extract OGL::FramebufferManager::BindLayeredTexture

This commit is contained in:
Michael Maltese 2017-03-09 14:55:31 -08:00
parent 69cedf4144
commit 56fe938366
2 changed files with 18 additions and 25 deletions

View File

@ -88,6 +88,17 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
return texture;
}
void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers, GLenum attachment, GLenum texture_type)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[0]);
FramebufferTexture(GL_FRAMEBUFFER, attachment, texture_type, texture, 0);
// Bind all the other layers as separate FBOs for blitting.
for (unsigned int i = 1; i < m_EFBLayers; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, i);
}
}
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
m_xfbFramebuffer = 0;
@ -145,23 +156,13 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Bind resolved textures to resolved framebuffer.
glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[0]);
FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolvedType, m_resolvedColorTexture,
0);
FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resolvedType, m_resolvedDepthTexture,
0);
// Bind all the other layers as separate FBOs for blitting.
for (unsigned int i = 1; i < m_EFBLayers; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0, i);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0, i);
}
BindLayeredTexture(m_resolvedColorTexture, m_resolvedFramebuffer, GL_COLOR_ATTACHMENT0, resolvedType);
BindLayeredTexture(m_resolvedDepthTexture, m_resolvedFramebuffer, GL_DEPTH_ATTACHMENT, resolvedType);
}
m_efbColor = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
m_efbDepth = CreateTexture(m_textureType, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT);
m_efbDepth = CreateTexture(m_textureType, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
m_efbColorSwap = CreateTexture(m_textureType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
// Create XFB framebuffer; targets will be created elsewhere.
@ -169,17 +170,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Bind target textures to EFB framebuffer.
glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
// Bind all the other layers as separate FBOs for blitting.
for (unsigned int i = 1; i < m_EFBLayers; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[i]);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0, i);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i);
}
BindLayeredTexture(m_efbColor, m_efbFramebuffer, GL_COLOR_ATTACHMENT0, m_textureType);
BindLayeredTexture(m_efbDepth, m_efbFramebuffer, GL_DEPTH_ATTACHMENT, m_textureType);
// EFB framebuffer is currently bound, make sure to clear it before use.
glViewport(0, 0, m_targetWidth, m_targetHeight);

View File

@ -104,6 +104,7 @@ public:
private:
GLuint CreateTexture(GLenum texture_type, GLenum internal_format, GLenum pixel_format,
GLenum data_type);
void BindLayeredTexture(GLuint texture, const std::vector<GLuint>& framebuffers, GLenum attachment, GLenum texture_type);
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
unsigned int target_height,
unsigned int layers) override;