mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 08:50:33 +00:00
Move fbo.cpp/h from native into PPSSPP
This commit is contained in:
parent
72ae497350
commit
d822cbf60b
@ -923,8 +923,6 @@ add_library(native STATIC
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native/gfx_es2/draw_buffer.h
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native/gfx_es2/draw_text.cpp
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native/gfx_es2/draw_text.h
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native/gfx_es2/fbo.cpp
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native/gfx_es2/fbo.h
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native/gfx_es2/gl_state.cpp
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native/gfx_es2/gl_state.h
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native/gfx_es2/gpu_features.cpp
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@ -1485,6 +1483,8 @@ add_library(GPU OBJECT
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GPU/Debugger/Stepping.h
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GPU/GLES/DepalettizeShader.cpp
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GPU/GLES/DepalettizeShader.h
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GPU/GLES/FBO.cpp
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GPU/GLES/FBO.h
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GPU/GLES/GLES_GPU.cpp
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GPU/GLES/GLES_GPU.h
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GPU/GLES/FragmentShaderGenerator.cpp
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@ -28,7 +28,7 @@
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#include "GPU/Debugger/Stepping.h"
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#include "helper/dx_state.h"
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#include "helper/fbo.h"
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#include "helper/dx_fbo.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/Common/TextureDecoder.h"
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@ -23,7 +23,7 @@
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#include "d3d9.h"
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#include "GPU/Directx9/helper/fbo.h"
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#include "GPU/Directx9/helper/dx_fbo.h"
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// Keeps track of allocated FBOs.
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// Also provides facilities for drawing and later converting raw
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// pixel data.
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@ -25,7 +25,7 @@
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#include "GPU/Directx9/TransformPipelineDX9.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/DepalettizeShaderDX9.h"
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#include "GPU/Directx9/helper/fbo.h"
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#include "GPU/Directx9/helper/dx_fbo.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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namespace DX9 {
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@ -18,7 +18,7 @@
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#include "base/logging.h"
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#include "helper/dx_state.h"
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#include "helper/fbo.h"
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#include "helper/dx_fbo.h"
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#include "Core/Reporting.h"
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#include "GPU/Directx9/FramebufferDX9.h"
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#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
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@ -21,7 +21,7 @@
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#include "../Globals.h"
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#include "helper/global.h"
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#include "helper/fbo.h"
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#include "helper/dx_fbo.h"
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#include "GPU/GPU.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Directx9/TextureScalerDX9.h"
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@ -1,9 +1,26 @@
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// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "global.h"
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#include <stdint.h>
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#include <string.h>
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#include <stdio.h>
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#include "base/logging.h"
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#include "fbo.h"
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#include "dx_fbo.h"
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#include "dx_state.h"
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struct FBO {
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@ -1,3 +1,20 @@
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// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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// Simple wrapper around FBO functionality.
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@ -1,5 +1,7 @@
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#include "global.h"
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#include "fbo.h"
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#include "GPU/Directx9/helper/global.h"
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#include "GPU/Directx9/helper/dx_fbo.h"
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#include "thin3d/d3dx9_loader.h"
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#include "Common/CommonFuncs.h"
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430
GPU/GLES/FBO.cpp
Normal file
430
GPU/GLES/FBO.cpp
Normal file
@ -0,0 +1,430 @@
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// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <string.h>
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#include "base/logging.h"
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#include "gfx/gl_common.h"
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#include "gfx_es2/gl_state.h"
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#include "GPU/GLES/FBO.h"
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#ifdef IOS
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extern void bindDefaultFBO();
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#endif
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struct FBO {
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GLuint handle;
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GLuint color_texture;
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GLuint z_stencil_buffer; // Either this is set, or the two below.
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GLuint z_buffer;
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GLuint stencil_buffer;
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int width;
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int height;
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FBOColorDepth colorDepth;
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bool native_fbo;
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};
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static FBO *g_overriddenBackbuffer;
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static GLuint currentDrawHandle_ = 0;
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static GLuint currentReadHandle_ = 0;
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// On PC, we always use GL_DEPTH24_STENCIL8.
