dolphin/Source/Core/VideoBackends/OGL/OGLTexture.cpp
Stenzek 2e905455b1 OGL: Disable scissor test when calling glBlitFramebuffer()
glBlitFramebuffer() does not bypass the scissor test, which meant that
part of texture copies (e.g. XFB) could have been clipped when running
under OpenGL ES, as glCopyImageSubData() is not supported.
2018-10-09 22:00:40 +10:00

674 lines
25 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConfig.h"
namespace OGL
{
namespace
{
GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case AbstractTextureFormat::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case AbstractTextureFormat::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
case AbstractTextureFormat::BPTC:
return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
case AbstractTextureFormat::RGBA8:
return storage ? GL_RGBA8 : GL_RGBA;
case AbstractTextureFormat::BGRA8:
return storage ? GL_RGBA8 : GL_BGRA;
case AbstractTextureFormat::R16:
return GL_R16;
case AbstractTextureFormat::R32F:
return GL_R32F;
case AbstractTextureFormat::D16:
return GL_DEPTH_COMPONENT16;
case AbstractTextureFormat::D24_S8:
return GL_DEPTH24_STENCIL8;
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT32F;
case AbstractTextureFormat::D32F_S8:
return GL_DEPTH32F_STENCIL8;
default:
PanicAlert("Unhandled texture format.");
return storage ? GL_RGBA8 : GL_RGBA;
}
}
GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
return GL_RGBA;
case AbstractTextureFormat::BGRA8:
return GL_BGRA;
case AbstractTextureFormat::R16:
case AbstractTextureFormat::R32F:
return GL_RED;
case AbstractTextureFormat::D16:
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT;
case AbstractTextureFormat::D24_S8:
case AbstractTextureFormat::D32F_S8:
return GL_DEPTH_STENCIL;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
case AbstractTextureFormat::BGRA8:
return GL_UNSIGNED_BYTE;
case AbstractTextureFormat::R16:
return GL_UNSIGNED_SHORT;
case AbstractTextureFormat::R32F:
return GL_FLOAT;
case AbstractTextureFormat::D16:
return GL_UNSIGNED_SHORT;
case AbstractTextureFormat::D24_S8:
return GL_UNSIGNED_INT_24_8;
case AbstractTextureFormat::D32F:
return GL_FLOAT;
case AbstractTextureFormat::D32F_S8:
return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
bool UsePersistentStagingBuffers()
{
// We require ARB_buffer_storage to create the persistent mapped buffer,
// ARB_shader_image_load_store for glMemoryBarrier, and ARB_sync to ensure
// the GPU has finished the copy before reading the buffer from the CPU.
return g_ogl_config.bSupportsGLBufferStorage && g_ogl_config.bSupportsImageLoadStore &&
g_ogl_config.bSupportsGLSync;
}
} // Anonymous namespace
OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
{
DEBUG_ASSERT_MSG(VIDEO, !tex_config.IsMultisampled() || tex_config.levels == 1,
"OpenGL does not support multisampled textures with mip levels");
GLenum target =
tex_config.IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY;
glGenTextures(1, &m_texId);
glActiveTexture(GL_TEXTURE9);
glBindTexture(target, m_texId);
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true);
if (tex_config.IsMultisampled())
{
if (g_ogl_config.bSupportsTextureStorage)
glTexStorage3DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
m_config.height, m_config.layers, GL_FALSE);
else
glTexImage3DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
m_config.height, m_config.layers, GL_FALSE);
}
else if (g_ogl_config.bSupportsTextureStorage)
{
glTexStorage3D(target, m_config.levels, gl_internal_format, m_config.width, m_config.height,
m_config.layers);
}
if (m_config.rendertarget)
{
// We can't render to compressed formats.
ASSERT(!IsCompressedFormat(m_config.format));
if (!g_ogl_config.bSupportsTextureStorage && !tex_config.IsMultisampled())
{
for (u32 level = 0; level < m_config.levels; level++)
{
glTexImage3D(target, level, GL_RGBA, std::max(m_config.width >> level, 1u),
std::max(m_config.height >> level, 1u), m_config.layers, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
}
glGenFramebuffers(1, &m_framebuffer);
FramebufferManager::SetFramebuffer(m_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, m_texId,
0);
// We broke the framebuffer binding here, and need to restore it, as the CreateTexture
// method is in the base renderer class and can be called by VideoCommon.
