Properly support MSAA and SSAA as separate features(+GLES)

SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
This commit is contained in:
Ryan Houdek
2015-09-01 00:17:24 -05:00
parent 0f3263ac63
commit 7650117c26
13 changed files with 144 additions and 43 deletions

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@ -0,0 +1,11 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/OGL/GLExtensions/gl_common.h"
typedef void (*PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
typedef void (*PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
extern PFNGLTEXSTORAGE2DMULTISAMPLEPROC glTexStorage2DMultisample;
extern PFNGLTEXSTORAGE3DMULTISAMPLEPROC glTexStorage3DMultisample;

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@ -718,6 +718,10 @@ PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
PFNGLSAMPLEMASKIPROC glSampleMaski;
// ARB_texture_storage_multisample
PFNGLTEXSTORAGE2DMULTISAMPLEPROC glTexStorage2DMultisample;
PFNGLTEXSTORAGE3DMULTISAMPLEPROC glTexStorage3DMultisample;
// ARB_ES2_compatibility
PFNGLCLEARDEPTHFPROC glClearDepthf;
PFNGLDEPTHRANGEFPROC glDepthRangef;
@ -1183,6 +1187,11 @@ const GLFunc gl_function_array[] =
GLFUNC_REQUIRES(glGetMultisamplefv, "GL_ARB_texture_multisample"),
GLFUNC_REQUIRES(glSampleMaski, "GL_ARB_texture_multisample"),
// ARB_texture_storage_multisample
GLFUNC_REQUIRES(glTexStorage2DMultisample, "GL_ARB_texture_storage_multisample"),
GLFUNC_REQUIRES(glTexStorage3DMultisample, "GL_ARB_texture_storage_multisample"),
GLFUNC_SUFFIX(glTexStorage3DMultisample, OES, "GL_OES_texture_storage_multisample_2d_array !VERSION_GLES_3_2"),
// ARB_ES2_compatibility
GLFUNC_REQUIRES(glClearDepthf, "GL_ARB_ES2_compatibility"),
GLFUNC_REQUIRES(glDepthRangef, "GL_ARB_ES2_compatibility"),
@ -1231,6 +1240,9 @@ const GLFunc gl_function_array[] =
// ARB_sample_shading
GLFUNC_SUFFIX(glMinSampleShading, ARB, "GL_ARB_sample_shading"),
// OES_sample_shading
GLFUNC_SUFFIX(glMinSampleShading, OES, "GL_OES_sample_shading !VERSION_GLES_3_2"),
// ARB_debug_output
GLFUNC_REQUIRES(glDebugMessageCallbackARB, "GL_ARB_debug_output"),
GLFUNC_REQUIRES(glDebugMessageControlARB, "GL_ARB_debug_output"),
@ -1298,6 +1310,8 @@ const GLFunc gl_function_array[] =
// EXT_texture_buffer
GLFUNC_SUFFIX(glTexBuffer, EXT, "GL_EXT_texture_buffer !GL_OES_texture_buffer !VERSION_GLES_3_2"),
// GLES 3.1
GLFUNC_REQUIRES(glTexStorage2DMultisample, "VERSION_GLES_3_1"),
// EXT_blend_func_extended
GLFUNC_SUFFIX(glBindFragDataLocationIndexed, EXT, "GL_EXT_blend_func_extended"),
@ -1317,6 +1331,7 @@ const GLFunc gl_function_array[] =
GLFUNC_REQUIRES(glPushDebugGroup, "VERSION_GLES_3_2"),
GLFUNC_REQUIRES(glCopyImageSubData, "VERSION_GLES_3_2"),
GLFUNC_REQUIRES(glTexBuffer, "VERSION_GLES_3_2"),
GLFUNC_REQUIRES(glTexStorage3DMultisample, "VERSION_GLES_3_2"),
// gl_1_1
// OpenGL 1.1 is at the end due to a bug in Android's EGL stack.
@ -1702,6 +1717,14 @@ namespace GLExtensions
m_extension_list[it] = true;
}
case 310:
{
std::string gles310exts[] = {
"GL_ARB_texture_storage_multisample",
"VERSION_GLES_3_1",
};
for (auto it : gles310exts)
m_extension_list[it] = true;
}
case 300:
{
std::string gles3exts[] = {

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@ -20,6 +20,7 @@
#include "VideoBackends/OGL/GLExtensions/ARB_sampler_objects.h"
#include "VideoBackends/OGL/GLExtensions/ARB_sync.h"
#include "VideoBackends/OGL/GLExtensions/ARB_texture_multisample.h"
#include "VideoBackends/OGL/GLExtensions/ARB_texture_storage_multisample.h"
#include "VideoBackends/OGL/GLExtensions/ARB_uniform_buffer_object.h"
#include "VideoBackends/OGL/GLExtensions/ARB_vertex_array_object.h"
#include "VideoBackends/OGL/GLExtensions/ARB_viewport_array.h"