diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
index 678a9435e6..cb21fc382f 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
@@ -18,38 +18,39 @@ namespace OGL
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
-int FramebufferManager::m_msaaCoverageSamples;
+
+GLenum FramebufferManager::m_textureType;
GLuint FramebufferManager::m_efbFramebuffer;
-GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
-GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
+GLuint FramebufferManager::m_xfbFramebuffer;
+GLuint FramebufferManager::m_efbColor;
+GLuint FramebufferManager::m_efbDepth;
+GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
// Only used in MSAA mode.
GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture;
-GLuint FramebufferManager::m_xfbFramebuffer;
-
// reinterpret pixel format
SHADER FramebufferManager::m_pixel_format_shaders[2];
-FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
+FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
m_efbFramebuffer = 0;
+ m_xfbFramebuffer = 0;
m_efbColor = 0;
m_efbDepth = 0;
+ m_efbColorSwap = 0;
m_resolvedFramebuffer = 0;
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
- m_xfbFramebuffer = 0;
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples;
- m_msaaCoverageSamples = msaaCoverageSamples;
// The EFB can be set to different pixel formats by the game through the
// BPMEM_ZCOMPARE register (which should probably have a different name).
@@ -62,87 +63,56 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// The distinction becomes important for certain operations, i.e. the
// alpha channel should be ignored if the EFB does not have one.
- // Create EFB target.
- glGenFramebuffers(1, &m_efbFramebuffer);
glActiveTexture(GL_TEXTURE0 + 9);
+ GLuint glObj[3];
+ glGenTextures(3, glObj);
+ m_efbColor = glObj[0];
+ m_efbDepth = glObj[1];
+ m_efbColorSwap = glObj[2];
+
+ // OpenGL MSAA textures are a different kind of texture type and must be allocated
+ // with a different function, so we create them separately.
if (m_msaaSamples <= 1)
{
- // EFB targets will be textures in non-MSAA mode.
+ m_textureType = GL_TEXTURE_2D;
- GLuint glObj[3];
- glGenTextures(3, glObj);
- m_efbColor = glObj[0];
- m_efbDepth = glObj[1];
- m_resolvedColorTexture = glObj[2]; // needed for pixel format convertion
+ glBindTexture(m_textureType, m_efbColor);
+ glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- glBindTexture(GL_TEXTURE_2D, m_efbColor);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glBindTexture(m_textureType, m_efbDepth);
+ glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
- glBindTexture(GL_TEXTURE_2D, m_efbDepth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
-
- glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
-
- // Bind target textures to the EFB framebuffer.
-
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_efbDepth, 0);
-
- GL_REPORT_FBO_ERROR();
+ glBindTexture(m_textureType, m_efbColorSwap);
+ glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
- // EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
- // Resolve targets will be created to transfer EFB to RAM textures.
- // XFB framebuffer will be created to transfer EFB to XFB texture.
+ m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
- // Create EFB target renderbuffers.
+ glBindTexture(m_textureType, m_efbColor);
+ glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
- GLuint glObj[2];
- glGenRenderbuffers(2, glObj);
- m_efbColor = glObj[0];
- m_efbDepth = glObj[1];
+ glBindTexture(m_textureType, m_efbDepth);
+ glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
- glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
- if (m_msaaCoverageSamples)
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
- else
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight);
-
- glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
- if (m_msaaCoverageSamples)
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
- else
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
-
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
-
- // Bind target renderbuffers to EFB framebuffer.
-
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
-
- 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.
-
- glGenFramebuffers(1, &m_resolvedFramebuffer);
+ glBindTexture(m_textureType, m_efbColorSwap);
+ glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
+ glBindTexture(m_textureType, 0);
+ // Although we are able to access the multisampled texture directly, we don't do it everywhere.
+ // The old way is to "resolve" this multisampled texture by copying it into a non-sampled texture.
+ // This would lead to an unneeded copy of the EFB, so we are going to avoid it.
+ // But as this job isn't done right now, we do need that texture for resolving:
glGenTextures(2, glObj);
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
@@ -160,22 +130,23 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind resolved textures to resolved framebuffer.
-
+ glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
-
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
-
GL_REPORT_FBO_ERROR();
-
- // Return to EFB framebuffer.
-
- glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
}
- // Create XFB framebuffer; targets will be created elsewhere.
+ // Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer);
+ // Bind target textures to EFB framebuffer.
+ glGenFramebuffers(1, &m_efbFramebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
+ GL_REPORT_FBO_ERROR();
+
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
@@ -190,12 +161,50 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
- char ps_rgba6_to_rgb8[] =
- "uniform sampler2D samp9;\n"
+ // The way to sample the EFB is based on the on the current configuration.
