Merge pull request #331 from degasus/kill_csaa

OpenGL: Use a sample-able texture as EFB instead of renderbuffer.
This commit is contained in:
Tony Wasserka
2014-05-20 00:36:16 +02:00
12 changed files with 161 additions and 204 deletions

View File

@ -18,38 +18,39 @@ namespace OGL
int FramebufferManager::m_targetWidth; int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight; int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples; int FramebufferManager::m_msaaSamples;
int FramebufferManager::m_msaaCoverageSamples;
GLenum FramebufferManager::m_textureType;
GLuint FramebufferManager::m_efbFramebuffer; GLuint FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise GLuint FramebufferManager::m_xfbFramebuffer;
GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise GLuint FramebufferManager::m_efbColor;
GLuint FramebufferManager::m_efbDepth;
GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
// Only used in MSAA mode. // Only used in MSAA mode.
GLuint FramebufferManager::m_resolvedFramebuffer; GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture; GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture; GLuint FramebufferManager::m_resolvedDepthTexture;
GLuint FramebufferManager::m_xfbFramebuffer;
// reinterpret pixel format // reinterpret pixel format
SHADER FramebufferManager::m_pixel_format_shaders[2]; SHADER FramebufferManager::m_pixel_format_shaders[2];
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples) FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{ {
m_efbFramebuffer = 0; m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
m_efbColor = 0; m_efbColor = 0;
m_efbDepth = 0; m_efbDepth = 0;
m_efbColorSwap = 0;
m_resolvedFramebuffer = 0; m_resolvedFramebuffer = 0;
m_resolvedColorTexture = 0; m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0; m_resolvedDepthTexture = 0;
m_xfbFramebuffer = 0;
m_targetWidth = targetWidth; m_targetWidth = targetWidth;
m_targetHeight = targetHeight; m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples; m_msaaSamples = msaaSamples;
m_msaaCoverageSamples = msaaCoverageSamples;
// The EFB can be set to different pixel formats by the game through the // The EFB can be set to different pixel formats by the game through the
// BPMEM_ZCOMPARE register (which should probably have a different name). // BPMEM_ZCOMPARE register (which should probably have a different name).
@ -62,87 +63,56 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// The distinction becomes important for certain operations, i.e. the // The distinction becomes important for certain operations, i.e. the
// alpha channel should be ignored if the EFB does not have one. // alpha channel should be ignored if the EFB does not have one.
// Create EFB target.
glGenFramebuffers(1, &m_efbFramebuffer);
glActiveTexture(GL_TEXTURE0 + 9); glActiveTexture(GL_TEXTURE0 + 9);
if (m_msaaSamples <= 1)
{
// EFB targets will be textures in non-MSAA mode.
GLuint glObj[3]; GLuint glObj[3];
glGenTextures(3, glObj); glGenTextures(3, glObj);
m_efbColor = glObj[0]; m_efbColor = glObj[0];
m_efbDepth = glObj[1]; m_efbDepth = glObj[1];
m_resolvedColorTexture = glObj[2]; // needed for pixel format convertion m_efbColorSwap = glObj[2];
glBindTexture(GL_TEXTURE_2D, m_efbColor); // OpenGL MSAA textures are a different kind of texture type and must be allocated
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // with a different function, so we create them separately.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); if (m_msaaSamples <= 1)
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); m_textureType = GL_TEXTURE_2D;
glBindTexture(GL_TEXTURE_2D, m_efbDepth); glBindTexture(m_textureType, m_efbColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(m_textureType, 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); glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture); glBindTexture(m_textureType, m_efbDepth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(m_textureType, 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); glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind target textures to the EFB framebuffer. glBindTexture(m_textureType, m_efbColorSwap);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer); glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0); glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
} }
else else
{ {
// EFB targets will be renderbuffers in MSAA mode (required by OpenGL). m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
// Resolve targets will be created to transfer EFB to RAM textures.
// XFB framebuffer will be created to transfer EFB to XFB texture.
// Create EFB target renderbuffers. glBindTexture(m_textureType, m_efbColor);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
GLuint glObj[2]; glBindTexture(m_textureType, m_efbDepth);
glGenRenderbuffers(2, glObj); glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor); glBindTexture(m_textureType, m_efbColorSwap);
if (m_msaaCoverageSamples) glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight); glBindTexture(m_textureType, 0);
else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// Bind target renderbuffers to EFB framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_efbColor);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_efbDepth);
GL_REPORT_FBO_ERROR();
// Create resolved targets for transferring multisampled EFB to texture.
glGenFramebuffers(1, &m_resolvedFramebuffer);
// Although we are able to access the multisampled texture directly, we don't do it everywhere.
// The old way is to "resolve" this multisampled texture by copying it into a non-sampled texture.
// This would lead to an unneeded copy of the EFB, so we are going to avoid it.
// But as this job isn't done right now, we do need that texture for resolving:
glGenTextures(2, glObj); glGenTextures(2, glObj);
m_resolvedColorTexture = glObj[0]; m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1]; m_resolvedDepthTexture = glObj[1];
@ -160,22 +130,23 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind resolved textures to resolved framebuffer. // Bind resolved textures to resolved framebuffer.
glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
GL_REPORT_FBO_ERROR(); GL_REPORT_FBO_ERROR();