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// On Android, we try to use what's available.
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#ifndef USING_GLES2
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FBO *fbo_ext_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth) {
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FBO *fbo = new FBO();
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fbo->native_fbo = false;
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fbo->width = width;
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fbo->height = height;
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fbo->colorDepth = colorDepth;
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// Color texture is same everywhere
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glGenFramebuffersEXT(1, &fbo->handle);
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glGenTextures(1, &fbo->color_texture);
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// Create the surfaces.
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glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// TODO: We could opt to only create 16-bit render targets on slow devices. For later.
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switch (colorDepth) {
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case FBO_8888:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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break;
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case FBO_4444:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, NULL);
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break;
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case FBO_5551:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
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break;
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case FBO_565:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
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break;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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fbo->stencil_buffer = 0;
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fbo->z_buffer = 0;
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// 24-bit Z, 8-bit stencil
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glGenRenderbuffersEXT(1, &fbo->z_stencil_buffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, width, height);
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//glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8, width, height);
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// Bind it all together
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo->color_texture, 0);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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// ILOG("Framebuffer verified complete.");
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
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break;
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default:
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FLOG("Other framebuffer error: %i", status);
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break;
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}
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// Unbind state we don't need
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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currentDrawHandle_ = fbo->handle;
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currentReadHandle_ = fbo->handle;
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return fbo;
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}
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#endif
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int fbo_check_framebuffer_status(FBO *fbo) {
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GLenum fbStatus;
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#ifndef USING_GLES2
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if (!gl_extensions.ARB_framebuffer_object && gl_extensions.EXT_framebuffer_object) {
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fbStatus = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER);
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} else if (gl_extensions.ARB_framebuffer_object) {
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fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
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} else {
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fbStatus = 0;
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}
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#else
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fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
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#endif
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return (int)fbStatus;
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}
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FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth) {
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CheckGLExtensions();
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#ifndef USING_GLES2
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if (!gl_extensions.ARB_framebuffer_object && gl_extensions.EXT_framebuffer_object) {
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return fbo_ext_create(width, height, num_color_textures, z_stencil, colorDepth);
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} else if (!gl_extensions.ARB_framebuffer_object) {
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return nullptr;
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}
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// If GLES2, we have basic FBO support and can just proceed.
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#endif
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FBO *fbo = new FBO();
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fbo->native_fbo = false;
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fbo->width = width;
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fbo->height = height;
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fbo->colorDepth = colorDepth;
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// Color texture is same everywhere
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glGenFramebuffers(1, &fbo->handle);
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glGenTextures(1, &fbo->color_texture);
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// Create the surfaces.
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glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// TODO: We could opt to only create 16-bit render targets on slow devices. For later.
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switch (colorDepth) {
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case FBO_8888:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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break;