FramebufferManager::SetFramebuffer(0);
}
}
OGLTexture::~OGLTexture()
{
g_renderer->UnbindTexture(this);
if (m_texId)
glDeleteTextures(1, &m_texId);
if (m_framebuffer)
glDeleteFramebuffers(1, &m_framebuffer);
}
GLuint OGLTexture::GetRawTexIdentifier() const
{
return m_texId;
}
GLuint OGLTexture::GetFramebuffer() const
{
return m_framebuffer;
}
void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
if (g_ogl_config.bSupportsCopySubImage)
{
glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, src_level, src_rect.left,
src_rect.top, src_layer, m_texId, GL_TEXTURE_2D_ARRAY, dst_level,
dst_rect.left, dst_rect.top, dst_layer, dst_rect.GetWidth(),
dst_rect.GetHeight(), 1);
}
else
{
BlitFramebuffer(const_cast<OGLTexture*>(srcentry), src_rect, src_layer, src_level, dst_rect,
dst_layer, dst_level);
}
}
void OGLTexture::BlitFramebuffer(OGLTexture* srcentry, const MathUtil::Rectangle<int>& src_rect,
u32 src_layer, u32 src_level,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
// If it isn't a single leveled/layered texture, we need to update the framebuffer.
bool update_src_framebuffer =
srcentry->m_framebuffer == 0 || srcentry->m_config.layers != 0 || src_level != 0;
bool update_dst_framebuffer = m_framebuffer == 0 || m_config.layers != 0 || dst_level != 0;
if (!m_framebuffer)
glGenFramebuffers(1, &m_framebuffer);
if (!srcentry->m_framebuffer)
glGenFramebuffers(1, &const_cast<OGLTexture*>(srcentry)->m_framebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, srcentry->m_framebuffer);
if (update_src_framebuffer)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, srcentry->m_texId,
src_level, src_layer);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_framebuffer);
if (update_dst_framebuffer)
{
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texId, dst_level,
dst_layer);
}
// glBlitFramebuffer is still affected by the scissor test, which is enabled by default.
glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if (update_src_framebuffer)
{
FramebufferManager::FramebufferTexture(
GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
srcentry->m_config.IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY,
srcentry->m_texId, 0);
}
if (update_dst_framebuffer)
{
FramebufferManager::FramebufferTexture(
GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
m_config.IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY, m_texId,
0);
}
// The default state for the scissor test is enabled. We don't need to do a full state
// restore, as the framebuffer and scissor test are the only things we changed.
glEnable(GL_SCISSOR_TEST);
FramebufferManager::SetFramebuffer(0);
}
void OGLTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(source);
if (!m_framebuffer)
{
glGenFramebuffers(1, &m_framebuffer);
FramebufferManager::SetFramebuffer(m_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, m_texId, 0);
}
g_renderer->ResetAPIState();
FramebufferManager::SetFramebuffer(m_framebuffer);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->m_texId);
g_sampler_cache->BindLinearSampler(9);
glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
TextureCache::GetInstance()->GetColorCopyProgram().Bind();
glUniform4f(TextureCache::GetInstance()->GetColorCopyPositionUniform(), float(srcrect.left),
float(srcrect.top), float(srcrect.GetWidth()), float(srcrect.GetHeight()));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
g_renderer->RestoreAPIState();
}
void OGLTexture::ResolveFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& rect, u32 layer, u32 level)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && m_config.samples == 1);
DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
BlitFramebuffer(const_cast<OGLTexture*>(srcentry), rect, layer, level, rect, layer, level);
}
void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size)
{
if (level >= m_config.levels)
PanicAlert("Texture only has %d levels, can't update level %d", m_config.levels, level);
if (width != std::max(1u, m_config.width >> level) ||
height != std::max(1u, m_config.height >> level))
PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
std::max(1u, m_config.width >> level), std::max(1u, m_config.height >> level), width,
height);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false);
if (IsCompressedFormat(m_config.format))
{
if (g_ogl_config.bSupportsTextureStorage)
{
glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1,
gl_internal_format, static_cast<GLsizei>(buffer_size), buffer);
}
else
{
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0,
static_cast<GLsizei>(buffer_size), buffer);
}
}
else
{
GLenum gl_format = GetGLFormatForTextureFormat(m_config.format);
GLenum gl_type = GetGLTypeForTextureFormat(m_config.format);
if (g_ogl_config.bSupportsTextureStorage)
{
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type,
buffer);
}
else
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format,
gl_type, buffer);
}
}
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
OGLStagingTexture::OGLStagingTexture(StagingTextureType type, const TextureConfig& config,
GLenum target, GLuint buffer_name, size_t buffer_size,
char* map_ptr, size_t map_stride)
: AbstractStagingTexture(type, config), m_target(target), m_buffer_name(buffer_name),
m_buffer_size(buffer_size)
{
m_map_pointer = map_ptr;
m_map_stride = map_stride;
}
OGLStagingTexture::~OGLStagingTexture()
{
if (m_fence != 0)
glDeleteSync(m_fence);
if (m_map_pointer)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
if (m_buffer_name != 0)
glDeleteBuffers(1, &m_buffer_name);
}
std::unique_ptr<OGLStagingTexture> OGLStagingTexture::Create(StagingTextureType type,
const TextureConfig& config)
{
size_t stride = config.GetStride();
size_t buffer_size = stride * config.height;
GLenum target =
type == StagingTextureType::Readback ? GL_PIXEL_PACK_BUFFER : GL_PIXEL_UNPACK_BUFFER;
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(target, buffer);
// Prefer using buffer_storage where possible. This allows us to skip the map/unmap steps.