+ // As we use the same sampling way for both interpreting shaders, the sampling
+ // shader are generated first:
+ std::string sampler;
+ if (m_msaaSamples <= 1)
+ {
+ // non-msaa, so just fetch the pixel
+ sampler =
+ "uniform sampler2D samp9;\n"
+ "vec4 sampleEFB(ivec2 pos) {\n"
+ " return texelFetch(samp9, pos, 0);\n"
+ "}\n";
+ }
+ else if (g_ogl_config.bSupportSampleShading)
+ {
+ // msaa + sample shading available, so just fetch the sample
+ // This will lead to sample shading, but it's the only way to not loose
+ // the values of each sample.
+ sampler =
+ "uniform sampler2DMS samp9;\n"
+ "vec4 sampleEFB(ivec2 pos) {\n"
+ " return texelFetch(samp9, pos, gl_SampleID);\n"
+ "}\n";
+ }
+ else
+ {
+ // msaa without sample shading: calculate the mean value of the pixel
+ std::stringstream samples;
+ samples << m_msaaSamples;
+ sampler =
+ "uniform sampler2DMS samp9;\n"
+ "vec4 sampleEFB(ivec2 pos) {\n"
+ " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
+ " for(int i=0; i<" + samples.str() + "; i++)\n"
+ " color += texelFetch(samp9, pos, i);\n"
+ " return color / " + samples.str() + ";\n"
+ "}\n";
+ }
+
+ std::string ps_rgba6_to_rgb8 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
- " ivec4 src6 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 63.f));\n"
+ " ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n"
" ivec4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
@@ -204,12 +213,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" ocol0 = float4(dst8) / 255.f;\n"
"}";
- char ps_rgb8_to_rgba6[] =
- "uniform sampler2D samp9;\n"
+ std::string ps_rgb8_to_rgba6 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
- " ivec4 src8 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 255.f));\n"
+ " ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n"
" ivec4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
@@ -218,8 +226,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" ocol0 = float4(dst6) / 63.f;\n"
"}";
- ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6);
- ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8);
+ ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str());
+ ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str());
}
FramebufferManager::~FramebufferManager()
@@ -231,11 +239,12 @@ FramebufferManager::~FramebufferManager()
// Note: OpenGL deletion functions silently ignore parameters of "0".
glObj[0] = m_efbFramebuffer;
- glObj[1] = m_resolvedFramebuffer;
- glObj[2] = m_xfbFramebuffer;
+ glObj[1] = m_xfbFramebuffer;
+ glObj[2] = m_resolvedFramebuffer;
glDeleteFramebuffers(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
+ m_resolvedFramebuffer = 0;
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
@@ -245,12 +254,11 @@ FramebufferManager::~FramebufferManager()
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
- if (m_msaaSamples <= 1)
- glDeleteTextures(2, glObj);
- else
- glDeleteRenderbuffers(2, glObj);
+ glObj[2] = m_efbColorSwap;
+ glDeleteTextures(3, glObj);
m_efbColor = 0;
m_efbDepth = 0;
+ m_efbColorSwap = 0;
// reinterpret pixel format
m_pixel_format_shaders[0].Destroy();
@@ -295,8 +303,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
}
else
{
- // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
- // required.
+ // Transfer the EFB to a resolved texture.
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
@@ -352,38 +359,22 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
GLuint src_texture = 0;
- if (m_msaaSamples > 1)
- {
- // MSAA mode, so resolve first
- glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
- glBlitFramebuffer(
- 0, 0, m_targetWidth, m_targetHeight,
- 0, 0, m_targetWidth, m_targetHeight,
- GL_COLOR_BUFFER_BIT, GL_NEAREST
- );
+ // 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;
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
- // Return to EFB.