// Return to EFB framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
} }
// Create XFB framebuffer; targets will be created elsewhere.
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer); glGenFramebuffers(1, &m_xfbFramebuffer);
// 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);
GL_REPORT_FBO_ERROR();
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f // EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight); glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight); glScissor(0, 0, m_targetWidth, m_targetHeight);
@ -190,12 +161,50 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n" " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n"; "}\n";
char ps_rgba6_to_rgb8[] = // The way to sample the EFB is based on the on the current configuration.
// As we use the same sampling way for both interpreting shaders, the sampling
// shader are generated first:
std::string sampler;
if (m_msaaSamples <= 1)
{
// non-msaa, so just fetch the pixel
sampler =
"uniform sampler2D samp9;\n" "uniform sampler2D samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, 0);\n"
"}\n";
}
else if (g_ogl_config.bSupportSampleShading)
{
// msaa + sample shading available, so just fetch the sample
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
sampler =
"uniform sampler2DMS samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, gl_SampleID);\n"
"}\n";
}
else
{
// msaa without sample shading: calculate the mean value of the pixel
std::stringstream samples;
samples << m_msaaSamples;
sampler =
"uniform sampler2DMS 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"
" return color / " + samples.str() + ";\n"
"}\n";
}
std::string ps_rgba6_to_rgb8 = sampler +
"out vec4 ocol0;\n" "out vec4 ocol0;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" ivec4 src6 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 63.f));\n" " ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n"
" ivec4 dst8;\n" " ivec4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n" " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
@ -204,12 +213,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" ocol0 = float4(dst8) / 255.f;\n" " ocol0 = float4(dst8) / 255.f;\n"
"}"; "}";
char ps_rgb8_to_rgba6[] = std::string ps_rgb8_to_rgba6 = sampler +
"uniform sampler2D samp9;\n"
"out vec4 ocol0;\n" "out vec4 ocol0;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" ivec4 src8 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 255.f));\n" " ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n"
" ivec4 dst6;\n" " ivec4 dst6;\n"
" dst6.r = src8.r >> 2;\n" " dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
@ -218,8 +226,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" ocol0 = float4(dst6) / 63.f;\n" " ocol0 = float4(dst6) / 63.f;\n"
"}"; "}";
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6); ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str());
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8); ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str());
} }
FramebufferManager::~FramebufferManager() FramebufferManager::~FramebufferManager()
@ -231,11 +239,12 @@ FramebufferManager::~FramebufferManager()
// Note: OpenGL deletion functions silently ignore parameters of "0". // Note: OpenGL deletion functions silently ignore parameters of "0".
glObj[0] = m_efbFramebuffer; glObj[0] = m_efbFramebuffer;
glObj[1] = m_resolvedFramebuffer; glObj[1] = m_xfbFramebuffer;
glObj[2] = m_xfbFramebuffer; glObj[2] = m_resolvedFramebuffer;
glDeleteFramebuffers(3, glObj); glDeleteFramebuffers(3, glObj);
m_efbFramebuffer = 0; m_efbFramebuffer = 0;
m_xfbFramebuffer = 0; m_xfbFramebuffer = 0;
m_resolvedFramebuffer = 0;
glObj[0] = m_resolvedColorTexture; glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture; glObj[1] = m_resolvedDepthTexture;
@ -245,12 +254,11 @@ FramebufferManager::~FramebufferManager()
glObj[0] = m_efbColor; glObj[0] = m_efbColor;
glObj[1] = m_efbDepth; glObj[1] = m_efbDepth;
if (m_msaaSamples <= 1) glObj[2] = m_efbColorSwap;
glDeleteTextures(2, glObj); glDeleteTextures(3, glObj);
else
glDeleteRenderbuffers(2, glObj);
m_efbColor = 0; m_efbColor = 0;
m_efbDepth = 0; m_efbDepth = 0;
m_efbColorSwap = 0;
// reinterpret pixel format // reinterpret pixel format
m_pixel_format_shaders[0].Destroy(); m_pixel_format_shaders[0].Destroy();
@ -295,8 +303,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
} }
else else
{ {
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is // Transfer the EFB to a resolved texture.
// required.
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc); TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight); targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
@ -352,38 +359,22 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
GLuint src_texture = 0; GLuint src_texture = 0;
if (m_msaaSamples > 1) // We aren't allowed to render and sample the same texture in one draw call,
{ // so we have to create a new texture and overwrite it completely.
// MSAA mode, so resolve first // To not allocate one big texture every time, we've allocated two on
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer); // initialization and just swap them here:
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
glBlitFramebuffer(
0, 0, m_targetWidth, m_targetHeight,
0, 0, m_targetWidth, m_targetHeight,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_efbFramebuffer);
src_texture = m_resolvedColorTexture;
}
else
{
// non-MSAA mode, so switch textures
src_texture = m_efbColor; src_texture = m_efbColor;
m_efbColor = m_resolvedColorTexture; m_efbColor = m_efbColorSwap;
m_resolvedColorTexture = src_texture; m_efbColorSwap = src_texture;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
// also switch them on fbo
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
}
glViewport(0,0, m_targetWidth, m_targetHeight); glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9); glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, src_texture); glBindTexture(m_textureType, src_texture);
m_pixel_format_shaders[convtype ? 1 : 0].Bind(); m_pixel_format_shaders[convtype ? 1 : 0].Bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(m_textureType, 0);
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
} }