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case FBO_4444:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, NULL);
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break;
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case FBO_5551:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
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break;
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case FBO_565:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
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break;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (gl_extensions.IsGLES) {
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if (gl_extensions.OES_packed_depth_stencil) {
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ILOG("Creating %i x %i FBO using DEPTH24_STENCIL8", width, height);
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// Standard method
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fbo->stencil_buffer = 0;
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fbo->z_buffer = 0;
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// 24-bit Z, 8-bit stencil combined
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glGenRenderbuffers(1, &fbo->z_stencil_buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height);
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// Bind it all together
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glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
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} else {
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ILOG("Creating %i x %i FBO using separate stencil", width, height);
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// TEGRA
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fbo->z_stencil_buffer = 0;
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// 16/24-bit Z, separate 8-bit stencil
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glGenRenderbuffers(1, &fbo->z_buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_buffer);
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glRenderbufferStorage(GL_RENDERBUFFER, gl_extensions.OES_depth24 ? GL_DEPTH_COMPONENT24 : GL_DEPTH_COMPONENT16, width, height);
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// 8-bit stencil buffer
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glGenRenderbuffers(1, &fbo->stencil_buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, fbo->stencil_buffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
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// Bind it all together
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glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_buffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->stencil_buffer);
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}
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} else {
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fbo->stencil_buffer = 0;
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fbo->z_buffer = 0;
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// 24-bit Z, 8-bit stencil
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glGenRenderbuffers(1, &fbo->z_stencil_buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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// Bind it all together
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glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
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}
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE:
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// ILOG("Framebuffer verified complete.");
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
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break;
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default:
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FLOG("Other framebuffer error: %i", status);
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break;
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}
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// Unbind state we don't need
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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currentDrawHandle_ = fbo->handle;
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currentReadHandle_ = fbo->handle;
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return fbo;
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}
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FBO *fbo_create_from_native_fbo(GLuint native_fbo, FBO *fbo)
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{
|
||||
if (!fbo)
|
||||
fbo = new FBO();
|
||||
|
||||
fbo->native_fbo = true;
|
||||
fbo->handle = native_fbo;
|
||||
fbo->color_texture = 0;
|
||||
fbo->z_stencil_buffer = 0;
|
||||
fbo->z_buffer = 0;
|
||||
fbo->stencil_buffer = 0;
|
||||
fbo->width = 0;
|
||||
fbo->height = 0;
|
||||
fbo->colorDepth = FBO_8888;
|
||||
|
||||
return fbo;
|
||||
}
|
||||
|
||||
static GLenum fbo_get_fb_target(bool read, GLuint **cached) {
|
||||
bool supportsBlit = gl_extensions.ARB_framebuffer_object;
|
||||
if (gl_extensions.IsGLES) {
|
||||
supportsBlit = (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit);
|
||||
}
|
||||
|
||||
// Note: GL_FRAMEBUFFER_EXT and GL_FRAMEBUFFER have the same value, same with _NV.
|
||||
if (supportsBlit) {
|
||||
if (read) {
|
||||
*cached = ¤tReadHandle_;
|
||||
return GL_READ_FRAMEBUFFER;
|
||||
} else {
|
||||
*cached = ¤tDrawHandle_;
|
||||
return GL_DRAW_FRAMEBUFFER;
|
||||
}
|
||||
} else {
|
||||
*cached = ¤tDrawHandle_;
|
||||
return GL_FRAMEBUFFER;
|
||||
}
|
||||
}
|
||||
|
||||
static void fbo_bind_fb_target(bool read, GLuint name) {
|
||||
GLuint *cached;
|
||||
GLenum target = fbo_get_fb_target(read, &cached);
|
||||
|
||||
if (*cached != name) {
|
||||
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
|
||||
glBindFramebuffer(target, name);
|
||||
} else {
|
||||
#ifndef USING_GLES2
|
||||
glBindFramebufferEXT(target, name);
|
||||
#endif
|
||||
}
|
||||
*cached = name;
|
||||
}
|
||||
}
|
||||
|
||||
void fbo_unbind() {
|
||||
if (g_overriddenBackbuffer) {
|
||||
fbo_bind_as_render_target(g_overriddenBackbuffer);
|
||||
return;
|
||||
}
|
||||
|
||||
CheckGLExtensions();
|
||||
#ifndef USING_GLES2
|
||||
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
} else if (gl_extensions.EXT_framebuffer_object) {
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
}
|
||||
#else
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
#endif
|
||||
|
||||
#ifdef IOS
|
||||
bindDefaultFBO();
|
||||
#endif
|
||||
|
||||
currentDrawHandle_ = 0;
|
||||
currentReadHandle_ = 0;
|
||||
}
|
||||
|
||||
void fbo_override_backbuffer(FBO *fbo) {
|
||||
g_overriddenBackbuffer = fbo;
|
||||
}
|
||||
|
||||
void fbo_bind_as_render_target(FBO *fbo) {
|
||||
// Without FBO_ARB / GLES3, this will collide with bind_for_read, but there's nothing
|
||||
// in ES 2.0 that actually separate them anyway of course, so doesn't matter.
