gl_format_reinterpreter.cpp: remove CopyImageSubData; and enable TextureView reinterpreter only on nvidia
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0126ecb3e2
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5bd146b569
@ -282,10 +282,11 @@ void main() {
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state.draw.shader_program = cur_program;
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state.draw.shader_program = cur_program;
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state.Apply();
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state.Apply();
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// OES_texture_view doesn't seem to support D24S8 views, at least on adreno
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// Nvidia seem to be the only one to support D24S8 views, at least on windows
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// so instead it will do an intermediate copy before running through the shader
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// so for everyone else it will do an intermediate copy before running through the shader
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if (GLAD_GL_ARB_texture_view) {
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std::string_view vendor{reinterpret_cast<const char*>(glGetString(GL_VENDOR))};
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texture_view_func = glTextureView;
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if (vendor.find("NVIDIA") != vendor.npos) {
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use_texture_view = true;
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} else {
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} else {
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LOG_INFO(Render_OpenGL,
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LOG_INFO(Render_OpenGL,
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"Texture views are unsupported, reinterpretation will do intermediate copy");
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"Texture views are unsupported, reinterpretation will do intermediate copy");
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@ -302,11 +303,10 @@ void main() {
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OpenGLState state;
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OpenGLState state;
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state.texture_units[0].texture_2d = src_tex;
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state.texture_units[0].texture_2d = src_tex;
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if (texture_view_func) {
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if (use_texture_view) {
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temp_tex.Create();
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temp_tex.Create();
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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texture_view_func(temp_tex.handle, GL_TEXTURE_2D, src_tex, GL_DEPTH24_STENCIL8, 0, 1, 0,
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glTextureView(temp_tex.handle, GL_TEXTURE_2D, src_tex, GL_DEPTH24_STENCIL8, 0, 1, 0, 1);
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1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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} else if (src_rect.top > temp_rect.top || src_rect.right > temp_rect.right) {
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} else if (src_rect.top > temp_rect.top || src_rect.right > temp_rect.right) {
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@ -331,7 +331,7 @@ void main() {
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state.Apply();
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state.Apply();
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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if (!texture_view_func) {
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if (!use_texture_view) {
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glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
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glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
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temp_tex.handle, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
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temp_tex.handle, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
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src_rect.GetWidth(), src_rect.GetHeight(), 1);
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src_rect.GetWidth(), src_rect.GetHeight(), 1);
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@ -348,13 +348,13 @@ void main() {
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glUniform2i(src_offset_loc, src_rect.left, src_rect.bottom);
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glUniform2i(src_offset_loc, src_rect.left, src_rect.bottom);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if (texture_view_func) {
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if (use_texture_view) {
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temp_tex.Release();
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temp_tex.Release();
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}
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}
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}
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}
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private:
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private:
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decltype(glTextureView) texture_view_func = nullptr;
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bool use_texture_view{};
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OGLProgram program{};
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OGLProgram program{};
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GLint dst_size_loc{-1}, src_size_loc{-1}, src_offset_loc{-1};
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GLint dst_size_loc{-1}, src_size_loc{-1}, src_offset_loc{-1};
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OGLVertexArray vao{};
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OGLVertexArray vao{};
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@ -362,30 +362,9 @@ private:
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Common::Rectangle<u32> temp_rect{0, 0, 0, 0};
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Common::Rectangle<u32> temp_rect{0, 0, 0, 0};
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};
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};
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class CopyImageSubData final : public FormatReinterpreterBase {
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void Reinterpret(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint read_fb_handle,
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GLuint dst_tex, const Common::Rectangle<u32>& dst_rect,
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GLuint draw_fb_handle) override {
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glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, dst_tex,
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GL_TEXTURE_2D, 0, dst_rect.left, dst_rect.bottom, 0, src_rect.GetWidth(),
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src_rect.GetHeight(), 1);
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}
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};
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FormatReinterpreterOpenGL::FormatReinterpreterOpenGL() {
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FormatReinterpreterOpenGL::FormatReinterpreterOpenGL() {
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// Older Nvidia GPUs don't seem to properly support using glCopyImageSubData to copy D24S8 to
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if ((GLAD_GL_ARB_stencil_texturing && GLAD_GL_ARB_texture_storage && GLAD_GL_ARB_copy_image) ||
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// RGBA8. This is a heuristic check that relies on the newer drivers returning something similar
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GLES) {
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// to `3.3.0 NVIDIA 471.41`, and older, buggy ones returning just `3.3.0`.
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std::string_view version{reinterpret_cast<const char*>(glGetString(GL_VERSION))};
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if (version.find("NVIDIA") != version.npos) {
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reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
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std::make_unique<CopyImageSubData>());
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// Nvidia bends the spec and allows direct copies between color and depth formats
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// might as well take advantage of it
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LOG_INFO(Render_OpenGL, "Using glCopyImageSubData for D24S8 to RGBA8 reinterpretation");
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} else if ((GLAD_GL_ARB_stencil_texturing && GLAD_GL_ARB_texture_storage &&
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GLAD_GL_ARB_copy_image) ||
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GLES) {
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reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
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reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
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std::make_unique<ShaderD24S8toRGBA8>());
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std::make_unique<ShaderD24S8toRGBA8>());
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LOG_INFO(Render_OpenGL, "Using shader for D24S8 to RGBA8 reinterpretation");
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LOG_INFO(Render_OpenGL, "Using shader for D24S8 to RGBA8 reinterpretation");
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