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https://github.com/dolphin-emu/dolphin.git
synced 2025-01-25 15:31:17 +01:00
OGL: only create stencil buffer when needed
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ba6e917b49
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53224d41d0
@ -167,4 +167,10 @@ void BoundingBox::StencilWasUpdated()
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s_stencil_updated = true;
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s_stencil_cleared = false;
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}
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bool BoundingBox::NeedsStencilBuffer()
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{
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return g_ActiveConfig.bBBoxEnable &&
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!g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics;
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}
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};
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@ -15,8 +15,10 @@ public:
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static void SetTargetSizeChanged(int target_width, int target_height);
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// When SSBO isn't available, the bounding box is calculated directly from the
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// stencil buffer. When the stencil buffer is changed, this function needs to
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// be called to invalidate the cached bounding box data.
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// stencil buffer.
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static bool NeedsStencilBuffer();
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// When the stencil buffer is changed, this function needs to be called to
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// invalidate the cached bounding box data.
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static void StencilWasUpdated();
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static void Set(int index, int value);
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@ -29,6 +29,7 @@ namespace OGL
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int FramebufferManager::m_targetWidth;
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int FramebufferManager::m_targetHeight;
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int FramebufferManager::m_msaaSamples;
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bool FramebufferManager::m_enable_stencil_buffer;
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GLenum FramebufferManager::m_textureType;
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std::vector<GLuint> FramebufferManager::m_efbFramebuffer;
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@ -88,18 +89,26 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
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return texture;
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}
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void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers, GLenum attachment, GLenum texture_type)
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void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers,
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GLenum attachment, GLenum texture_type)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[0]);
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FramebufferTexture(GL_FRAMEBUFFER, attachment, texture_type, texture, 0);
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// Bind all the other layers as separate FBOs for blitting.
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for (unsigned int i = 1; i < m_EFBLayers; i++) {
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for (unsigned int i = 1; i < m_EFBLayers; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, i);
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}
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}
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FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
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bool FramebufferManager::HasStencilBuffer()
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{
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return m_enable_stencil_buffer;
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}
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FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples,
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bool enable_stencil_buffer)
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{
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m_xfbFramebuffer = 0;
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m_efbColor = 0;
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@ -110,8 +119,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_targetWidth = targetWidth;
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m_targetHeight = targetHeight;
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m_msaaSamples = msaaSamples;
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m_enable_stencil_buffer = enable_stencil_buffer;
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// The EFB can be set to different pixel formats by the game through the
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// BPMEM_ZCOMPARE register (which should probably have a different name).
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@ -130,6 +139,16 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_efbFramebuffer.resize(m_EFBLayers);
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m_resolvedFramebuffer.resize(m_EFBLayers);
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GLenum depth_internal_format = GL_DEPTH_COMPONENT32F;
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GLenum depth_pixel_format = GL_DEPTH_COMPONENT;
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GLenum depth_data_type = GL_FLOAT;
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if (m_enable_stencil_buffer)
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{
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depth_internal_format = GL_DEPTH32F_STENCIL8;
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depth_pixel_format = GL_DEPTH_STENCIL;
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depth_data_type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
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}
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if (m_msaaSamples <= 1)
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{
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m_textureType = GL_TEXTURE_2D_ARRAY;
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@ -152,18 +171,22 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_resolvedColorTexture = CreateTexture(resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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m_resolvedDepthTexture =
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CreateTexture(resolvedType, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
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CreateTexture(resolvedType, depth_internal_format, depth_pixel_format, depth_data_type);
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// Bind resolved textures to resolved framebuffer.
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glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
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BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0, resolvedType);
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BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT, resolvedType);
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BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_STENCIL_ATTACHMENT, resolvedType);
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BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0,
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resolvedType);
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BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT,
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resolvedType);
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if (m_enable_stencil_buffer)
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BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_STENCIL_ATTACHMENT,
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resolvedType);
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}
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m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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m_efbDepth = CreateTexture(m_textureType, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
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GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
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m_efbDepth =
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CreateTexture(m_textureType, depth_internal_format, depth_pixel_format, depth_data_type);
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m_efbColorSwap = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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// Create XFB framebuffer; targets will be created elsewhere.
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@ -173,15 +196,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
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BindLayeredTexture(m_efbColor, m_efbFramebuffer, GL_COLOR_ATTACHMENT0, m_textureType);
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BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_DEPTH_ATTACHMENT, m_textureType);
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BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_STENCIL_ATTACHMENT, m_textureType);
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if (m_enable_stencil_buffer)
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BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_STENCIL_ATTACHMENT, m_textureType);
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// EFB framebuffer is currently bound, make sure to clear it before use.