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_efbFramebuffer);
-
- src_texture = m_resolvedColorTexture;
- }
- else
- {
- // non-MSAA mode, so switch textures
- src_texture = m_efbColor;
- m_efbColor = m_resolvedColorTexture;
- m_resolvedColorTexture = src_texture;
-
- // also switch them on fbo
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
- }
glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9);
- glBindTexture(GL_TEXTURE_2D, src_texture);
+ glBindTexture(m_textureType, src_texture);
m_pixel_format_shaders[convtype ? 1 : 0].Bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindTexture(m_textureType, 0);
g_renderer->RestoreAPIState();
}
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.h b/Source/Core/VideoBackends/OGL/FramebufferManager.h
index db63955cc4..2025fc5b6b 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.h
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.h
@@ -60,7 +60,7 @@ struct XFBSource : public XFBSourceBase
class FramebufferManager : public FramebufferManagerBase
{
public:
- FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
+ FramebufferManager(int targetWidth, int targetHeight, int msaaSamples);
~FramebufferManager();
// To get the EFB in texture form, these functions may have to transfer
@@ -99,19 +99,20 @@ private:
static int m_targetWidth;
static int m_targetHeight;
static int m_msaaSamples;
- static int m_msaaCoverageSamples;
+
+ static GLenum m_textureType;
static GLuint m_efbFramebuffer;
- static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
- static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
+ static GLuint m_xfbFramebuffer;
+ static GLuint m_efbColor;
+ static GLuint m_efbDepth;
+ static GLuint m_efbColorSwap;// will be hot swapped with m_efbColor when reinterpreting EFB pixel formats
- // Only used in MSAA mode and to convert pixel format
- static GLuint m_resolvedFramebuffer; // will be hot swapped with m_efbColor on non-msaa pixel format change
+ // Only used in MSAA mode, TODO: try to avoid them
+ static GLuint m_resolvedFramebuffer;
static GLuint m_resolvedColorTexture;
static GLuint m_resolvedDepthTexture;
- static GLuint m_xfbFramebuffer; // Only used in MSAA mode
-
// For pixel format draw
static SHADER m_pixel_format_shaders[2];
};
diff --git a/Source/Core/VideoBackends/OGL/GLExtensions/ARB_texture_multisample.h b/Source/Core/VideoBackends/OGL/GLExtensions/ARB_texture_multisample.h
new file mode 100644
index 0000000000..3f9829bf64
--- /dev/null
+++ b/Source/Core/VideoBackends/OGL/GLExtensions/ARB_texture_multisample.h
@@ -0,0 +1,10 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "VideoBackends/OGL/GLExtensions/gl_common.h"
+
+extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
+extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
+extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
+extern PFNGLSAMPLEMASKIPROC glSampleMaski;
diff --git a/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.cpp b/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.cpp
index f6fd98a48a..77de170411 100644
--- a/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.cpp
+++ b/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.cpp
@@ -711,6 +711,12 @@ PFNGLGETSYNCIVPROC glGetSynciv;
PFNGLISSYNCPROC glIsSync;
PFNGLWAITSYNCPROC glWaitSync;
+// ARB_texture_multisample
+PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
+PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
+PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
+PFNGLSAMPLEMASKIPROC glSampleMaski;
+
// ARB_ES2_compatibility
PFNGLCLEARDEPTHFPROC glClearDepthf;
PFNGLDEPTHRANGEFPROC glDepthRangef;
@@ -744,9 +750,6 @@ PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex;
PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glDrawRangeElementsBaseVertex;
PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glMultiDrawElementsBaseVertex;
-// NV_framebuffer_multisample_coverage
-PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glRenderbufferStorageMultisampleCoverageNV;
-
// ARB_sample_shading
PFNGLMINSAMPLESHADINGARBPROC glMinSampleShadingARB;
@@ -1493,6 +1496,12 @@ const GLFunc gl_function_array[] =
GLFUNC_REQUIRES(glIsSync, "GL_ARB_sync"),
GLFUNC_REQUIRES(glWaitSync, "GL_ARB_sync"),
+ // ARB_texture_multisample
+ GLFUNC_REQUIRES(glTexImage2DMultisample, "GL_ARB_texture_multisample"),
