mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-26 17:12:37 -06:00
gl_format_reinterpreter.cpp: remove CopyImageSubData; and enable TextureView reinterpreter only on nvidia
This commit is contained in:
parent
0126ecb3e2
commit
5bd146b569
1 changed files with 12 additions and 33 deletions
|
@ -282,10 +282,11 @@ void main() {
|
|||
state.draw.shader_program = cur_program;
|
||||
state.Apply();
|
||||
|
||||
// OES_texture_view doesn't seem to support D24S8 views, at least on adreno
|
||||
// so instead it will do an intermediate copy before running through the shader
|
||||
if (GLAD_GL_ARB_texture_view) {
|
||||
texture_view_func = glTextureView;
|
||||
// Nvidia seem to be the only one to support D24S8 views, at least on windows
|
||||
// so for everyone else it will do an intermediate copy before running through the shader
|
||||
std::string_view vendor{reinterpret_cast<const char*>(glGetString(GL_VENDOR))};
|
||||
if (vendor.find("NVIDIA") != vendor.npos) {
|
||||
use_texture_view = true;
|
||||
} else {
|
||||
LOG_INFO(Render_OpenGL,
|
||||
"Texture views are unsupported, reinterpretation will do intermediate copy");
|
||||
|
@ -302,11 +303,10 @@ void main() {
|
|||
OpenGLState state;
|
||||
state.texture_units[0].texture_2d = src_tex;
|
||||
|
||||
if (texture_view_func) {
|
||||
if (use_texture_view) {
|
||||
temp_tex.Create();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
texture_view_func(temp_tex.handle, GL_TEXTURE_2D, src_tex, GL_DEPTH24_STENCIL8, 0, 1, 0,
|
||||
1);
|
||||
glTextureView(temp_tex.handle, GL_TEXTURE_2D, src_tex, GL_DEPTH24_STENCIL8, 0, 1, 0, 1);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
} else if (src_rect.top > temp_rect.top || src_rect.right > temp_rect.right) {
|
||||
|
@ -331,7 +331,7 @@ void main() {
|
|||
state.Apply();
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (!texture_view_func) {
|
||||
if (!use_texture_view) {
|
||||
glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
|
||||
temp_tex.handle, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
|
||||
src_rect.GetWidth(), src_rect.GetHeight(), 1);
|
||||
|
@ -348,13 +348,13 @@ void main() {
|
|||
glUniform2i(src_offset_loc, src_rect.left, src_rect.bottom);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
if (texture_view_func) {
|
||||
if (use_texture_view) {
|
||||
temp_tex.Release();
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
decltype(glTextureView) texture_view_func = nullptr;
|
||||
bool use_texture_view{};
|
||||
OGLProgram program{};
|
||||
GLint dst_size_loc{-1}, src_size_loc{-1}, src_offset_loc{-1};
|
||||
OGLVertexArray vao{};
|
||||
|
@ -362,30 +362,9 @@ private:
|
|||
Common::Rectangle<u32> temp_rect{0, 0, 0, 0};
|
||||
};
|
||||
|
||||
class CopyImageSubData final : public FormatReinterpreterBase {
|
||||
void Reinterpret(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint read_fb_handle,
|
||||
GLuint dst_tex, const Common::Rectangle<u32>& dst_rect,
|
||||
GLuint draw_fb_handle) override {
|
||||
glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, dst_tex,
|
||||
GL_TEXTURE_2D, 0, dst_rect.left, dst_rect.bottom, 0, src_rect.GetWidth(),
|
||||
src_rect.GetHeight(), 1);
|
||||
}
|
||||
};
|
||||
|
||||
FormatReinterpreterOpenGL::FormatReinterpreterOpenGL() {
|
||||
// Older Nvidia GPUs don't seem to properly support using glCopyImageSubData to copy D24S8 to
|
||||
// RGBA8. This is a heuristic check that relies on the newer drivers returning something similar
|
||||
// to `3.3.0 NVIDIA 471.41`, and older, buggy ones returning just `3.3.0`.
|
||||
std::string_view version{reinterpret_cast<const char*>(glGetString(GL_VERSION))};
|
||||
if (version.find("NVIDIA") != version.npos) {
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
||||
std::make_unique<CopyImageSubData>());
|
||||
// Nvidia bends the spec and allows direct copies between color and depth formats
|
||||
// might as well take advantage of it
|
||||
LOG_INFO(Render_OpenGL, "Using glCopyImageSubData for D24S8 to RGBA8 reinterpretation");
|
||||
} else if ((GLAD_GL_ARB_stencil_texturing && GLAD_GL_ARB_texture_storage &&
|
||||
GLAD_GL_ARB_copy_image) ||
|
||||
GLES) {
|
||||
if ((GLAD_GL_ARB_stencil_texturing && GLAD_GL_ARB_texture_storage && GLAD_GL_ARB_copy_image) ||
|
||||
GLES) {
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
||||
std::make_unique<ShaderD24S8toRGBA8>());
|
||||
LOG_INFO(Render_OpenGL, "Using shader for D24S8 to RGBA8 reinterpretation");
|
||||
|
|
Loading…
Reference in a new issue