use GL_TEXTURE_2D_ARRAY for most of our textures

This commit is contained in:
degasus
2014-10-10 00:06:29 +02:00
committed by Jules Blok
parent 60e9301f40
commit 6670cacddc
7 changed files with 86 additions and 69 deletions

View File

@ -21,6 +21,7 @@ int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
GLenum FramebufferManager::m_textureType;
int FramebufferManager::m_EFBLayers;
GLuint FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_xfbFramebuffer;
@ -72,42 +73,45 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_efbDepth = glObj[1];
m_efbColorSwap = glObj[2];
m_EFBLayers = 1;
// OpenGL MSAA textures are a different kind of texture type and must be allocated
// with a different function, so we create them separately.
if (m_msaaSamples <= 1)
{
m_textureType = GL_TEXTURE_2D;
m_textureType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(m_textureType, m_efbDepth);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(m_textureType, m_efbColorSwap);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, m_efbDepth);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, m_efbColorSwap);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, 0);
// Although we are able to access the multisampled texture directly, we don't do it everywhere.
@ -118,23 +122,23 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(resolvedType, m_resolvedColorTexture);
glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, m_resolvedDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(resolvedType, m_resolvedDepthTexture);
glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind resolved textures to resolved framebuffer.
glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0);
}
// Create XFB framebuffer; targets will be created elsewhere.
@ -143,8 +147,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Bind target textures to EFB framebuffer.
glGenFramebuffers(1, &m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0);
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
@ -168,9 +172,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
{
// non-msaa, so just fetch the pixel
sampler =
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, 0);\n"
" return texelFetch(samp9, ivec3(pos, 0), 0);\n"
"}\n";
}
else if (g_ogl_config.bSupportSampleShading)
@ -179,9 +183,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, gl_SampleID);\n"
" return texelFetch(samp9, ivec3(pos, 0), gl_SampleID);\n"
"}\n";
}
else
@ -190,11 +194,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
std::stringstream samples;
samples << m_msaaSamples;
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
" for(int i=0; i<" + samples.str() + "; i++)\n"
" color += texelFetch(samp9, pos, i);\n"
" color += texelFetch(samp9, ivec3(pos, 0), i);\n"
" return color / " + samples.str() + ";\n"
"}\n";
}
@ -365,7 +369,7 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
src_texture = m_efbColor;
m_efbColor = m_efbColorSwap;
m_efbColorSwap = src_texture;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0);
glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9);
@ -397,7 +401,7 @@ void XFBSource::CopyEFB(float Gamma)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
// Bind texture.
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0);
glBlitFramebuffer(
0, 0, texWidth, texHeight,
@ -419,11 +423,11 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, target_width, target_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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);
return new XFBSource(texture, m_EFBLayers);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)