char* buffer_ptr;
if (UsePersistentStagingBuffers())
{
GLenum buffer_flags;
GLenum map_flags;
if (type == StagingTextureType::Readback)
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
}
else if (type == StagingTextureType::Upload)
{
buffer_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
}
else
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
}
glBufferStorage(target, buffer_size, nullptr, buffer_flags);
buffer_ptr =
reinterpret_cast<char*>(glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, buffer_size, map_flags));
ASSERT(buffer_ptr != nullptr);
}
else
{
// Otherwise, fallback to mapping the buffer each time.
glBufferData(target, buffer_size, nullptr,
type == StagingTextureType::Readback ? GL_STREAM_READ : GL_STREAM_DRAW);
buffer_ptr = nullptr;
}
glBindBuffer(target, 0);
return std::unique_ptr<OGLStagingTexture>(
new OGLStagingTexture(type, config, target, buffer, buffer_size, buffer_ptr, stride));
}
void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
ASSERT(m_type == StagingTextureType::Readback);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
// Unmap the buffer before writing when not using persistent mappings.
if (!UsePersistentStagingBuffers())
OGLStagingTexture::Unmap();
// Copy from the texture object to the staging buffer.
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
glPixelStorei(GL_PACK_ROW_LENGTH, m_config.width);
const OGLTexture* gltex = static_cast<const OGLTexture*>(src);
size_t dst_offset = dst_rect.top * m_config.GetStride() + dst_rect.left * m_texel_size;
// If we don't have a FBO associated with this texture, we need to use a slow path.
if (gltex->GetFramebuffer() != 0 && src_layer == 0 && src_level == 0)
{
// This texture has a framebuffer, so we can use glReadPixels().
glBindFramebuffer(GL_READ_FRAMEBUFFER, gltex->GetFramebuffer());
glReadPixels(src_rect.left, src_rect.top, src_rect.GetWidth(), src_rect.GetHeight(),
GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), reinterpret_cast<void*>(dst_offset));
// Reset both read/draw framebuffers.
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
}
else
{
if (g_ogl_config.bSupportsTextureSubImage)
{
glGetTextureSubImage(
gltex->GetRawTexIdentifier(), src_level, src_rect.left, src_rect.top, src_layer,
src_rect.GetWidth(), src_rect.GetHeight(), 1,
GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format),
static_cast<GLsizei>(m_buffer_size - dst_offset), reinterpret_cast<void*>(dst_offset));
}
else
{
// TODO: Investigate whether it's faster to use glReadPixels() with a framebuffer, since we're
// copying the whole texture, which may waste bandwidth. So we're trading CPU work in creating
// the framebuffer for GPU work in copying potentially redundant texels.
