OGL: only create stencil buffer when needed

This commit is contained in:
Michael Maltese 2017-03-09 15:33:10 -08:00
parent ba6e917b49
commit 53224d41d0
5 changed files with 86 additions and 42 deletions

View file

@ -29,6 +29,7 @@ namespace OGL
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
bool FramebufferManager::m_enable_stencil_buffer;
GLenum FramebufferManager::m_textureType;
std::vector<GLuint> FramebufferManager::m_efbFramebuffer;
@ -88,18 +89,26 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
return texture;
}
void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers, GLenum attachment, GLenum texture_type)
void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers,
GLenum attachment, GLenum texture_type)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[0]);
FramebufferTexture(GL_FRAMEBUFFER, attachment, texture_type, texture, 0);
// Bind all the other layers as separate FBOs for blitting.
for (unsigned int i = 1; i < m_EFBLayers; i++) {
for (unsigned int i = 1; i < m_EFBLayers; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, i);
}
}
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
bool FramebufferManager::HasStencilBuffer()
{
return m_enable_stencil_buffer;
}
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples,
bool enable_stencil_buffer)
{
m_xfbFramebuffer = 0;
m_efbColor = 0;
@ -110,8 +119,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples;
m_enable_stencil_buffer = enable_stencil_buffer;
// The EFB can be set to different pixel formats by the game through the
// BPMEM_ZCOMPARE register (which should probably have a different name).
@ -130,6 +139,16 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_efbFramebuffer.resize(m_EFBLayers);
m_resolvedFramebuffer.resize(m_EFBLayers);
GLenum depth_internal_format = GL_DEPTH_COMPONENT32F;
GLenum depth_pixel_format = GL_DEPTH_COMPONENT;
GLenum depth_data_type = GL_FLOAT;
if (m_enable_stencil_buffer)
{
depth_internal_format = GL_DEPTH32F_STENCIL8;
depth_pixel_format = GL_DEPTH_STENCIL;
depth_data_type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
}
if (m_msaaSamples <= 1)
{
m_textureType = GL_TEXTURE_2D_ARRAY;
@ -152,18 +171,22 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedColorTexture = CreateTexture(resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
m_resolvedDepthTexture =
CreateTexture(resolvedType, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
CreateTexture(resolvedType, depth_internal_format, depth_pixel_format, depth_data_type);
// Bind resolved textures to resolved framebuffer.
glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0, resolvedType);
BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT, resolvedType);
BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_STENCIL_ATTACHMENT, resolvedType);
BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0,
resolvedType);
BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT,
resolvedType);
if (m_enable_stencil_buffer)
BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_STENCIL_ATTACHMENT,
resolvedType);
}
m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
m_efbDepth = CreateTexture(m_textureType, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
m_efbDepth =
CreateTexture(m_textureType, depth_internal_format, depth_pixel_format, depth_data_type);
m_efbColorSwap = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
// Create XFB framebuffer; targets will be created elsewhere.
@ -173,15 +196,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
BindLayeredTexture(m_efbColor, m_efbFramebuffer, GL_COLOR_ATTACHMENT0, m_textureType);
BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_DEPTH_ATTACHMENT, m_textureType);
BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_STENCIL_ATTACHMENT, m_textureType);
if (m_enable_stencil_buffer)
BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_STENCIL_ATTACHMENT, m_textureType);
// EFB framebuffer is currently bound, make sure to clear it before use.
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClearDepthf(1.0f);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_enable_stencil_buffer)
{
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
}
// reinterpret pixel format
const char* vs = m_EFBLayers > 1 ? "void main(void) {\n"