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https://github.com/dolphin-emu/dolphin.git
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636 lines
20 KiB
C++
636 lines
20 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include <memory>
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#include <vector>
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#include "Common/Common.h"
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLInterfaceBase.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoBackends/OGL/VertexManager.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoBackendBase.h"
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constexpr const char* GLSL_REINTERPRET_PIXELFMT_VS = R"GLSL(
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flat out int layer;
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void main(void) {
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layer = 0;
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vec2 rawpos = vec2(gl_VertexID & 1, gl_VertexID & 2);
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gl_Position = vec4(rawpos* 2.0 - 1.0, 0.0, 1.0);
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})GLSL";
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constexpr const char* GLSL_SHADER_FS = R"GLSL(
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#define MULTILAYER %d
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#define MSAA %d
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#if MSAA
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#if MULTILAYER
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SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
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#else
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SAMPLER_BINDING(9) uniform sampler2DMS samp9;
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#endif
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#else
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SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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#endif
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vec4 sampleEFB(ivec3 pos) {
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#if MSAA
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#if MULTILAYER
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return texelFetch(samp9, pos, gl_SampleID);
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#else
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return texelFetch(samp9, pos.xy, gl_SampleID);
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#endif
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#else
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return texelFetch(samp9, pos, 0);
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#endif
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})GLSL";
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constexpr const char* GLSL_SAMPLE_EFB_FS = R"GLSL(
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#define MULTILAYER %d
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#if MULTILAYER
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SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
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#else
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SAMPLER_BINDING(9) uniform sampler2DMS samp9;
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#endif
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vec4 sampleEFB(ivec3 pos) {
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < %d; i++)
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#if MULTILAYER
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color += texelFetch(samp9, pos, i);
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#else
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color += texelFetch(samp9, pos.xy, i);
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#endif
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return color / %d;
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})GLSL";
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constexpr const char* GLSL_RGBA6_TO_RGB8_FS = R"GLSL(
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flat in int layer;
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out vec4 ocol0;
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void main() {
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ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));
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ivec4 dst8;
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dst8.r = (src6.r << 2) | (src6.g >> 4);
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dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);
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dst8.b = ((src6.b & 0x3) << 6) | src6.a;
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dst8.a = 255;
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ocol0 = float4(dst8) / 255.f;
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})GLSL";
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constexpr const char* GLSL_RGB8_TO_RGBA6_FS = R"GLSL(
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flat in int layer;
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out vec4 ocol0;
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void main() {
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ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));
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ivec4 dst6;
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dst6.r = src8.r >> 2;
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dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);
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dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);
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dst6.a = src8.b & 0x3F;
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ocol0 = float4(dst6) / 63.f;
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})GLSL";
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constexpr const char* GLSL_GS = R"GLSL(
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layout(triangles) in;
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layout(triangle_strip, max_vertices = %d) out;
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flat out int layer;
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void main() {
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for (int j = 0; j < %d; ++j) {
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for (int i = 0; i < 3; ++i) {
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layer = j;
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gl_Layer = j;
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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EndPrimitive();
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}
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})GLSL";
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constexpr const char* GLSL_EFB_POKE_VERTEX_VS = R"GLSL(
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in vec2 rawpos;
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in vec4 rawcolor0; // color
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in int rawcolor1; // depth
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out vec4 v_c;
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out float v_z;
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void main(void) {
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gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);
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gl_PointSize = %d.0 / 640.0;
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v_c = rawcolor0.bgra;
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v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;
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})GLSL";
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constexpr const char* GLSL_EFB_POKE_PIXEL_FS = R"GLSL(
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in vec4 %s_c;
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in float %s_z;
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out vec4 ocol0;
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void main(void) {
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ocol0 = %s_c;
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gl_FragDepth = %s_z;
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})GLSL";
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constexpr const char* GLSL_EFB_POKE_GEOMETRY_GS = R"GLSL(
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layout(points) in;
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layout(points, max_vertices = %d) out;
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in vec4 v_c[1];
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in float v_z[1];
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out vec4 g_c;
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out float g_z;
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void main() {
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for (int j = 0; j < %d; ++j) {
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gl_Layer = j;
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = %d.0 / 640.0;
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g_c = v_c[0];
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g_z = v_z[0];
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EmitVertex();
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EndPrimitive();
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}
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})GLSL";
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namespace OGL
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{
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int FramebufferManager::m_targetWidth;
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int FramebufferManager::m_targetHeight;
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int FramebufferManager::m_msaaSamples;
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bool FramebufferManager::m_enable_stencil_buffer;
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GLenum FramebufferManager::m_textureType;
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std::vector<GLuint> FramebufferManager::m_efbFramebuffer;
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GLuint FramebufferManager::m_efbColor;
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GLuint FramebufferManager::m_efbDepth;
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GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
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// Only used in MSAA mode.