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@ -60,7 +60,7 @@ struct XFBSource : public XFBSourceBase
class FramebufferManager : public FramebufferManagerBase class FramebufferManager : public FramebufferManagerBase
{ {
public: public:
FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples); FramebufferManager(int targetWidth, int targetHeight, int msaaSamples);
~FramebufferManager(); ~FramebufferManager();
// To get the EFB in texture form, these functions may have to transfer // To get the EFB in texture form, these functions may have to transfer
@ -99,19 +99,20 @@ private:
static int m_targetWidth; static int m_targetWidth;
static int m_targetHeight; static int m_targetHeight;
static int m_msaaSamples; static int m_msaaSamples;
static int m_msaaCoverageSamples;
static GLenum m_textureType;
static GLuint m_efbFramebuffer; static GLuint m_efbFramebuffer;
static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise static GLuint m_xfbFramebuffer;
static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise static GLuint m_efbColor;
static GLuint m_efbDepth;
static GLuint m_efbColorSwap;// will be hot swapped with m_efbColor when reinterpreting EFB pixel formats
// Only used in MSAA mode and to convert pixel format // Only used in MSAA mode, TODO: try to avoid them
static GLuint m_resolvedFramebuffer; // will be hot swapped with m_efbColor on non-msaa pixel format change static GLuint m_resolvedFramebuffer;
static GLuint m_resolvedColorTexture; static GLuint m_resolvedColorTexture;
static GLuint m_resolvedDepthTexture; static GLuint m_resolvedDepthTexture;
static GLuint m_xfbFramebuffer; // Only used in MSAA mode
// For pixel format draw // For pixel format draw
static SHADER m_pixel_format_shaders[2]; static SHADER m_pixel_format_shaders[2];
}; };

