uses the ARB_framebuffer_object syntax

also require this extention (OGL3.0), but it have one _realy_ big advantage:
- now it's possible to blit between different texture sizes, so all util draw calls can be implemented as blit
This commit is contained in:
degasus
2013-01-03 12:06:47 +01:00
parent 91023e133b
commit ecedf56eb4
6 changed files with 110 additions and 158 deletions

View File

@ -121,7 +121,6 @@ static int s_MSAASamples = 1;
static int s_MSAACoverageSamples = 0;
static int s_LastMultisampleMode = 0;
bool s_bHaveFramebufferBlit = false; // export to FramebufferManager.cpp
static bool s_bHaveCoverageMSAA = false;
static u32 s_blendMode;
@ -201,10 +200,6 @@ void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
int GetNumMSAASamples(int MSAAMode)
{
// required for MSAA
if (!s_bHaveFramebufferBlit)
return 1;
switch (MSAAMode)
{
case MULTISAMPLE_OFF:
@ -311,13 +306,6 @@ Renderer::Renderer()
return; // TODO: fail
}
if (!GLEW_EXT_framebuffer_object)
{
ERROR_LOG(VIDEO, "GPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets.\n"
"GPU: Does your video card support OpenGL 2.x?");
bSuccess = false;
}
if (!GLEW_EXT_secondary_color)
{
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_EXT_secondary_color.\n"
@ -325,6 +313,13 @@ Renderer::Renderer()
bSuccess = false;
}
if (!GLEW_ARB_framebuffer_object)
{
ERROR_LOG(VIDEO, "GPU: ERROR: Need GL_ARB_framebufer_object for multiple render targets.\n"
"GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}
if (!GLEW_ARB_vertex_array_object)
{
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
@ -332,7 +327,6 @@ Renderer::Renderer()
bSuccess = false;
}
s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
@ -403,7 +397,7 @@ Renderer::Renderer()
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
s_MSAASamples, s_MSAACoverageSamples);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
@ -524,7 +518,7 @@ Renderer::Renderer()
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
glBlendColorEXT(0, 0, 0, 0.5f);
glBlendColor(0, 0, 0, 0.5f);
glClearDepth(1.0f);
// legacy multitexturing: select texture channel only.
@ -866,7 +860,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
// Resolve our rectangle.
FramebufferManager::GetEFBDepthTexture(efbPixelRc);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetResolvedFramebuffer());
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
}
u32* depthMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
@ -915,7 +909,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
// Resolve our rectangle.
FramebufferManager::GetEFBColorTexture(efbPixelRc);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetResolvedFramebuffer());
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
}
u32* colorMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
@ -1188,10 +1182,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// Texture map s_xfbTexture onto the main buffer
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glEnable(GL_TEXTURE_RECTANGLE);
// Use linear filtering.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// We must call ApplyShader here even if no post proc is selected - it takes
// care of disabling it in that case. It returns false in case of no post processing.
@ -1203,7 +1197,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
{
// draw each xfb source
// Render to the real buffer now.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0); // switch to the window backbuffer
for (u32 i = 0; i < xfbCount; ++i)
{
@ -1262,7 +1256,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
TargetRectangle targetRc = ConvertEFBRectangle(rc);
GLuint read_texture = FramebufferManager::ResolveAndGetRenderTarget(rc);
// Render to the real buffer now.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0); // switch to the window backbuffer
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
if(!( s_cached_targetRc == targetRc)) {
@ -1464,7 +1458,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
s_MSAASamples, s_MSAACoverageSamples);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
}