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std::vector<GLuint> FramebufferManager::m_resolvedFramebuffer;
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GLuint FramebufferManager::m_resolvedColorTexture;
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GLuint FramebufferManager::m_resolvedDepthTexture;
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// reinterpret pixel format
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SHADER FramebufferManager::m_pixel_format_shaders[2];
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// EFB pokes
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GLuint FramebufferManager::m_EfbPokes_VBO;
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GLuint FramebufferManager::m_EfbPokes_VAO;
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SHADER FramebufferManager::m_EfbPokes;
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GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_format,
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GLenum pixel_format, GLenum data_type)
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{
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GLuint texture;
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glActiveTexture(GL_TEXTURE9);
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glGenTextures(1, &texture);
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glBindTexture(texture_type, texture);
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if (texture_type == GL_TEXTURE_2D_ARRAY)
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{
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glTexParameteri(texture_type, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(texture_type, 0, internal_format, m_targetWidth, m_targetHeight, m_EFBLayers, 0,
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pixel_format, data_type, nullptr);
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}
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else if (texture_type == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
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{
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if (g_ogl_config.bSupports3DTextureStorageMultisample)
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glTexStorage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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else
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glTexImage3DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, m_EFBLayers, false);
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}
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else if (texture_type == GL_TEXTURE_2D_MULTISAMPLE)
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{
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if (g_ogl_config.bSupports2DTextureStorageMultisample)
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glTexStorage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, false);
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else
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glTexImage2DMultisample(texture_type, m_msaaSamples, internal_format, m_targetWidth,
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m_targetHeight, false);
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}
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else
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{
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PanicAlert("Unhandled texture type %d", texture_type);
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}
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glBindTexture(texture_type, 0);
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return texture;
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}
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void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers,
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GLenum attachment, GLenum texture_type)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[0]);
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FramebufferTexture(GL_FRAMEBUFFER, attachment, texture_type, texture, 0);
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// Bind all the other layers as separate FBOs for blitting.
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for (unsigned int i = 1; i < m_EFBLayers; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[i]);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, i);
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}
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}
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bool FramebufferManager::HasStencilBuffer()
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{
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return m_enable_stencil_buffer;
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}
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FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples,
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bool enable_stencil_buffer)
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{
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m_efbColor = 0;
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m_efbDepth = 0;
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m_efbColorSwap = 0;
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m_resolvedColorTexture = 0;
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m_resolvedDepthTexture = 0;
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m_targetWidth = targetWidth;
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m_targetHeight = targetHeight;
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m_msaaSamples = msaaSamples;
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m_enable_stencil_buffer = enable_stencil_buffer;
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// The EFB can be set to different pixel formats by the game through the
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// BPMEM_ZCOMPARE register (which should probably have a different name).
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// They are:
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// - 24-bit RGB (8-bit components) with 24-bit Z
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// - 24-bit RGBA (6-bit components) with 24-bit Z
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// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
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// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
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// Multisampling depends on user settings.
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// The distinction becomes important for certain operations, i.e. the
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// alpha channel should be ignored if the EFB does not have one.
