GPU: Don't create explicit framebuffers

This commit is contained in:
Connor McLaughlin 2019-10-23 00:35:20 +10:00
parent 9410685807
commit c048679044
2 changed files with 18 additions and 71 deletions

View file

@ -51,7 +51,7 @@ void GPU_HW_OpenGL::ResetGraphicsAPIState()
void GPU_HW_OpenGL::RestoreGraphicsAPIState()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
glDisable(GL_CULL_FACE);
@ -169,8 +169,6 @@ void GPU_HW_OpenGL::CreateFramebuffer()
{
// save old vram texture/fbo, in case we're changing scale
auto old_vram_texture = std::move(m_vram_texture);
const GLuint old_vram_fbo = m_vram_fbo;
m_vram_fbo = 0;
DestroyFramebuffer();
// scale vram size to internal resolution
@ -178,12 +176,7 @@ void GPU_HW_OpenGL::CreateFramebuffer()
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
m_vram_texture =
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
glGenFramebuffers(1, &m_vram_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_texture->GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
// do we need to restore the framebuffer after a size change?
if (old_vram_texture)
@ -193,46 +186,28 @@ void GPU_HW_OpenGL::CreateFramebuffer()
old_vram_texture->GetHeight(), m_vram_texture->GetWidth(), m_vram_texture->GetHeight(),
linear_filter ? "linear" : "nearest");
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_vram_fbo);
old_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
glBlitFramebuffer(0, 0, old_vram_texture->GetWidth(), old_vram_texture->GetHeight(), 0, 0,
m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), GL_COLOR_BUFFER_BIT,
linear_filter ? GL_LINEAR : GL_NEAREST);
glDeleteFramebuffers(1, &old_vram_fbo);
glEnable(GL_SCISSOR_TEST);
old_vram_texture.reset();
}
m_vram_read_texture =
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
glGenFramebuffers(1, &m_vram_read_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_read_fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_read_texture->GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
if (m_resolution_scale > 1)
{
m_vram_downsample_texture =
std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
m_vram_downsample_texture->Bind();
glGenFramebuffers(1, &m_vram_downsample_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_downsample_fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_vram_downsample_texture->GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
}
m_display_texture =
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
m_display_texture->Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenFramebuffers(1, &m_display_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_display_fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_display_texture->GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, true, true);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_read_texture_dirty = true;
}
@ -247,32 +222,9 @@ void GPU_HW_OpenGL::ClearFramebuffer()
void GPU_HW_OpenGL::DestroyFramebuffer()
{
if (m_vram_read_fbo != 0)
{
glDeleteFramebuffers(1, &m_vram_read_fbo);
m_vram_read_fbo = 0;
}
m_vram_read_texture.reset();
if (m_vram_fbo != 0)
{
glDeleteFramebuffers(1, &m_vram_fbo);
m_vram_fbo = 0;
}
m_vram_texture.reset();
if (m_vram_downsample_fbo != 0)
{
glDeleteFramebuffers(1, &m_vram_downsample_fbo);
m_vram_downsample_fbo = 0;
}
m_vram_downsample_texture.reset();
if (m_display_fbo != 0)
{
glDeleteFramebuffers(1, &m_display_fbo);
m_display_fbo = 0;
}
m_display_texture.reset();
}
@ -467,8 +419,8 @@ void GPU_HW_OpenGL::UpdateDisplay()
// Because of how the reinterpret shader works, we need to use the downscaled version.
if (m_resolution_scale > 1)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_downsample_fbo);
m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
glBlitFramebuffer(
scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width,
scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
@ -480,14 +432,14 @@ void GPU_HW_OpenGL::UpdateDisplay()
m_vram_texture->Bind();
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_display_fbo);
m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
glViewport(0, 0, display_width, display_height);
m_reinterpret_rgb8_program.Bind();
m_reinterpret_rgb8_program.Uniform2i(0, vram_offset_x, flipped_vram_offset_y);
glDrawArrays(GL_TRIANGLES, 0, 3);
// restore state
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
glEnable(GL_SCISSOR_TEST);
@ -522,20 +474,20 @@ void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
const u32 scaled_height = height * m_resolution_scale;
const u32 scaled_flipped_y = texture_height - scaled_y - scaled_height;
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_downsample_fbo);
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(scaled_x, scaled_flipped_y, scaled_x + scaled_width, scaled_flipped_y + scaled_height, 0, 0,
width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glEnable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_downsample_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
}
else
{
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
glReadPixels(x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo);
}
// reverse copy because of lower-left origin
@ -630,7 +582,7 @@ 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;
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_downsample_fbo);
m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y, scaled_x + scaled_width,
scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glEnable(GL_SCISSOR_TEST);
@ -651,7 +603,7 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
dst_y = m_vram_texture->GetHeight() - dst_y - height;
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo);
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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);

View file

@ -64,11 +64,6 @@ private:
std::unique_ptr<GL::Texture> m_vram_downsample_texture;
std::unique_ptr<GL::Texture> m_display_texture;
GLuint m_vram_fbo = 0;
GLuint m_vram_read_fbo = 0;
GLuint m_vram_downsample_fbo = 0;
GLuint m_display_fbo = 0;
GLuint m_vertex_buffer = 0;
GLuint m_vao_id = 0;
GLuint m_attributeless_vao_id = 0;