@@ -5,7 +5,6 @@
#include " VideoBackends/OGL/FramebufferManager.h"
#include < memory>
#include < sstream>
#include < vector>
#include " Common/Common.h"
@@ -25,6 +24,156 @@
#include " VideoCommon/VertexShaderGen.h"
#include " VideoCommon/VideoBackendBase.h"
constexpr const char * GLSL_REINTERPRET_PIXELFMT_VS = R"GLSL(
#define MULTILAYER %d
flat out int layer;
void main(void) {
#if MULTILAYER
layer = 0;
#endif
vec2 rawpos = vec2(gl_VertexID & 1, gl_VertexID & 2);
gl_Position = vec4(rawpos* 2.0 - 1.0, 0.0, 1.0);
})GLSL" ;
constexpr const char * GLSL_SHADER_FS = R"GLSL(
#define MULTILAYER %d
#define MSAA %d
#if MSAA
#if MULTILAYER
SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
#else
SAMPLER_BINDING(9) uniform sampler2DMS samp9;
#endif
#else
SAMPLER_BINDING(9) uniform sampler2DArray samp9;
#endif
vec4 sampleEFB(ivec3 pos) {
#if MSAA
#if MULTILAYER
return texelFetch(samp9, pos, gl_SampleID);
#else
return texelFetch(samp9, pos.xy, gl_SampleID);
#endif
#else
return texelFetch(samp9, pos, 0);
#endif
})GLSL" ;
constexpr const char * GLSL_SAMPLE_EFB_FS = R"GLSL(
#define MULTILAYER %d
#if MULTILAYER
SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
#else
SAMPLER_BINDING(9) uniform sampler2DMS samp9;
#endif
vec4 sampleEFB(ivec3 pos) {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < %d; i++)
#if MULTILAYER
color += texelFetch(samp9, pos, i);
#else
color += texelFetch(samp9, pos.xy, i);
#endif
return color / %d;
})GLSL" ;
constexpr const char * GLSL_RGBA6_TO_RGB8_FS = R"GLSL(
flat in int layer;
out vec4 ocol0;
void main() {
ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));
ivec4 dst8;
dst8.r = (src6.r << 2) | (src6.g >> 4);
dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);
dst8.b = ((src6.b & 0x3) << 6) | src6.a;
dst8.a = 255;
ocol0 = float4(dst8) / 255.f;
})GLSL" ;
constexpr const char * GLSL_RGB8_TO_RGBA6_FS = R"GLSL(
flat in int layer;
out vec4 ocol0;
void main() {
ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));
ivec4 dst6;
dst6.r = src8.r >> 2;
dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);
dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);
dst6.a = src8.b & 0x3F;
ocol0 = float4(dst6) / 63.f;
})GLSL" ;
constexpr const char * GLSL_GS = R"GLSL(
layout(triangles) in;
layout(triangle_strip, max_vertices = %d) out;
flat out int layer;
void main() {
for (int j = 0; j < %d; layers.str(); ++j) {
for (int i = 0; i < 3; ++i) {
layer = j;
gl_Layer = j;
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
})GLSL" ;
constexpr const char * GLSL_EFB_POKE_VERTEX_VS = R"GLSL(
in vec2 rawpos;
in vec4 rawcolor0; // color
in int rawcolor1; // depth
out vec4 v_c;
out float v_z;
void main(void) {
gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);
gl_PointSize = %d.0 / 640.0;
v_c = rawcolor0.bgra;
v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;
})GLSL" ;
constexpr const char * GLSL_EFB_POKE_PIXEL_FS = R"GLSL(
in vec4 %s_c;
in float %s_z;
out vec4 ocol0;
void main(void) {
ocol0 = %s_c;
gl_FragDepth = %s_z;
})GLSL" ;
constexpr const char * GLSL_EFB_POKE_GEOMETRY_GS = R"GLSL( "
layout(points) in;
layout(points, max_vertices = %d) out;
in vec4 v_c[1];
in float v_z[1];
out vec4 g_c;
out float g_z;
void main() {
for (int j = 0; j < %d; ++j) {
gl_Layer = j;
gl_Position = gl_in[0].gl_Position;
gl_PointSize = %d.0 / 640.0;
g_c = v_c[0];
g_z = v_z[0];
EmitVertex();
EndPrimitive();
}
})GLSL" ;
namespace OGL
{
int FramebufferManager::m_targetWidth;
@@ -149,6 +298,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
depth_data_type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
}
const bool multilayer = m_EFBLayers > 1 ;
if (m_msaaSamples <= 1 )
{
m_textureType = GL_TEXTURE_2D_ARRAY;
@@ -157,16 +308,12 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
{
// Only use a layered multisample texture if needed. Some drivers
// slow down significantly with single-layered multisample textures.
if (m_EFBLayers > 1 )
m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
else
m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
m_textureType = multilayer ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_MULTISAMPLE;
// 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:
// 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:
GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
m_resolvedColorTexture = CreateTexture (resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
@@ -209,186 +356,52 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
}
// reinterpret pixel format
const char * vs = m_EFBLayers > 1 ? " void main(void) {\n "
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n "
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n "
" }\n " :
" flat out int layer;\n "
" void main(void) {\n "
" layer = 0;\n "
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n "
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n "
" }\n " ;
std::string vs = StringFromFormat (GLSL_REINTERPRET_PIXELFMT_VS, multilayer);
// 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 = " SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n "
" vec4 sampleEFB(ivec3 pos) {\n "
" return texelFetch(samp9, pos, 0);\n "
" }\n " ;
sampler = StringFromFormat (GLSL_SHADER_FS, multilayer, false );
}
else if (g_ActiveConfig.backend_info .bSupportsSSAA )
{
// 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.