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glActiveTexture(GL_TEXTURE9);
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m_EFBLayers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
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m_efbFramebuffer.resize(m_EFBLayers);
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m_resolvedFramebuffer.resize(m_EFBLayers);
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GLenum depth_internal_format = GL_DEPTH_COMPONENT32F;
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GLenum depth_pixel_format = GL_DEPTH_COMPONENT;
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GLenum depth_data_type = GL_FLOAT;
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if (m_enable_stencil_buffer)
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{
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depth_internal_format = GL_DEPTH32F_STENCIL8;
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depth_pixel_format = GL_DEPTH_STENCIL;
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depth_data_type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
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}
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const bool multilayer = m_EFBLayers > 1;
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if (m_msaaSamples <= 1)
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{
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m_textureType = GL_TEXTURE_2D_ARRAY;
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}
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else
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{
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// Only use a layered multisample texture if needed. Some drivers
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// slow down significantly with single-layered multisample textures.
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m_textureType = multilayer ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_MULTISAMPLE;
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// Although we are able to access the multisampled texture directly, we don't do it
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// everywhere. The old way is to "resolve" this multisampled texture by copying it into a
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// non-sampled texture. This would lead to an unneeded copy of the EFB, so we are going to
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// avoid it. But as this job isn't done right now, we do need that texture for resolving:
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GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
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m_resolvedColorTexture = CreateTexture(resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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m_resolvedDepthTexture =
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CreateTexture(resolvedType, depth_internal_format, depth_pixel_format, depth_data_type);
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// Bind resolved textures to resolved framebuffer.
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glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
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BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0,
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resolvedType);
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BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT,
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resolvedType);
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if (m_enable_stencil_buffer)
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BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_STENCIL_ATTACHMENT,
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resolvedType);
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}
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m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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m_efbDepth =
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CreateTexture(m_textureType, depth_internal_format, depth_pixel_format, depth_data_type);
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m_efbColorSwap = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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// Bind target textures to EFB framebuffer.
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glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
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BindLayeredTexture(m_efbColor, m_efbFramebuffer, GL_COLOR_ATTACHMENT0, m_textureType);
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BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_DEPTH_ATTACHMENT, m_textureType);
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if (m_enable_stencil_buffer)
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BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_STENCIL_ATTACHMENT, m_textureType);
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// EFB framebuffer is currently bound, make sure to clear it before use.
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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glScissor(0, 0, m_targetWidth, m_targetHeight);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearDepthf(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (m_enable_stencil_buffer)
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{
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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}
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// reinterpret pixel format
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std::string vs = GLSL_REINTERPRET_PIXELFMT_VS;
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// The way to sample the EFB is based on the on the current configuration.
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// As we use the same sampling way for both interpreting shaders, the sampling
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// shader are generated first:
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std::string sampler;
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if (m_msaaSamples <= 1)
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{
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// non-msaa, so just fetch the pixel
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sampler = StringFromFormat(GLSL_SHADER_FS, multilayer, false);
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}
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else if (g_ActiveConfig.backend_info.bSupportsSSAA)
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{
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// msaa + sample shading available, so just fetch the sample
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// This will lead to sample shading, but it's the only way to not loose
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// the values of each sample.
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sampler = StringFromFormat(GLSL_SHADER_FS, multilayer, true);
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}
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else
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{
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// msaa without sample shading: calculate the mean value of the pixel
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sampler = StringFromFormat(GLSL_SAMPLE_EFB_FS, multilayer, m_msaaSamples, m_msaaSamples);
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}
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std::string ps_rgba6_to_rgb8 = sampler + GLSL_RGBA6_TO_RGB8_FS;
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std::string ps_rgb8_to_rgba6 = sampler + GLSL_RGB8_TO_RGBA6_FS;
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std::string gs = StringFromFormat(GLSL_GS, m_EFBLayers * 3, m_EFBLayers);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6,
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multilayer ? gs : "");
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8,
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multilayer ? gs : "");
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const auto prefix = multilayer ? "g" : "v";
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ProgramShaderCache::CompileShader(
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m_EfbPokes, StringFromFormat(GLSL_EFB_POKE_VERTEX_VS, m_targetWidth),
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StringFromFormat(GLSL_EFB_POKE_PIXEL_FS, prefix, prefix, prefix, prefix),
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multilayer ?
