisampled FBO is still bound here.
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_RenderTarget);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_RENDERBUFFER_EXT, s_FakeZTarget);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
GL_REPORT_FBO_ERROR();
@ -411,25 +393,23 @@ bool Renderer::Init()
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
// Generate the resolve targets.
glGenTextures(1, (GLuint *)&s_ResolvedFakeZTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenTextures(1, (GLuint *)&s_ResolvedDepthTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedDepthTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, s_targetwidth, s_targetheight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
// Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
glGenRenderbuffersEXT(1, &s_ResolvedDepthTarget);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// Attach our resolve targets to our resolved FBO.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedRenderTarget, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedDepthTarget, 0);
GL_REPORT_FBO_ERROR();
bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
if (bFailed) PanicAlert("Incomplete rt2");
if (bFailed) {
ERROR_LOG(VIDEO, "AA rendering init failed.");
}
}
if (GL_REPORT_ERROR() != GL_NO_ERROR)
@ -438,8 +418,6 @@ bool Renderer::Init()
// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
nZBufferRender = 0; // Initialize the Z render shutoff countdown. We only render Z if it's desired, to save GPU power.
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
@ -477,7 +455,6 @@ bool Renderer::Init()
cgGLSetDebugMode(GL_FALSE);
#endif
s_RenderMode = Renderer::RM_Normal;
if (!InitializeGL())
return false;
@ -592,12 +569,6 @@ void Renderer::SetRenderTarget(GLuint targ)
targ != 0 ? targ : s_RenderTarget, 0);
}
void Renderer::SetDepthTarget(GLuint targ)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
targ != 0 ? targ : s_DepthTarget);
}
void Renderer::SetFramebuffer(GLuint fb)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer);
@ -628,38 +599,39 @@ GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
}
}
GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
GLuint Renderer::ResolveAndGetDepthTarget(const TRectangle &source_rect)
{
// This logic should be moved elsewhere.
if (s_MSAASamples > 1)
{
// Flip the rectangle
TRectangle flipped_rect;
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
//source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
// donkopunchstania - some bug causes the offsets to be ignored. driver bug?
flipped_rect.top = 0;
flipped_rect.bottom = GetTargetHeight();
flipped_rect.left = 0;
flipped_rect.right = GetTargetWidth();
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
// Do the resolve. We resolve both color channels, not very necessary.
// Do the resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// Return the resolved target.
return s_ResolvedFakeZTarget;
return s_ResolvedDepthTarget;
}
else
{
return s_FakeZTarget;
return s_DepthTarget;
}
}
bool Renderer::UseFakeZTarget()
{
// This logic should be moved elsewhere.
return nZBufferRender > 0;
}
void Renderer::ResetGLState()
{
// Gets us to a reasonably sane state where it's possible to do things like
@ -801,151 +773,6 @@ bool Renderer::IsUsingATIDrawBuffers()
return s_bATIDrawBuffers;
}
bool Renderer::HaveStencilBuffer()
{
return s_bHaveStencilBuffer;
}
void Renderer::SetZBufferRender()
{
nZBufferRender = 10; // The game asked for Z. Give it 10 frames, then turn it off for speed.
GLenum s_drawbuffers[2] = {
GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT
};
glDrawBuffers(2, s_drawbuffers);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
}
// Does this function even work correctly???
void Renderer::FlushZBufferAlphaToTarget()
{
ResetGLState();
SetRenderTarget(0);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glViewport(0, 0, GetTargetWidth(), GetTargetHeight());
// disable all other stages
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
// texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
GL_REPORT_ERRORD();
// setup the stencil to only accept pixels that have been written
glStencilFunc(GL_EQUAL, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// TODO: This code should not have to bother with stretchtofit checking -
// all necessary scale initialization should be done elsewhere.
if (s_bNativeResolution)
{
//TODO: Do Correctly in a bit
float FactorW = 640.f / (float)OpenGL_GetBackbufferWidth();
float FactorH = 480.f / (float)OpenGL_GetBackbufferHeight();
float Max = (FactorW < FactorH) ? FactorH : FactorW;
float Temp = 1.0f / Max;
FactorW *= Temp;
FactorH *= Temp;
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(-FactorW,-FactorH);
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
glEnd();
}
else
{
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(-1,-1);
glTexCoord2f(0, (float)(GetTargetHeight())); glVertex2f(-1,1);
glTexCoord2f((float)(GetTargetWidth()), (float)(GetTargetHeight())); glVertex2f(1,1);
glTexCoord2f((float)(GetTargetWidth()), 0); glVertex2f(1,-1);
glEnd();
}
GL_REPORT_ERRORD();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
RestoreGLState();
}
void Renderer::SetRenderMode(RenderMode mode)
{
if (!s_bHaveStencilBuffer && mode == RM_ZBufferAlpha)
mode = RM_ZBufferOnly;
if (s_RenderMode == mode)
return;
if (mode == RM_Normal) {
// flush buffers
if (s_RenderMode == RM_ZBufferAlpha) {
FlushZBufferAlphaToTarget();
glDisable(GL_STENCIL_TEST);
}
SetColorMask();
SetRenderTarget(0);
SetZBufferRender();
GL_REPORT_ERRORD();
}
else if (s_RenderMode == RM_Normal) {
// setup buffers
_assert_(UseFakeZTarget() && bpmem.zmode.updateenable);
if (mode == RM_ZBufferAlpha) {
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GL_REPORT_ERRORD();
}
else {
_assert_(UseFakeZTarget());
_assert_(s_bHaveStencilBuffer);
if (mode == RM_ZBufferOnly) {
// flush and remove stencil
_assert_(s_RenderMode == RM_ZBufferAlpha);
FlushZBufferAlphaToTarget();
glDisable(GL_STENCIL_TEST);
SetRenderTarget(s_FakeZTarget);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
GL_REPORT_ERRORD();
}
else {
_assert_(mode == RM_ZBufferAlpha && s_RenderMode == RM_ZBufferOnly);
// setup stencil
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
}
s_RenderMode = mode;
}
Renderer::RenderMode Renderer::GetRenderMode()
{
return s_RenderMode;
}
void ComputeBackbufferRectangle(TRectangle *rc)
{
float FloatGLWidth = (float)OpenGL_GetBackbufferWidth();
@ -1021,8 +848,6 @@ void Renderer::Swap(const TRectangle& rc)
OpenGL_Update(); // just updates the render window position and the backbuffer size
DVSTARTPROFILE();
Renderer::SetRenderMode(Renderer::RM_Normal);
ResetGLState();
TRectangle back_rc;
@ -1412,17 +1237,6 @@ void Renderer::SwapBuffers()
// Render to the framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
if (nZBufferRender > 0)
{
if (--nZBufferRender == 0)
{
// turn off
nZBufferRender = 0;
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
}
}
GL_REPORT_ERRORD();
}