+ GLFUNC_REQUIRES(glTexImage3DMultisample, "GL_ARB_texture_multisample"),
+ GLFUNC_REQUIRES(glGetMultisamplefv, "GL_ARB_texture_multisample"),
+ GLFUNC_REQUIRES(glSampleMaski, "GL_ARB_texture_multisample"),
+
// ARB_ES2_compatibility
GLFUNC_REQUIRES(glClearDepthf, "GL_ARB_ES2_compatibility"),
GLFUNC_REQUIRES(glDepthRangef, "GL_ARB_ES2_compatibility"),
@@ -1526,9 +1535,6 @@ const GLFunc gl_function_array[] =
GLFUNC_REQUIRES(glDrawRangeElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
GLFUNC_REQUIRES(glMultiDrawElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
- // NV_framebuffer_multisample_coverage
- GLFUNC_REQUIRES(glRenderbufferStorageMultisampleCoverageNV, "GL_NV_framebuffer_multisample_coverage"),
-
// ARB_sample_shading
GLFUNC_REQUIRES(glMinSampleShadingARB, "GL_ARB_sample_shading"),
diff --git a/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.h b/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.h
index b7621ae78a..cb52c6ba53 100644
--- a/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.h
+++ b/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.h
@@ -17,6 +17,7 @@
#include "VideoBackends/OGL/GLExtensions/ARB_sample_shading.h"
#include "VideoBackends/OGL/GLExtensions/ARB_sampler_objects.h"
#include "VideoBackends/OGL/GLExtensions/ARB_sync.h"
+#include "VideoBackends/OGL/GLExtensions/ARB_texture_multisample.h"
#include "VideoBackends/OGL/GLExtensions/ARB_uniform_buffer_object.h"
#include "VideoBackends/OGL/GLExtensions/ARB_vertex_array_object.h"
#include "VideoBackends/OGL/GLExtensions/ARB_viewport_array.h"
@@ -30,7 +31,6 @@
#include "VideoBackends/OGL/GLExtensions/gl_3_1.h"
#include "VideoBackends/OGL/GLExtensions/gl_3_2.h"
#include "VideoBackends/OGL/GLExtensions/KHR_debug.h"
-#include "VideoBackends/OGL/GLExtensions/NV_framebuffer_multisample_coverage.h"
#include "VideoBackends/OGL/GLExtensions/NV_primitive_restart.h"
namespace GLExtensions
diff --git a/Source/Core/VideoBackends/OGL/GLExtensions/NV_framebuffer_multisample_coverage.h b/Source/Core/VideoBackends/OGL/GLExtensions/NV_framebuffer_multisample_coverage.h
deleted file mode 100644
index 7a1747d70e..0000000000
--- a/Source/Core/VideoBackends/OGL/GLExtensions/NV_framebuffer_multisample_coverage.h
+++ /dev/null
@@ -1,15 +0,0 @@
-// Copyright 2013 Dolphin Emulator Project
-// Licensed under GPLv2
-// Refer to the license.txt file included.
-
-#include "VideoBackends/OGL/GLExtensions/gl_common.h"
-
-#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB
-#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10
-#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11
-#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12
-
-typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);
-
-extern PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glRenderbufferStorageMultisampleCoverageNV;
-
diff --git a/Source/Core/VideoBackends/OGL/OGL.vcxproj b/Source/Core/VideoBackends/OGL/OGL.vcxproj
index ce1203fd42..cb9cd336db 100644
--- a/Source/Core/VideoBackends/OGL/OGL.vcxproj
+++ b/Source/Core/VideoBackends/OGL/OGL.vcxproj
@@ -90,7 +90,6 @@
-
@@ -124,4 +123,4 @@
-
\ No newline at end of file
+
diff --git a/Source/Core/VideoBackends/OGL/OGL.vcxproj.filters b/Source/Core/VideoBackends/OGL/OGL.vcxproj.filters
index 1fe66071f9..7d962fa9e0 100644
--- a/Source/Core/VideoBackends/OGL/OGL.vcxproj.filters
+++ b/Source/Core/VideoBackends/OGL/OGL.vcxproj.filters
@@ -174,9 +174,6 @@
GLExtensions
-
- GLExtensions
-
GLExtensions
@@ -187,4 +184,4 @@
-
\ No newline at end of file
+
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index 90b86194e1..5f9028c021 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -476,6 +476,8 @@ void ProgramShaderCache::CreateHeader ( void )
"%s\n" // ubo
"%s\n" // early-z
"%s\n" // 420pack
+ "%s\n" // msaa
+ "%s\n" // sample shading
// Precision defines for GLSL ES
"%s\n"
@@ -504,6 +506,8 @@ void ProgramShaderCache::CreateHeader ( void )
, v=GLSLES_300 ? "precision highp float;" : ""
, v>=GLSLES_300 ? "precision highp int;" : ""
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index 5b046f71dc..3337bbc9eb 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -78,10 +78,6 @@ enum MultisampleMode {
MULTISAMPLE_2X,
MULTISAMPLE_4X,
MULTISAMPLE_8X,
- MULTISAMPLE_CSAA_8X,
