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

@ -26,8 +26,6 @@
namespace OGL
{
extern bool s_bHaveFramebufferBlit; // comes from Render.cpp. ugly.
static GLuint s_VBO = 0;
static GLuint s_VAO = 0;
static MathUtil::Rectangle<float> s_cached_sourcerc;
@ -87,7 +85,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Create EFB target.
glGenFramebuffersEXT(1, &m_efbFramebuffer);
glGenFramebuffers(1, &m_efbFramebuffer);
if (m_msaaSamples <= 1)
{
@ -98,20 +96,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, m_efbColor);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, m_efbDepth);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
// Bind target textures to the EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
}
@ -124,66 +122,66 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Create EFB target renderbuffers.
GLuint glObj[2];
glGenRenderbuffersEXT(2, glObj);
glGenRenderbuffers(2, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// Bind target renderbuffers to EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
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.
glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
glGenFramebuffers(1, &m_resolvedFramebuffer);
glGenTextures(2, glObj);
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedColorTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
// Bind resolved textures to resolved framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, m_resolvedDepthTexture, 0);
GL_REPORT_FBO_ERROR();
// Return to EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
}
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffersEXT(1, &m_xfbFramebuffer);
glGenFramebuffers(1, &m_xfbFramebuffer);
// Generate VBO & VAO - and initialize the VAO for "Draw"
glGenBuffers(1, &s_VBO);
@ -216,7 +214,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
FramebufferManager::~FramebufferManager()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteBuffers(1, &s_VBO);
glDeleteVertexArrays(1, &s_VAO);
@ -227,7 +225,7 @@ FramebufferManager::~FramebufferManager()
glObj[0] = m_efbFramebuffer;
glObj[1] = m_resolvedFramebuffer;
glObj[2] = m_xfbFramebuffer;
glDeleteFramebuffersEXT(3, glObj);
glDeleteFramebuffers(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
@ -242,7 +240,7 @@ FramebufferManager::~FramebufferManager()
if (m_msaaSamples <= 1)
glDeleteTextures(2, glObj);
else
glDeleteRenderbuffersEXT(2, glObj);
glDeleteRenderbuffers(2, glObj);
m_efbColor = 0;
m_efbDepth = 0;
}
@ -262,16 +260,16 @@ GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
return m_resolvedColorTexture;
}
@ -292,16 +290,16 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
return m_resolvedDepthTexture;
}
@ -322,7 +320,7 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
void FramebufferManager::SetFramebuffer(GLuint fb)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
}
// Apply AA if enabled
@ -341,7 +339,7 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
{
// Texture map xfbSource->texture onto the main buffer
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
if(!(s_cached_sourcerc == sourcerc) || !(s_cached_drawrc == drawrc)) {
GLfloat vertices[] = {
@ -384,45 +382,13 @@ void XFBSource::CopyEFB(float Gamma)
{
// Copy EFB data to XFB and restore render target again
#if 0
if (m_msaaSamples <= 1)
#else
if (!s_bHaveFramebufferBlit)
#endif
{
// Just copy the EFB directly.
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
glCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, 0, 0, texWidth, texHeight, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
else
{
// OpenGL cannot copy directly from a multisampled framebuffer, so use
// EXT_framebuffer_blit.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::GetXFBFramebuffer());
// Bind texture.
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, texture, 0);
GL_REPORT_FBO_ERROR();
glBlitFramebufferEXT(
0, 0, texWidth, texHeight,
0, 0, texWidth, texHeight,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Unbind texture.
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
// Return to EFB.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
}
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
@ -433,17 +399,15 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
if (m_msaaSamples > 1)
#else
if (s_bHaveFramebufferBlit)
#endif
{
// In MSAA mode, allocate the texture image here. In non-MSAA mode,
// the image will be allocated by glCopyTexImage2D (later).
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
}
return new XFBSource(texture);