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@ -0,0 +1,10 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "VideoBackends/OGL/GLExtensions/gl_common.h"
extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
extern PFNGLSAMPLEMASKIPROC glSampleMaski;

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@ -711,6 +711,12 @@ PFNGLGETSYNCIVPROC glGetSynciv;
PFNGLISSYNCPROC glIsSync; PFNGLISSYNCPROC glIsSync;
PFNGLWAITSYNCPROC glWaitSync; PFNGLWAITSYNCPROC glWaitSync;
// ARB_texture_multisample
PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
PFNGLSAMPLEMASKIPROC glSampleMaski;
// ARB_ES2_compatibility // ARB_ES2_compatibility
PFNGLCLEARDEPTHFPROC glClearDepthf; PFNGLCLEARDEPTHFPROC glClearDepthf;
PFNGLDEPTHRANGEFPROC glDepthRangef; PFNGLDEPTHRANGEFPROC glDepthRangef;
@ -744,9 +750,6 @@ PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex;
PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glDrawRangeElementsBaseVertex; PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glDrawRangeElementsBaseVertex;
PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glMultiDrawElementsBaseVertex; PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glMultiDrawElementsBaseVertex;
// NV_framebuffer_multisample_coverage
PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glRenderbufferStorageMultisampleCoverageNV;
// ARB_sample_shading // ARB_sample_shading
PFNGLMINSAMPLESHADINGARBPROC glMinSampleShadingARB; PFNGLMINSAMPLESHADINGARBPROC glMinSampleShadingARB;
@ -1493,6 +1496,12 @@ const GLFunc gl_function_array[] =
GLFUNC_REQUIRES(glIsSync, "GL_ARB_sync"), GLFUNC_REQUIRES(glIsSync, "GL_ARB_sync"),
GLFUNC_REQUIRES(glWaitSync, "GL_ARB_sync"), GLFUNC_REQUIRES(glWaitSync, "GL_ARB_sync"),
// ARB_texture_multisample
GLFUNC_REQUIRES(glTexImage2DMultisample, "GL_ARB_texture_multisample"),
GLFUNC_REQUIRES(glTexImage3DMultisample, "GL_ARB_texture_multisample"),
GLFUNC_REQUIRES(glGetMultisamplefv, "GL_ARB_texture_multisample"),
GLFUNC_REQUIRES(glSampleMaski, "GL_ARB_texture_multisample"),
// ARB_ES2_compatibility // ARB_ES2_compatibility
GLFUNC_REQUIRES(glClearDepthf, "GL_ARB_ES2_compatibility"), GLFUNC_REQUIRES(glClearDepthf, "GL_ARB_ES2_compatibility"),
GLFUNC_REQUIRES(glDepthRangef, "GL_ARB_ES2_compatibility"), GLFUNC_REQUIRES(glDepthRangef, "GL_ARB_ES2_compatibility"),
@ -1526,9 +1535,6 @@ const GLFunc gl_function_array[] =
GLFUNC_REQUIRES(glDrawRangeElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"), GLFUNC_REQUIRES(glDrawRangeElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
GLFUNC_REQUIRES(glMultiDrawElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"), GLFUNC_REQUIRES(glMultiDrawElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
// NV_framebuffer_multisample_coverage
GLFUNC_REQUIRES(glRenderbufferStorageMultisampleCoverageNV, "GL_NV_framebuffer_multisample_coverage"),
// ARB_sample_shading // ARB_sample_shading
GLFUNC_REQUIRES(glMinSampleShadingARB, "GL_ARB_sample_shading"), GLFUNC_REQUIRES(glMinSampleShadingARB, "GL_ARB_sample_shading"),