|
||||
fbo_bind_fb_target(false, fbo->handle);
|
||||
// Always restore viewport after render target binding
|
||||
glstate.viewport.restore();
|
||||
}
|
||||
|
||||
void fbo_unbind_render_target() {
|
||||
fbo_unbind();
|
||||
}
|
||||
|
||||
// For GL_EXT_FRAMEBUFFER_BLIT and similar.
|
||||
void fbo_bind_for_read(FBO *fbo) {
|
||||
fbo_bind_fb_target(true, fbo->handle);
|
||||
}
|
||||
|
||||
void fbo_unbind_read() {
|
||||
fbo_bind_fb_target(true, 0);
|
||||
}
|
||||
|
||||
void fbo_bind_color_as_texture(FBO *fbo, int color) {
|
||||
if (fbo) {
|
||||
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
|
||||
}
|
||||
}
|
||||
|
||||
void fbo_destroy(FBO *fbo) {
|
||||
if (fbo->native_fbo) {
|
||||
delete fbo;
|
||||
return;
|
||||
}
|
||||
|
||||
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glDeleteFramebuffers(1, &fbo->handle);
|
||||
glDeleteRenderbuffers(1, &fbo->z_stencil_buffer);
|
||||
glDeleteRenderbuffers(1, &fbo->z_buffer);
|
||||
glDeleteRenderbuffers(1, &fbo->stencil_buffer);
|
||||
} else if (gl_extensions.EXT_framebuffer_object) {
|
||||
#ifndef USING_GLES2
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER_EXT, 0);
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
glDeleteFramebuffersEXT(1, &fbo->handle);
|
||||
glDeleteRenderbuffersEXT(1, &fbo->z_stencil_buffer);
|
||||
#endif
|
||||
}
|
||||
|
||||
currentDrawHandle_ = 0;
|
||||
currentReadHandle_ = 0;
|
||||
|
||||
glDeleteTextures(1, &fbo->color_texture);
|
||||
delete fbo;
|
||||
}
|
||||
|
||||
void fbo_get_dimensions(FBO *fbo, int *w, int *h) {
|
||||
*w = fbo->width;
|
||||
*h = fbo->height;
|
||||
}
|
||||
|
||||
int fbo_get_color_texture(FBO *fbo) {
|
||||
return fbo->color_texture;
|
||||
}
|
||||
|
||||
int fbo_get_depth_buffer(FBO *fbo) {
|
||||
return fbo->z_buffer;
|
||||
}
|
||||
|
||||
int fbo_get_stencil_buffer(FBO *fbo) {
|
||||
return fbo->stencil_buffer;
|
||||
}
|
66
GPU/GLES/FBO.h
Normal file
66
GPU/GLES/FBO.h
Normal file
@ -0,0 +1,66 @@
|
||||
// Copyright (c) 2012- PPSSPP Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0 or later versions.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official git repository and contact information can be found at
|
||||
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
||||
|
||||
#pragma once
|
||||
|
||||
// Simple wrapper around FBO functionality.
|
||||
// Very C-ish API because that's what I felt like, and it's cool to completely
|
||||
// hide the data from callers...
|
||||
|
||||
#include "gfx/gl_common.h"
|
||||
|
||||
struct FBO;
|
||||
|
||||
|
||||
enum FBOColorDepth {
|
||||
FBO_8888,
|
||||
FBO_565,
|
||||
FBO_4444,
|
||||
FBO_5551,
|
||||
};
|
||||
|
||||
|
||||
// Creates a simple FBO with a RGBA32 color buffer stored in a texture, and
|
||||
// optionally an accompanying Z/stencil buffer.
|
||||
// No mipmap support.
|
||||
// num_color_textures must be 1 for now.
|
||||
// you lose bound texture state.
|
||||
|
||||
// On some hardware, you might get a 24-bit depth buffer even though you only wanted a 16-bit one.
|
||||
FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth = FBO_8888);
|
||||
|
||||
// Create an opaque FBO from a native GL FBO, optionally reusing an existing FBO structure.