- MULTISAMPLE_CSAA_8XQ,
- MULTISAMPLE_CSAA_16X,
- MULTISAMPLE_CSAA_16XQ,
MULTISAMPLE_SSAA_4X,
};
@@ -99,7 +95,6 @@ static RasterFont* s_pfont = nullptr;
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
-static int s_MSAACoverageSamples = 0;
static int s_LastMultisampleMode = 0;
static u32 s_blendMode;
@@ -131,15 +126,11 @@ int GetNumMSAASamples(int MSAAMode)
break;
case MULTISAMPLE_4X:
- case MULTISAMPLE_CSAA_8X:
- case MULTISAMPLE_CSAA_16X:
case MULTISAMPLE_SSAA_4X:
samples = 4;
break;
case MULTISAMPLE_8X:
- case MULTISAMPLE_CSAA_8XQ:
- case MULTISAMPLE_CSAA_16XQ:
samples = 8;
break;
@@ -154,31 +145,6 @@ int GetNumMSAASamples(int MSAAMode)
return g_ogl_config.max_samples;
}
-int GetNumMSAACoverageSamples(int MSAAMode)
-{
- int samples;
- switch (g_ActiveConfig.iMultisampleMode)
- {
- case MULTISAMPLE_CSAA_8X:
- case MULTISAMPLE_CSAA_8XQ:
- samples = 8;
- break;
-
- case MULTISAMPLE_CSAA_16X:
- case MULTISAMPLE_CSAA_16XQ:
- samples = 16;
- break;
-
- default:
- samples = 0;
- }
- if (g_ogl_config.bSupportCoverageMSAA || samples == 0) return samples;
-
- // TODO: move this to InitBackendInfo
- OSD::AddMessage("CSAA Anti Aliasing isn't supported by your GPU.", 10000);
- return 0;
-}
-
void ApplySSAASettings() {
// GLES3 doesn't support SSAA
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
@@ -489,7 +455,7 @@ Renderer::Renderer()
g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync");
g_ogl_config.bSupportsGLBaseVertex = GLExtensions::Supports("GL_ARB_draw_elements_base_vertex");
g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage");
- g_ogl_config.bSupportCoverageMSAA = GLExtensions::Supports("GL_NV_framebuffer_multisample_coverage");
+ g_ogl_config.bSupportsMSAA = GLExtensions::Supports("GL_ARB_texture_multisample");
g_ogl_config.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading");
g_ogl_config.bSupportOGL31 = GLExtensions::Version() >= 310;
g_ogl_config.bSupportViewportFloat = GLExtensions::Supports("GL_ARB_viewport_array");
@@ -565,7 +531,7 @@ Renderer::Renderer()
}
glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
- if (g_ogl_config.max_samples < 1)
+ if (g_ogl_config.max_samples < 1 || !g_ogl_config.bSupportsMSAA)
g_ogl_config.max_samples = 1;
UpdateActiveConfig();
@@ -584,13 +550,12 @@ Renderer::Renderer()
g_ogl_config.bSupportsGLBaseVertex ? "" : "BaseVertex ",
g_ogl_config.bSupportsGLBufferStorage ? "" : "BufferStorage ",
g_ogl_config.bSupportsGLSync ? "" : "Sync ",
- g_ogl_config.bSupportCoverageMSAA ? "" : "CSAA ",
+ g_ogl_config.bSupportsMSAA ? "" : "MSAA ",
g_ogl_config.bSupportSampleShading ? "" : "SSAA "
);
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
- s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
ApplySSAASettings();
// Decide framebuffer size
@@ -681,7 +646,7 @@ void Renderer::Init()
{
// Initialize the FramebufferManager
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
- s_MSAASamples, s_MSAACoverageSamples);
+ s_MSAASamples);
s_pfont = new RasterFont();
@@ -1609,12 +1574,11 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
{
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
- s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
ApplySSAASettings();
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
- s_MSAASamples, s_MSAACoverageSamples);
+ s_MSAASamples);
}
}
diff --git a/Source/Core/VideoBackends/OGL/Render.h b/Source/Core/VideoBackends/OGL/Render.h
index 0ea0eaee0f..2ccc00ac0b 100644
--- a/Source/Core/VideoBackends/OGL/Render.h
+++ b/Source/Core/VideoBackends/OGL/Render.h
@@ -23,7 +23,7 @@ extern struct VideoConfig {
bool bSupportsGLSync;
bool bSupportsGLBaseVertex;
bool bSupportsGLBufferStorage;
- bool bSupportCoverageMSAA;
+ bool bSupportsMSAA;
bool bSupportSampleShading;
GLSL_VERSION eSupportedGLSLVersion;
bool bSupportOGL31;
diff --git a/Source/Core/VideoBackends/OGL/main.cpp b/Source/Core/VideoBackends/OGL/main.cpp
index 201bf1de7b..c84f2944b3 100644
--- a/Source/Core/VideoBackends/OGL/main.cpp
+++ b/Source/Core/VideoBackends/OGL/main.cpp
@@ -152,7 +152,7 @@ void InitBackendInfo()
g_Config.backend_info.Adapters.clear();
// aamodes
- const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"};
+ const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "4x SSAA"};
g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes));
// pp shaders