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StringFromFormat(GLSL_EFB_POKE_GEOMETRY_GS, m_EFBLayers, m_EFBLayers, m_targetWidth) :
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"");
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glGenBuffers(1, &m_EfbPokes_VBO);
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glGenVertexArrays(1, &m_EfbPokes_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
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glBindVertexArray(m_EfbPokes_VAO);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_UNSIGNED_SHORT, 0, sizeof(EfbPokeData),
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(void*)offsetof(EfbPokeData, x));
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glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
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glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 4, GL_UNSIGNED_BYTE, 1, sizeof(EfbPokeData),
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(void*)offsetof(EfbPokeData, data));
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glEnableVertexAttribArray(SHADER_COLOR1_ATTRIB);
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glVertexAttribIPointer(SHADER_COLOR1_ATTRIB, 1, GL_INT, sizeof(EfbPokeData),
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(void*)offsetof(EfbPokeData, data));
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glBindBuffer(GL_ARRAY_BUFFER,
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static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBufferHandle());
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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glEnable(GL_PROGRAM_POINT_SIZE);
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}
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FramebufferManager::~FramebufferManager()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLuint glObj[3];
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// Note: OpenGL deletion functions silently ignore parameters of "0".
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glDeleteFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
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glDeleteFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
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// Required, as these are static class members
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m_efbFramebuffer.clear();
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m_resolvedFramebuffer.clear();
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glObj[0] = m_resolvedColorTexture;
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glObj[1] = m_resolvedDepthTexture;
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glDeleteTextures(2, glObj);
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m_resolvedColorTexture = 0;
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m_resolvedDepthTexture = 0;
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glObj[0] = m_efbColor;
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glObj[1] = m_efbDepth;
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glObj[2] = m_efbColorSwap;
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glDeleteTextures(3, glObj);
|
|
m_efbColor = 0;
|
|
m_efbDepth = 0;
|
|
m_efbColorSwap = 0;
|
|
|
|
// reinterpret pixel format
|
|
m_pixel_format_shaders[0].Destroy();
|
|
m_pixel_format_shaders[1].Destroy();
|
|
|
|
// EFB pokes
|
|
glDeleteBuffers(1, &m_EfbPokes_VBO);
|
|
glDeleteVertexArrays(1, &m_EfbPokes_VAO);
|
|
m_EfbPokes_VBO = 0;
|
|
m_EfbPokes_VAO = 0;
|
|
m_EfbPokes.Destroy();
|
|
}
|
|
|
|
GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
|
|
{
|
|
if (m_msaaSamples <= 1)
|
|
{
|
|
return m_efbColor;
|
|
}
|
|
else
|
|
{
|
|
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
|
|
// required.
|
|
|
|
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
|
|
targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
|
|
|
|
// Resolve.
|
|
for (unsigned int i = 0; i < m_EFBLayers; i++)
|
|
{
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
|
|
glBlitFramebuffer(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, targetRc.left,
|
|
targetRc.top, targetRc.right, targetRc.bottom, GL_COLOR_BUFFER_BIT,
|
|
GL_NEAREST);
|
|
}
|
|
|
|
// Return to EFB.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
|
|
|
|
return m_resolvedColorTexture;
|
|
}
|
|
}
|
|
|
|
GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
|
|
{
|
|
if (m_msaaSamples <= 1)
|
|
{
|
|
return m_efbDepth;
|
|
}
|
|
else
|
|
{
|
|
// Transfer the EFB to a resolved texture.
|
|
|
|
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
|
|
targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
|
|
|
|
// Resolve.