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@ -17,6 +17,7 @@
#include "VideoBackends/OGL/GLExtensions/ARB_sample_shading.h" #include "VideoBackends/OGL/GLExtensions/ARB_sample_shading.h"
#include "VideoBackends/OGL/GLExtensions/ARB_sampler_objects.h" #include "VideoBackends/OGL/GLExtensions/ARB_sampler_objects.h"
#include "VideoBackends/OGL/GLExtensions/ARB_sync.h" #include "VideoBackends/OGL/GLExtensions/ARB_sync.h"
#include "VideoBackends/OGL/GLExtensions/ARB_texture_multisample.h"
#include "VideoBackends/OGL/GLExtensions/ARB_uniform_buffer_object.h" #include "VideoBackends/OGL/GLExtensions/ARB_uniform_buffer_object.h"
#include "VideoBackends/OGL/GLExtensions/ARB_vertex_array_object.h" #include "VideoBackends/OGL/GLExtensions/ARB_vertex_array_object.h"
#include "VideoBackends/OGL/GLExtensions/ARB_viewport_array.h" #include "VideoBackends/OGL/GLExtensions/ARB_viewport_array.h"
@ -30,7 +31,6 @@
#include "VideoBackends/OGL/GLExtensions/gl_3_1.h" #include "VideoBackends/OGL/GLExtensions/gl_3_1.h"
#include "VideoBackends/OGL/GLExtensions/gl_3_2.h" #include "VideoBackends/OGL/GLExtensions/gl_3_2.h"
#include "VideoBackends/OGL/GLExtensions/KHR_debug.h" #include "VideoBackends/OGL/GLExtensions/KHR_debug.h"
#include "VideoBackends/OGL/GLExtensions/NV_framebuffer_multisample_coverage.h"
#include "VideoBackends/OGL/GLExtensions/NV_primitive_restart.h" #include "VideoBackends/OGL/GLExtensions/NV_primitive_restart.h"
namespace GLExtensions namespace GLExtensions

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@ -1,15 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "VideoBackends/OGL/GLExtensions/gl_common.h"
#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB
#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10
#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11
#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);
extern PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glRenderbufferStorageMultisampleCoverageNV;

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@ -90,7 +90,6 @@
<ClInclude Include="GLExtensions\gl_3_2.h" /> <ClInclude Include="GLExtensions\gl_3_2.h" />
<ClInclude Include="GLExtensions\gl_common.h" /> <ClInclude Include="GLExtensions\gl_common.h" />
<ClInclude Include="GLExtensions\KHR_debug.h" /> <ClInclude Include="GLExtensions\KHR_debug.h" />
<ClInclude Include="GLExtensions\NV_framebuffer_multisample_coverage.h" />
<ClInclude Include="GLExtensions\NV_primitive_restart.h" /> <ClInclude Include="GLExtensions\NV_primitive_restart.h" />
<ClInclude Include="GLUtil.h" /> <ClInclude Include="GLUtil.h" />
<ClInclude Include="main.h" /> <ClInclude Include="main.h" />

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@ -174,9 +174,6 @@
<ClInclude Include="GLExtensions\GLExtensions.h"> <ClInclude Include="GLExtensions\GLExtensions.h">
<Filter>GLExtensions</Filter> <Filter>GLExtensions</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="GLExtensions\NV_framebuffer_multisample_coverage.h">
<Filter>GLExtensions</Filter>
</ClInclude>
<ClInclude Include="GLExtensions\NV_primitive_restart.h"> <ClInclude Include="GLExtensions\NV_primitive_restart.h">
<Filter>GLExtensions</Filter> <Filter>GLExtensions</Filter>
</ClInclude> </ClInclude>

