implement emulate efb format changes on ogl backend

This commit is contained in:
degasus
2013-07-22 15:41:10 +02:00
parent a963c621dc
commit c6ae08fc39
4 changed files with 143 additions and 15 deletions

View File

@ -7,6 +7,7 @@
#include "GLUtil.h"
#include "FramebufferManagerBase.h"
#include "ProgramShaderCache.h"
#include "Render.h"
// On the GameCube, the game sends a request for the graphics processor to
@ -95,6 +96,10 @@ public:
// Same as above but for the depth Target.
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
static GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect);
// Convert EFB content on pixel format change.
// convtype=0 -> rgb8->rgba6, convtype=2 -> rgba6->rgb8
static void ReinterpretPixelData(unsigned int convtype);
private:
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
@ -111,12 +116,17 @@ private:
static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
// Only used in MSAA mode.
static GLuint m_resolvedFramebuffer;
// Only used in MSAA mode and to convert pixel format
static GLuint m_resolvedFramebuffer; // will be hot swapped with m_efbColor on non-msaa pixel format change
static GLuint m_resolvedColorTexture;
static GLuint m_resolvedDepthTexture;
static GLuint m_xfbFramebuffer; // Only used in MSAA mode
// For pixel format draw
static GLuint m_pixel_format_vbo;
static GLuint m_pixel_format_vao;
static SHADER m_pixel_format_shaders[2];
};
} // namespace OGL