extract OGL::FramebufferManager::BindLayeredTexture

This commit is contained in:
Michael Maltese 2017-03-09 14:55:31 -08:00
parent 69cedf4144
commit 56fe938366
2 changed files with 18 additions and 25 deletions

View File

@ -88,6 +88,17 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
return texture; return texture;
} }
void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers, GLenum attachment, GLenum texture_type)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[0]);
FramebufferTexture(GL_FRAMEBUFFER, attachment, texture_type, texture, 0);
// Bind all the other layers as separate FBOs for blitting.
for (unsigned int i = 1; i < m_EFBLayers; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, i);
}
}
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples) FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{ {
m_xfbFramebuffer = 0; m_xfbFramebuffer = 0;
@ -145,23 +156,13 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Bind resolved textures to resolved framebuffer. // Bind resolved textures to resolved framebuffer.
glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data()); glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[0]); BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0, resolvedType);
FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolvedType, m_resolvedColorTexture, BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT, resolvedType);
0);
FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resolvedType, m_resolvedDepthTexture,
0);
// Bind all the other layers as separate FBOs for blitting.
for (unsigned int i = 1; i < m_EFBLayers; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0, i);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0, i);
}
} }
m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
m_efbDepth = CreateTexture(m_textureType, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT); m_efbDepth = CreateTexture(m_textureType, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
m_efbColorSwap = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); m_efbColorSwap = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
// Create XFB framebuffer; targets will be created elsewhere. // Create XFB framebuffer; targets will be created elsewhere.
@ -169,17 +170,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Bind target textures to EFB framebuffer. // Bind target textures to EFB framebuffer.
glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data()); glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]); BindLayeredTexture(m_efbColor, m_efbFramebuffer, GL_COLOR_ATTACHMENT0, m_textureType);
FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0); BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_DEPTH_ATTACHMENT, m_textureType);
FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
// Bind all the other layers as separate FBOs for blitting.
for (unsigned int i = 1; i < m_EFBLayers; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[i]);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0, i);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i);
}
// EFB framebuffer is currently bound, make sure to clear it before use. // EFB framebuffer is currently bound, make sure to clear it before use.
glViewport(0, 0, m_targetWidth, m_targetHeight); glViewport(0, 0, m_targetWidth, m_targetHeight);

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@ -104,6 +104,7 @@ public:
private: private:
GLuint CreateTexture(GLenum texture_type, GLenum internal_format, GLenum pixel_format, GLuint CreateTexture(GLenum texture_type, GLenum internal_format, GLenum pixel_format,
GLenum data_type); GLenum data_type);
void BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers, GLenum attachment, GLenum texture_type);
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width, std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
unsigned int target_height, unsigned int target_height,
unsigned int layers) override; unsigned int layers) override;