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@ -476,6 +476,8 @@ void ProgramShaderCache::CreateHeader ( void )
"%s\n" // ubo "%s\n" // ubo
"%s\n" // early-z "%s\n" // early-z
"%s\n" // 420pack "%s\n" // 420pack
"%s\n" // msaa
"%s\n" // sample shading
// Precision defines for GLSL ES // Precision defines for GLSL ES
"%s\n" "%s\n"
@ -504,6 +506,8 @@ void ProgramShaderCache::CreateHeader ( void )
, v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : "" , v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : "" , g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
, (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ? "#extension GL_ARB_shading_language_420pack : enable" : "" , (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ? "#extension GL_ARB_shading_language_420pack : enable" : ""
, (g_ogl_config.bSupportsMSAA && v < GLSL_150) ? "#extension GL_ARB_texture_multisample : enable" : ""
, (g_ogl_config.bSupportSampleShading) ? "#extension GL_ARB_sample_shading : enable" : ""
, v>=GLSLES_300 ? "precision highp float;" : "" , v>=GLSLES_300 ? "precision highp float;" : ""
, v>=GLSLES_300 ? "precision highp int;" : "" , v>=GLSLES_300 ? "precision highp int;" : ""

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@ -78,10 +78,6 @@ enum MultisampleMode {
MULTISAMPLE_2X, MULTISAMPLE_2X,
MULTISAMPLE_4X, MULTISAMPLE_4X,
MULTISAMPLE_8X, MULTISAMPLE_8X,
MULTISAMPLE_CSAA_8X,
MULTISAMPLE_CSAA_8XQ,
MULTISAMPLE_CSAA_16X,
MULTISAMPLE_CSAA_16XQ,
MULTISAMPLE_SSAA_4X, MULTISAMPLE_SSAA_4X,
}; };
@ -99,7 +95,6 @@ static RasterFont* s_pfont = nullptr;
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA. // 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1; static int s_MSAASamples = 1;
static int s_MSAACoverageSamples = 0;
static int s_LastMultisampleMode = 0; static int s_LastMultisampleMode = 0;
static u32 s_blendMode; static u32 s_blendMode;
@ -131,15 +126,11 @@ int GetNumMSAASamples(int MSAAMode)
break; break;
case MULTISAMPLE_4X: case MULTISAMPLE_4X:
case MULTISAMPLE_CSAA_8X:
case MULTISAMPLE_CSAA_16X:
case MULTISAMPLE_SSAA_4X: case MULTISAMPLE_SSAA_4X:
samples = 4; samples = 4;
break; break;
case MULTISAMPLE_8X: case MULTISAMPLE_8X:
case MULTISAMPLE_CSAA_8XQ:
case MULTISAMPLE_CSAA_16XQ:
samples = 8; samples = 8;
break; break;
@ -154,31 +145,6 @@ int GetNumMSAASamples(int MSAAMode)
return g_ogl_config.max_samples; return g_ogl_config.max_samples;
} }
int GetNumMSAACoverageSamples(int MSAAMode)
{
int samples;
switch (g_ActiveConfig.iMultisampleMode)
{
case MULTISAMPLE_CSAA_8X:
case MULTISAMPLE_CSAA_8XQ:
samples = 8;
break;
case MULTISAMPLE_CSAA_16X:
case MULTISAMPLE_CSAA_16XQ:
samples = 16;
break;
default:
samples = 0;
}
if (g_ogl_config.bSupportCoverageMSAA || samples == 0) return samples;
// TODO: move this to InitBackendInfo
OSD::AddMessage("CSAA Anti Aliasing isn't supported by your GPU.", 10000);
return 0;
}
void ApplySSAASettings() { void ApplySSAASettings() {
// GLES3 doesn't support SSAA // GLES3 doesn't support SSAA
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL) if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
@ -489,7 +455,7 @@ Renderer::Renderer()
g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync"); g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync");
g_ogl_config.bSupportsGLBaseVertex = GLExtensions::Supports("GL_ARB_draw_elements_base_vertex"); g_ogl_config.bSupportsGLBaseVertex = GLExtensions::Supports("GL_ARB_draw_elements_base_vertex");
g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage"); g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage");