|
|
for (unsigned int i = 0; i < m_EFBLayers; i++)
|
|
{
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
|
|
glBlitFramebuffer(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, targetRc.left,
|
|
targetRc.top, targetRc.right, targetRc.bottom, GL_DEPTH_BUFFER_BIT,
|
|
GL_NEAREST);
|
|
}
|
|
|
|
// Return to EFB.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
|
|
|
|
return m_resolvedDepthTexture;
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::ResolveEFBStencilTexture()
|
|
{
|
|
if (m_msaaSamples <= 1)
|
|
return;
|
|
|
|
// Resolve.
|
|
for (unsigned int i = 0; i < m_EFBLayers; i++)
|
|
{
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
|
|
glBlitFramebuffer(0, 0, m_targetWidth, m_targetHeight, 0, 0, m_targetWidth, m_targetHeight,
|
|
GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
|
|
// Return to EFB.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
|
|
}
|
|
|
|
GLuint FramebufferManager::GetResolvedFramebuffer()
|
|
{
|
|
if (m_msaaSamples <= 1)
|
|
return m_efbFramebuffer[0];
|
|
return m_resolvedFramebuffer[0];
|
|
}
|
|
|
|
void FramebufferManager::SetFramebuffer(GLuint fb)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
|
|
}
|
|
|
|
void FramebufferManager::FramebufferTexture(GLenum target, GLenum attachment, GLenum textarget,
|
|
GLuint texture, GLint level)
|
|
{
|
|
if (textarget == GL_TEXTURE_2D_ARRAY || textarget == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
|
|
{
|
|
if (m_EFBLayers > 1)
|
|
glFramebufferTexture(target, attachment, texture, level);
|
|
else
|
|
glFramebufferTextureLayer(target, attachment, texture, level, 0);
|
|
}
|
|
else
|
|
{
|
|
glFramebufferTexture2D(target, attachment, textarget, texture, level);
|
|
}
|
|
}
|
|
|
|
// Apply AA if enabled
|
|
GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle& source_rect)
|
|
{
|
|
return GetEFBColorTexture(source_rect);
|
|
}
|
|
|
|
GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle& source_rect)
|
|
{
|
|
return GetEFBDepthTexture(source_rect);
|
|
}
|
|
|
|
void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
|
|
{
|
|
g_renderer->ResetAPIState();
|
|
|
|
GLuint src_texture = 0;
|
|
|
|
// 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.
|
|
// To not allocate one big texture every time, we've allocated two on
|
|
// initialization and just swap them here:
|
|
src_texture = m_efbColor;
|
|
m_efbColor = m_efbColorSwap;
|
|
m_efbColorSwap = src_texture;
|
|
FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
|
|
|
|
glViewport(0, 0, m_targetWidth, m_targetHeight);
|
|
glActiveTexture(GL_TEXTURE9);
|
|
glBindTexture(m_textureType, src_texture);
|
|
g_sampler_cache->BindNearestSampler(9);
|
|
|
|
m_pixel_format_shaders[convtype ? 1 : 0].Bind();
|
|
ProgramShaderCache::BindVertexFormat(nullptr);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
glBindTexture(m_textureType, 0);
|
|
|
|
g_renderer->RestoreAPIState();
|
|
}
|
|
|
|
void FramebufferManager::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
|
|
{
|
|
g_renderer->ResetAPIState();
|
|
|
|
if (type == EFBAccessType::PokeZ)
|
|
{
|
|
glDepthMask(GL_TRUE);
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_ALWAYS);
|
|
}
|
|
|
|
glBindVertexArray(m_EfbPokes_VAO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(EfbPokeData) * num_points, points, GL_STREAM_DRAW);
|
|
m_EfbPokes.Bind();
|
|
glViewport(0, 0, m_targetWidth, m_targetHeight);
|
|
glDrawArrays(GL_POINTS, 0, (GLsizei)num_points);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER,
|
|
static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBufferHandle());
|
|
g_renderer->RestoreAPIState();
|
|
|
|
// TODO: Could just update the EFB cache with the new value
|
|
ClearEFBCache();
|
|
}
|
|
|
|
} // namespace OGL
|