|
||||
// Useful for overriding the backbuffer FBO that is generated outside of this wrapper.
|
||||
FBO *fbo_create_from_native_fbo(GLuint native_fbo, FBO *fbo = NULL);
|
||||
int fbo_check_framebuffer_status(FBO *fbo);
|
||||
|
||||
// These functions should be self explanatory.
|
||||
void fbo_bind_as_render_target(FBO *fbo);
|
||||
// color must be 0, for now.
|
||||
void fbo_bind_color_as_texture(FBO *fbo, int color);
|
||||
void fbo_bind_for_read(FBO *fbo);
|
||||
void fbo_unbind();
|
||||
void fbo_unbind_render_target();
|
||||
void fbo_unbind_read();
|
||||
void fbo_destroy(FBO *fbo);
|
||||
void fbo_get_dimensions(FBO *fbo, int *w, int *h);
|
||||
|
||||
int fbo_get_color_texture(FBO *fbo);
|
||||
int fbo_get_depth_buffer(FBO *fbo);
|
||||
int fbo_get_stencil_buffer(FBO *fbo);
|
||||
|
||||
void fbo_override_backbuffer(FBO *fbo); // Makes unbind bind this instead of the real backbuffer.
|
@ -22,7 +22,6 @@
|
||||
|
||||
#include "gfx_es2/glsl_program.h"
|
||||
#include "gfx_es2/gl_state.h"
|
||||
#include "gfx_es2/fbo.h"
|
||||
|
||||
#include "base/timeutil.h"
|
||||
#include "math/lin/matrix4x4.h"
|
||||
@ -41,6 +40,7 @@
|
||||
#include "GPU/Common/TextureDecoder.h"
|
||||
#include "GPU/Common/FramebufferCommon.h"
|
||||
#include "GPU/Debugger/Stepping.h"
|
||||
#include "GPU/GLES/FBO.h"
|
||||
#include "GPU/GLES/Framebuffer.h"
|
||||
#include "GPU/GLES/TextureCache.h"
|
||||
#include "GPU/GLES/TransformPipeline.h"
|
||||
|
@ -22,14 +22,14 @@
|
||||
#include <algorithm>
|
||||
|
||||
#include "gfx/gl_common.h"
|
||||
#include "gfx_es2/fbo.h"
|
||||
// Keeps track of allocated FBOs.
|
||||
// Also provides facilities for drawing and later converting raw
|
||||
// pixel data.
|
||||
|
||||
|
||||
#include "../Globals.h"
|
||||
#include "Globals.h"
|
||||
#include "GPU/GPUCommon.h"
|
||||
#include "GPU/GLES/FBO.h"
|
||||
#include "GPU/Common/FramebufferCommon.h"
|
||||
#include "Core/Config.h"
|
||||
|
||||
|
@ -20,9 +20,8 @@
|
||||
#include <list>
|
||||
#include <deque>
|
||||
|
||||
#include "gfx_es2/fbo.h"
|
||||
|
||||
#include "GPU/GPUCommon.h"
|
||||
#include "GPU/GLES/FBO.h"
|
||||
#include "GPU/GLES/Framebuffer.h"
|
||||
#include "GPU/GLES/TransformPipeline.h"
|
||||
#include "GPU/GLES/TextureCache.h"
|
||||
|
@ -19,12 +19,12 @@
|
||||
|
||||
#include <map>
|
||||
|
||||
#include "gfx_es2/fbo.h"
|
||||
#include "gfx_es2/gpu_features.h"
|
||||
|
||||
#include "Globals.h"
|
||||
#include "GPU/GPUInterface.h"
|
||||
#include "GPU/GPUState.h"
|
||||
#include "GPU/GLES/FBO.h"
|
||||
#include "GPU/GLES/TextureScaler.h"
|
||||
#include "GPU/Common/TextureCacheCommon.h"
|
||||
|
||||
|
@ -204,7 +204,7 @@
|
||||
<ClInclude Include="Directx9\DepalettizeShaderDX9.h" />
|
||||
<ClInclude Include="Directx9\GPU_DX9.h" />
|
||||
<ClInclude Include="Directx9\helper\dx_state.h" />