g_ogl_config.bSupportCoverageMSAA = GLExtensions::Supports("GL_NV_framebuffer_multisample_coverage"); g_ogl_config.bSupportsMSAA = GLExtensions::Supports("GL_ARB_texture_multisample");
g_ogl_config.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading"); g_ogl_config.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading");
g_ogl_config.bSupportOGL31 = GLExtensions::Version() >= 310; g_ogl_config.bSupportOGL31 = GLExtensions::Version() >= 310;
g_ogl_config.bSupportViewportFloat = GLExtensions::Supports("GL_ARB_viewport_array"); g_ogl_config.bSupportViewportFloat = GLExtensions::Supports("GL_ARB_viewport_array");
@ -565,7 +531,7 @@ Renderer::Renderer()
} }
glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples); glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
if (g_ogl_config.max_samples < 1) if (g_ogl_config.max_samples < 1 || !g_ogl_config.bSupportsMSAA)
g_ogl_config.max_samples = 1; g_ogl_config.max_samples = 1;
UpdateActiveConfig(); UpdateActiveConfig();
@ -584,13 +550,12 @@ Renderer::Renderer()
g_ogl_config.bSupportsGLBaseVertex ? "" : "BaseVertex ", g_ogl_config.bSupportsGLBaseVertex ? "" : "BaseVertex ",
g_ogl_config.bSupportsGLBufferStorage ? "" : "BufferStorage ", g_ogl_config.bSupportsGLBufferStorage ? "" : "BufferStorage ",
g_ogl_config.bSupportsGLSync ? "" : "Sync ", g_ogl_config.bSupportsGLSync ? "" : "Sync ",
g_ogl_config.bSupportCoverageMSAA ? "" : "CSAA ", g_ogl_config.bSupportsMSAA ? "" : "MSAA ",
g_ogl_config.bSupportSampleShading ? "" : "SSAA " g_ogl_config.bSupportSampleShading ? "" : "SSAA "
); );
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode; s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode); s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
ApplySSAASettings(); ApplySSAASettings();
// Decide framebuffer size // Decide framebuffer size
@ -681,7 +646,7 @@ void Renderer::Init()
{ {
// Initialize the FramebufferManager // Initialize the FramebufferManager
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height, g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
s_MSAASamples, s_MSAACoverageSamples); s_MSAASamples);
s_pfont = new RasterFont(); s_pfont = new RasterFont();
@ -1609,12 +1574,11 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
{ {
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode; s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode); s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
ApplySSAASettings(); ApplySSAASettings();
delete g_framebuffer_manager; delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height, g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
s_MSAASamples, s_MSAACoverageSamples); s_MSAASamples);
} }
} }

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@ -23,7 +23,7 @@ extern struct VideoConfig {
bool bSupportsGLSync; bool bSupportsGLSync;
bool bSupportsGLBaseVertex; bool bSupportsGLBaseVertex;
bool bSupportsGLBufferStorage; bool bSupportsGLBufferStorage;
bool bSupportCoverageMSAA; bool bSupportsMSAA;
bool bSupportSampleShading; bool bSupportSampleShading;
GLSL_VERSION eSupportedGLSLVersion; GLSL_VERSION eSupportedGLSLVersion;
bool bSupportOGL31; bool bSupportOGL31;

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@ -152,7 +152,7 @@ void InitBackendInfo()
g_Config.backend_info.Adapters.clear(); g_Config.backend_info.Adapters.clear();
// aamodes // aamodes
const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"}; const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "4x SSAA"};
g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes)); g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes));
// pp shaders // pp shaders