if (m_EFBLayers > 1 )
{
sampler = " SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n "
" vec4 sampleEFB(ivec3 pos) {\n "
" return texelFetch(samp9, pos, gl_SampleID);\n "
" }\n " ;
}
else
{
sampler = " SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n "
" vec4 sampleEFB(ivec3 pos) {\n "
" return texelFetch(samp9, pos.xy, gl_SampleID);\n "
" }\n " ;
}
sampler = StringFromFormat (GLSL_SHADER_FS, multilayer, true );
}
else
{
// msaa without sample shading: calculate the mean value of the pixel
std::stringstream samples;
samples << m_msaaSamples;
if (m_EFBLayers > 1 )
{
sampler = " SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n "
" vec4 sampleEFB(ivec3 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 " ;
}
else
{
sampler = " SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n "
" vec4 sampleEFB(ivec3 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.xy, i);\n "
" return color / " +
samples.str () +
" ;\n "
" }\n " ;
}
sampler = StringFromFormat (GLSL_SAMPLE_EFB_FS, multilayer, m_msaaSamples, m_msaaSamples);
}
std::string ps_rgba6_to_rgb8 =
sampler + " flat in int layer;\n "
" out vec4 ocol0;\n "
" void main()\n "
" {\n "
" ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 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 "
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n "
" dst8.a = 255;\n "
" ocol0 = float4(dst8) / 255.f;\n "
" }" ;
std::string ps_rgb8_to_rgba6 =
sampler + " flat in int layer;\n "
" out vec4 ocol0;\n "
" void main()\n "
" {\n "
" ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));\n "
" ivec4 dst6;\n "
" dst6.r = src8.r >> 2;\n "
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n "
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n "
" dst6.a = src8.b & 0x3F;\n "
" ocol0 = float4(dst6) / 63.f;\n "
" }" ;
std::stringstream vertices, layers;
vertices << m_EFBLayers * 3 ;
layers << m_EFBLayers;
std::string gs = " layout(triangles) in;\n "
" layout(triangle_strip, max_vertices = " +
vertices.str () +
" ) out;\n "
" flat out int layer;\n "
" void main()\n "
" {\n "
" for (int j = 0; j < " +
layers.str () +
" ; ++j) {\n "
" for (int i = 0; i < 3; ++i) {\n "
" layer = j;\n "
" gl_Layer = j;\n "
" gl_Position = gl_in[i].gl_Position;\n "
" EmitVertex();\n "
" }\n "
" EndPrimitive();\n "
" }\n "
" }\n " ;
std::string ps_rgba6_to_rgb8 = sampler + GLSL_RGBA6_TO_RGB8_FS;
std::string ps_rgb8_to_rgba6 = sampler + GLSL_RGB8_TO_RGBA6_FS;
std::string gs = StringFromFormat (GLSL_GS, m_EFBLayers * 3 , m_EFBLayers);
ProgramShaderCache::CompileShader (m_pixel_format_shaders[0 ], vs, ps_rgb8_to_rgba6,
(m_EFBLayers > 1 ) ? gs : " " );
multilayer ? gs : " " );
ProgramShaderCache::CompileShader (m_pixel_format_shaders[1 ], vs, ps_rgba6_to_rgb8,
(m_EFBLayers > 1 ) ? gs : " " );
multilayer ? gs : " " );
const auto prefix = multilayer ? " g" : " v" ;
ProgramShaderCache::CompileShader (
m_EfbPokes,
StringFromFormat (" in vec2 rawpos;\n "
" in vec4 rawcolor0;\n " // color
" in int rawcolor1;\n " // depth
" out vec4 v_c;\n "
" out float v_z;\n "
" void main(void) {\n "
" gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * "
" vec2(1.0, -1.0), 0.0, 1.0);\n "
" gl_PointSize = %d.0 / 640.0;\n "
" v_c = rawcolor0.bgra;\n "
" v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;\n "
" }\n " ,
m_targetWidth),
StringFromFormat (" in vec4 %s_c;\n "
" in float %s_z;\n "
" out vec4 ocol0;\n "
" void main(void) {\n "
" ocol0 = %s_c;\n "
" gl_FragDepth = %s_z;\n "
" }\n " ,
m_EFBLayers > 1 ? " g" : " v" , m_EFBLayers > 1 ? " g" : " v" ,
m_EFBLayers > 1 ? " g" : " v" , m_EFBLayers > 1 ? " g" : " v" ),
m_EFBLayers > 1 ? StringFromFormat (" layout(points) in;\n "
" layout(points, max_vertices = %d) out;\n "
" in vec4 v_c[1];\n "
" in float v_z[1];\n "
" out vec4 g_c;\n "
" out float g_z;\n "
" void main()\n "
" {\n "
" for (int j = 0; j < %d; ++j) {\n "
" gl_Layer = j;\n "
" gl_Position = gl_in[0].gl_Position;\n "
" gl_PointSize = %d.0 / 640.0;\n "
" g_c = v_c[0];\n "
" g_z = v_z[0];\n "
" EmitVertex();\n "
" EndPrimitive();\n "
" }\n "
" }\n " ,
m_EFBLayers, m_EFBLayers, m_targetWidth) :
" " );
m_EfbPokes, StringFromFormat (GLSL_EFB_POKE_VERTEX_VS, m_targetWidth),
StringFromFormat (GLSL_EFB_POKE_PIXEL_FS, prefix, prefix, prefix, prefix),
multilayer ?
StringFromFormat (GLSL_EFB_POKE_GEOMETRY_GS, m_EFBLayers, m_EFBLayers, m_targetWidth) :
" " );
glGenBuffers (1 , &m_EfbPokes_VBO);
glGenVertexArrays (1 , &m_EfbPokes_VAO);
glBindBuffer (GL_ARRAY_BUFFER, m_EfbPokes_VBO);