|
||||
<ClInclude Include="Directx9\helper\fbo.h" />
|
||||
<ClInclude Include="Directx9\helper\dx_fbo.h" />
|
||||
<ClInclude Include="Directx9\helper\global.h" />
|
||||
<ClInclude Include="Directx9\PixelShaderGeneratorDX9.h" />
|
||||
<ClInclude Include="Directx9\FramebufferDX9.h" />
|
||||
@ -217,6 +217,7 @@
|
||||
<ClInclude Include="ge_constants.h" />
|
||||
<ClInclude Include="GeDisasm.h" />
|
||||
<ClInclude Include="GLES\DepalettizeShader.h" />
|
||||
<ClInclude Include="GLES\FBO.h" />
|
||||
<ClInclude Include="GLES\FragmentShaderGenerator.h" />
|
||||
<ClInclude Include="GLES\FragmentTestCache.h" />
|
||||
<ClInclude Include="GLES\Framebuffer.h" />
|
||||
@ -278,7 +279,7 @@
|
||||
<ClCompile Include="Directx9\DepalettizeShaderDX9.cpp" />
|
||||
<ClCompile Include="Directx9\GPU_DX9.cpp" />
|
||||
<ClCompile Include="Directx9\helper\dx_state.cpp" />
|
||||
<ClCompile Include="Directx9\helper\fbo.cpp" />
|
||||
<ClCompile Include="Directx9\helper\dx_fbo.cpp" />
|
||||
<ClCompile Include="Directx9\helper\global.cpp" />
|
||||
<ClCompile Include="Directx9\PixelShaderGeneratorDX9.cpp" />
|
||||
<ClCompile Include="Directx9\FramebufferDX9.cpp" />
|
||||
@ -291,6 +292,7 @@
|
||||
<ClCompile Include="Directx9\VertexShaderGeneratorDX9.cpp" />
|
||||
<ClCompile Include="GeDisasm.cpp" />
|
||||
<ClCompile Include="GLES\DepalettizeShader.cpp" />
|
||||
<ClCompile Include="GLES\FBO.cpp" />
|
||||
<ClCompile Include="GLES\FragmentShaderGenerator.cpp" />
|
||||
<ClCompile Include="GLES\FragmentTestCache.cpp" />
|
||||
<ClCompile Include="GLES\Framebuffer.cpp" />
|
||||
|
@ -126,9 +126,6 @@
|
||||
<ClInclude Include="Directx9\helper\dx_state.h">
|
||||
<Filter>DirectX9\helper</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Directx9\helper\fbo.h">
|
||||
<Filter>DirectX9\helper</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Directx9\helper\global.h">
|
||||
<Filter>DirectX9\helper</Filter>
|
||||
</ClInclude>
|
||||
@ -186,6 +183,12 @@
|
||||
<ClInclude Include="GPU.h">
|
||||
<Filter>Common</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GLES\FBO.h">
|
||||
<Filter>GLES</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Directx9\helper\dx_fbo.h">
|
||||
<Filter>DirectX9\helper</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Math3D.cpp">
|
||||
@ -284,9 +287,6 @@
|
||||
<ClCompile Include="Directx9\helper\dx_state.cpp">
|
||||
<Filter>DirectX9\helper</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Directx9\helper\fbo.cpp">
|
||||
<Filter>DirectX9\helper</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Directx9\helper\global.cpp">
|
||||
<Filter>DirectX9\helper</Filter>
|
||||
</ClCompile>
|
||||
@ -359,5 +359,11 @@
|
||||
<ClCompile Include="GPU.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GLES\FBO.cpp">
|
||||