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, gltex->GetRawTexIdentifier());
glGetTexImage(GL_TEXTURE_2D_ARRAY, src_level, GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), nullptr);
}
}
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
// If we support buffer storage, create a fence for synchronization.
if (UsePersistentStagingBuffers())
{
if (m_fence != 0)
glDeleteSync(m_fence);
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
}
m_needs_flush = true;
}
void OGLStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect,
AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
ASSERT(m_type == StagingTextureType::Upload);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
size_t src_offset = src_rect.top * m_config.GetStride() + src_rect.left * m_texel_size;
size_t copy_size = src_rect.GetHeight() * m_config.GetStride();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_buffer_name);
glPixelStorei(GL_UNPACK_ROW_LENGTH, m_config.width);
if (!UsePersistentStagingBuffers())
{
// Unmap the buffer before writing when not using persistent mappings.
if (m_map_pointer)
{
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
m_map_pointer = nullptr;
}
}
else
{
// Since we're not using coherent mapping, we must flush the range explicitly.
if (m_type == StagingTextureType::Upload)
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, src_offset, copy_size);
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
}
// Copy from the staging buffer to the texture object.
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, static_cast<const OGLTexture*>(dst)->GetRawTexIdentifier());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, dst_rect.left, dst_rect.top, dst_layer,
dst_rect.GetWidth(), dst_rect.GetHeight(), 1,
GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), reinterpret_cast<void*>(src_offset));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
// If we support buffer storage, create a fence for synchronization.
if (UsePersistentStagingBuffers())
{
if (m_fence != 0)
glDeleteSync(m_fence);
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
}
m_needs_flush = true;
}
void OGLStagingTexture::Flush()
{
// No-op when not using buffer storage, as the transfers happen on Map().
// m_fence will always be zero in this case.
if (m_fence == 0)
{
m_needs_flush = false;
return;
}
glClientWaitSync(m_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(m_fence);
m_fence = 0;
m_needs_flush = false;
}
bool OGLStagingTexture::Map()
{
if (m_map_pointer)
return true;
// Slow path, map the texture, unmap it later.
GLenum flags;
if (m_type == StagingTextureType::Readback)
flags = GL_MAP_READ_BIT;
else if (m_type == StagingTextureType::Upload)
flags = GL_MAP_WRITE_BIT;
else
flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
glBindBuffer(m_target, m_buffer_name);
m_map_pointer = reinterpret_cast<char*>(glMapBufferRange(m_target, 0, m_buffer_size, flags));
glBindBuffer(m_target, 0);
return m_map_pointer != nullptr;
}
void OGLStagingTexture::Unmap()
{
// No-op with persistent mapped buffers.
if (!m_map_pointer || UsePersistentStagingBuffers())
return;
glBindBuffer(m_target, m_buffer_name);
glUnmapBuffer(m_target);
glBindBuffer(m_target, 0);
m_map_pointer = nullptr;
}
OGLFramebuffer::OGLFramebuffer(AbstractTextureFormat color_format,
AbstractTextureFormat depth_format, u32 width, u32 height,
u32 layers, u32 samples, GLuint fbo)
: AbstractFramebuffer(color_format, depth_format, width, height, layers, samples), m_fbo(fbo)
{
}
OGLFramebuffer::~OGLFramebuffer()
{
glDeleteFramebuffers(1, &m_fbo);
}
std::unique_ptr<OGLFramebuffer> OGLFramebuffer::Create(const OGLTexture* color_attachment,
const OGLTexture* depth_attachment)
{
if (!ValidateConfig(color_attachment, depth_attachment))
return nullptr;
const AbstractTextureFormat color_format =
color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined;
const AbstractTextureFormat depth_format =
depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined;
const OGLTexture* either_attachment = color_attachment ? color_attachment : depth_attachment;
const u32 width = either_attachment->GetWidth();
const u32 height = either_attachment->GetHeight();
const u32 layers = either_attachment->GetLayers();
const u32 samples = either_attachment->GetSamples();
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if (color_attachment)
{
if (color_attachment->GetConfig().layers > 1)
{
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
color_attachment->GetRawTexIdentifier(), 0);
}
else
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
color_attachment->GetRawTexIdentifier(), 0, 0);
}
}
if (depth_attachment)
{
GLenum attachment = AbstractTexture::IsStencilFormat(depth_format) ?
GL_DEPTH_STENCIL_ATTACHMENT :
GL_DEPTH_ATTACHMENT;
if (depth_attachment->GetConfig().layers > 1)
{
glFramebufferTexture(GL_FRAMEBUFFER, attachment, depth_attachment->GetRawTexIdentifier(), 0);
}
else
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, depth_attachment->GetRawTexIdentifier(),
0, 0);
}
}
DEBUG_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
FramebufferManager::SetFramebuffer(0);
return std::make_unique<OGLFramebuffer>(color_format, depth_format, width, height, layers,
samples, fbo);
}
} // namespace OGL