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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glScissor(0, 0, m_targetWidth, m_targetHeight);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearDepthf(1.0f);
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glClearStencil(0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (m_enable_stencil_buffer)
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{
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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}
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// reinterpret pixel format
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const char* vs = m_EFBLayers > 1 ? "void main(void) {\n"
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@ -63,7 +63,8 @@ struct XFBSource : public XFBSourceBase
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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FramebufferManager(int targetWidth, int targetHeight, int msaaSamples);
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FramebufferManager(int targetWidth, int targetHeight, int msaaSamples,
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bool enable_stencil_buffer);
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~FramebufferManager();
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// To get the EFB in texture form, these functions may have to transfer
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@ -101,11 +102,13 @@ public:
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static void ReinterpretPixelData(unsigned int convtype);
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static void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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static bool HasStencilBuffer();
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private:
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GLuint CreateTexture(GLenum texture_type, GLenum internal_format, GLenum pixel_format,
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GLenum data_type);
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void BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers, GLenum attachment, GLenum texture_type);
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void BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers,
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GLenum attachment, GLenum texture_type);
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std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
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unsigned int target_height,
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unsigned int layers) override;
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@ -126,6 +129,8 @@ private:
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static GLuint
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m_efbColorSwap; // will be hot swapped with m_efbColor when reinterpreting EFB pixel formats
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static bool m_enable_stencil_buffer;
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// Only used in MSAA mode, TODO: try to avoid them
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static std::vector<GLuint> m_resolvedFramebuffer;
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static GLuint m_resolvedColorTexture;
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@ -734,8 +734,8 @@ void Renderer::Shutdown()
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void Renderer::Init()
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{
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// Initialize the FramebufferManager
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g_framebuffer_manager =
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std::make_unique<FramebufferManager>(m_target_width, m_target_height, s_MSAASamples);
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g_framebuffer_manager = std::make_unique<FramebufferManager>(
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m_target_width, m_target_height, s_MSAASamples, BoundingBox::NeedsStencilBuffer());
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m_post_processor = std::make_unique<OpenGLPostProcessing>();
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s_raster_font = std::make_unique<RasterFont>();
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@ -1338,35 +1338,38 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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}
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bool target_size_changed = CalculateTargetSize();
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if (target_size_changed || xfbchanged || window_resized ||
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(s_last_multisamples != g_ActiveConfig.iMultisamples) ||
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(s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0)))
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bool stencil_buffer_enabled =
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static_cast<FramebufferManager*>(g_framebuffer_manager.get())->HasStencilBuffer();
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bool fb_needs_update = target_size_changed ||
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s_last_multisamples != g_ActiveConfig.iMultisamples ||
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stencil_buffer_enabled != BoundingBox::NeedsStencilBuffer() ||
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s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0);
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if (xfbchanged || window_resized || fb_needs_update)
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{
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s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
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UpdateDrawRectangle();
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}
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if (fb_needs_update)
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{
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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s_MSAASamples = s_last_multisamples;
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if (target_size_changed || s_last_multisamples != g_ActiveConfig.iMultisamples ||
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s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
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if (s_MSAASamples > 1 && s_MSAASamples > g_ogl_config.max_samples)
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{
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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s_MSAASamples = s_last_multisamples;
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if (s_MSAASamples > 1 && s_MSAASamples > g_ogl_config.max_samples)
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{
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s_MSAASamples = g_ogl_config.max_samples;
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OSD::AddMessage(StringFromFormat(
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"%d Anti Aliasing samples selected, but only %d supported by your GPU.",
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s_last_multisamples, g_ogl_config.max_samples),
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10000);
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}
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g_framebuffer_manager.reset();
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g_framebuffer_manager =
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std::make_unique<FramebufferManager>(m_target_width, m_target_height, s_MSAASamples);
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BoundingBox::SetTargetSizeChanged(m_target_width, m_target_height);
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s_MSAASamples = g_ogl_config.max_samples;
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OSD::AddMessage(
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StringFromFormat("%d Anti Aliasing samples selected, but only %d supported by your GPU.",
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s_last_multisamples, g_ogl_config.max_samples),
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10000);
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}
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g_framebuffer_manager.reset();
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g_framebuffer_manager = std::make_unique<FramebufferManager>(
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m_target_width, m_target_height, s_MSAASamples, BoundingBox::NeedsStencilBuffer());
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BoundingBox::SetTargetSizeChanged(m_target_width, m_target_height);
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}
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// ---------------------------------------------------------------------
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