<Filter>GLES</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Directx9\helper\dx_fbo.cpp">
|
||||
<Filter>DirectX9\helper</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -2,10 +2,12 @@
|
||||
#define DEBUGGER_DISPLAYLIST_H
|
||||
|
||||
#include "Core/Debugger/DebugInterface.h"
|
||||
|
||||
#include <QDialog>
|
||||
#include <QTreeWidgetItem>
|
||||
|
||||
#include "GPU/GPUState.h"
|
||||
#include "native/gfx_es2/fbo.h"
|
||||
#include "GPU/GLES/FBO.h"
|
||||
|
||||
class MainWindow;
|
||||
namespace Ui {
|
||||
|
@ -27,6 +27,7 @@ SOURCES += $$P/GPU/GeDisasm.cpp \ # GPU
|
||||
$$P/GPU/GPUState.cpp \
|
||||
$$P/GPU/Math3D.cpp \
|
||||
$$P/GPU/Null/NullGpu.cpp \
|
||||
$$P/GPU/GLES/FBO.cpp \
|
||||
$$P/GPU/GLES/DepalettizeShader.cpp \
|
||||
$$P/GPU/GLES/FragmentShaderGenerator.cpp \
|
||||
$$P/GPU/GLES/FragmentTestCache.cpp \
|
||||
|
@ -25,7 +25,6 @@
|
||||
|
||||
#include "gfx_es2/gpu_features.h"
|
||||
#include "gfx_es2/draw_text.h"
|
||||
#include "gfx_es2/fbo.h"
|
||||
|
||||
#include "input/input_state.h"
|
||||
#include "ui/ui.h"
|
||||
@ -43,6 +42,7 @@
|
||||
#include "Core/System.h"
|
||||
#include "GPU/GPUState.h"
|
||||
#include "GPU/GPUInterface.h"
|
||||
#include "GPU/GLES/FBO.h"
|
||||
#include "GPU/GLES/Framebuffer.h"
|
||||
#include "Core/HLE/sceCtrl.h"
|
||||
#include "Core/HLE/sceDisplay.h"
|
||||
|
@ -3,7 +3,7 @@
|
||||
#include <DxErr.h>
|
||||
|
||||
#include "GPU/Directx9/helper/global.h"
|
||||
#include "GPU/Directx9/helper/fbo.h"
|
||||
#include "GPU/Directx9/helper/dx_fbo.h"
|
||||
|
||||
#include "base/logging.h"
|
||||
#include "util/text/utf8.h"
|
||||
|
@ -170,6 +170,7 @@ EXEC_AND_LIB_FILES := \
|
||||
$(SRC)/GPU/GLES/Framebuffer.cpp \
|
||||
$(SRC)/GPU/GLES/DepalettizeShader.cpp \
|
||||
$(SRC)/GPU/GLES/GLES_GPU.cpp.arm \
|
||||
$(SRC)/GPU/GLES/FBO.cpp \
|
||||
$(SRC)/GPU/GLES/StencilBuffer.cpp.arm \
|
||||
$(SRC)/GPU/GLES/TextureCache.cpp.arm \
|
||||
$(SRC)/GPU/GLES/TransformPipeline.cpp.arm \
|
||||
|
@ -25,7 +25,7 @@
|
||||
#include "base/logging.h"
|
||||
#include "thin3d/d3dx9_loader.h"
|
||||
#include "GPU/Directx9/helper/global.h"
|
||||
#include "GPU/Directx9/helper/fbo.h"
|
||||
#include "GPU/Directx9/helper/dx_fbo.h"
|
||||
#include "file/vfs.h"
|
||||
#include "file/zip_read.h"
|
||||
|
||||
|
@ -18,7 +18,7 @@
|
||||
#include "input/keycodes.h"
|
||||
|
||||
#include "Core/Config.h"
|
||||
#include "gfx_es2/fbo.h"
|
||||
#include "GPU/GLES/FBO.h"
|
||||
|
||||
#define IS_IPAD() ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad)
|
||||
#define IS_IPHONE() ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
|
||||
|
2
native
2
native
@ -1 +1 @@
|
||||
Subproject commit 3f05c8d99031931149a072c64cae51eb5635202b
|
||||
Subproject commit f78c4f6f84a5beea8c82040a1c169512bc857242
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