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