mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-22 22:05:38 +00:00
GPU/OpenGL: Support MSAA without texel/SSBO buffers
This commit is contained in:
parent
0e637a093a
commit
4ed12bcb52
|
@ -369,10 +369,7 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
|
|||
}
|
||||
else
|
||||
{
|
||||
Log_WarningPrintf("Texture buffers and SSBOs are not supported, VRAM writes will be slower and multisampling "
|
||||
"will be unavailable.");
|
||||
m_max_multisamples = 1;
|
||||
m_supports_per_sample_shading = false;
|
||||
Log_WarningPrintf("Texture buffers and SSBOs are not supported, VRAM writes will be slower.");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1158,21 +1155,20 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
|
|||
m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32));
|
||||
m_texture_stream_buffer->Bind();
|
||||
|
||||
// have to write to the 1x texture first
|
||||
if (m_resolution_scale > 1)
|
||||
m_vram_encoding_texture.Bind();
|
||||
else
|
||||
m_vram_texture.Bind();
|
||||
|
||||
// lower-left origin flip happens here
|
||||
const u32 flipped_y = VRAM_HEIGHT - y - height;
|
||||
|
||||
// have to write to the 1x texture first
|
||||
GL::Texture& dst_texture =
|
||||
(m_resolution_scale > 1 || m_multisamples > 1) ? m_vram_encoding_texture : m_vram_texture;
|
||||
|
||||
// update texture data
|
||||
glTexSubImage2D(m_vram_texture.GetGLTarget(), 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
dst_texture.Bind();
|
||||
glTexSubImage2D(dst_texture.GetGLTarget(), 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
reinterpret_cast<void*>(static_cast<uintptr_t>(map_result.buffer_offset)));
|
||||
m_texture_stream_buffer->Unbind();
|
||||
|
||||
if (m_resolution_scale > 1)
|
||||
if (&dst_texture != &m_vram_texture)
|
||||
{
|
||||
// scale to internal resolution
|
||||
const u32 scaled_width = width * m_resolution_scale;
|
||||
|
@ -1181,8 +1177,8 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
|
|||
const u32 scaled_y = y * m_resolution_scale;
|
||||
const u32 scaled_flipped_y = m_vram_texture.GetHeight() - scaled_y - scaled_height;
|
||||
|
||||
BlitTexture(m_vram_encoding_texture, x, flipped_y, width, height, scaled_x, scaled_flipped_y, scaled_width,
|
||||
scaled_height);
|
||||
BlitTextureToFramebuffer(dst_texture, x, flipped_y, width, height, scaled_x, scaled_flipped_y, scaled_width,
|
||||
scaled_height);
|
||||
}
|
||||
|
||||
RestoreGraphicsAPIState();
|
||||
|
@ -1260,25 +1256,26 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
|
|||
if (src_dirty)
|
||||
UpdateVRAMReadTexture();
|
||||
|
||||
CopyTexture(m_vram_texture, m_vram_fbo_id, m_vram_read_texture, src_x, src_y, dst_x, dst_y, width, height);
|
||||
CopyTexture(m_vram_texture, m_vram_fbo_id, m_vram_read_texture, m_vram_read_texture.GetGLFramebufferID(), src_x,
|
||||
src_y, dst_x, dst_y, width, height);
|
||||
}
|
||||
|
||||
IncludeVRAMDirtyRectangle(dst_bounds);
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, u32 src_x, u32 src_y, u32 dst_x,
|
||||
u32 dst_y, u32 width, u32 height)
|
||||
void GPU_HW_OpenGL::CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, GLuint src_fbo, u32 src_x,
|
||||
u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
|
||||
{
|
||||
if (src.IsMultisampled())
|
||||
{
|
||||
// The MSAA case still needs framebuffer blits.
|
||||
dest.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, dest_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo);
|
||||
RestoreGraphicsAPIState();
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1300,13 +1297,13 @@ void GPU_HW_OpenGL::CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture&
|
|||
else
|
||||
{
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest_fbo);
|
||||
BlitTexture(src, src_x, src_y, width, height, dst_x, dst_y, width, height);
|
||||
BlitTextureToFramebuffer(src, src_x, src_y, width, height, dst_x, dst_y, width, height);
|
||||
RestoreGraphicsAPIState();
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::BlitTexture(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x,
|
||||
u32 dst_y, u32 dst_width, u32 dst_height)
|
||||
void GPU_HW_OpenGL::BlitTextureToFramebuffer(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
|
||||
u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height)
|
||||
{
|
||||
// But a copy shader is probably better on mobile drivers.
|
||||
const float uniforms[4] = {
|
||||
|
@ -1336,7 +1333,8 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
|
|||
const u32 x = scaled_rect.left;
|
||||
const u32 y = m_vram_texture.GetHeight() - scaled_rect.top - height;
|
||||
|
||||
CopyTexture(m_vram_read_texture, m_vram_read_texture.GetGLFramebufferID(), m_vram_texture, x, y, x, y, width, height);
|
||||
CopyTexture(m_vram_read_texture, m_vram_read_texture.GetGLFramebufferID(), m_vram_texture, m_vram_fbo_id, x, y, x, y,
|
||||
width, height);
|
||||
|
||||
GPU_HW::UpdateVRAMReadTexture();
|
||||
}
|
||||
|
|
|
@ -76,9 +76,9 @@ private:
|
|||
bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
|
||||
void DownsampleFramebuffer(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
|
||||
void DownsampleFramebufferBoxFilter(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
|
||||
void CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, u32 src_x, u32 src_y, u32 dst_x, u32 dst_y,
|
||||
u32 width, u32 height);
|
||||
void BlitTexture(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x, u32 dst_y,
|
||||
void CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, GLuint src_fbo, u32 src_x, u32 src_y,
|
||||
u32 dst_x, u32 dst_y, u32 width, u32 height);
|
||||
void BlitTextureToFramebuffer(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x, u32 dst_y,
|
||||
u32 dst_width, u32 dst_height);
|
||||
|
||||
// downsample texture - used for readbacks at >1xIR.
|
||||
|
|
Loading…
Reference in a new issue