Clean up
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@ -61,11 +61,6 @@ RasterizerOpenGL::RasterizerOpenGL()
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"Shadow might not be able to render because of unsupported OpenGL extensions.");
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}
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if (!GLAD_GL_ARB_texture_barrier) {
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LOG_WARNING(Render_OpenGL,
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"ARB_texture_barrier not supported. Some games might produce artifacts.");
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}
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// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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state.clip_distance[0] = true;
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@ -643,10 +638,10 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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uniform_block_data.dirty = true;
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}
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bool need_texture_barrier = false;
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auto CheckBarrier = [&need_texture_barrier, &color_surface](GLuint handle) {
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bool need_duplicate_texture = false;
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auto CheckBarrier = [&need_duplicate_texture, &color_surface](GLuint handle) {
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if (color_surface && color_surface->texture.handle == handle) {
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need_texture_barrier = true;
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need_duplicate_texture = true;
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}
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};
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@ -777,16 +772,28 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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}
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OGLTexture temp_tex;
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if (need_texture_barrier) {
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if (need_duplicate_texture) {
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// The game is trying to use a surface as a texture and framebuffer at the same time
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// which causes unpredictable behavior on the host.
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// Making a copy to sample from eliminates this issue and seems to be fairly cheap.
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temp_tex.Create();
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AllocateSurfaceTexture(temp_tex.handle, GetFormatTuple(color_surface->pixel_format),
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, temp_tex.handle);
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auto [internal_format, format, type] = GetFormatTuple(color_surface->pixel_format);
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ASSERT_MSG(GLAD_GL_ARB_texture_storage, "ARB_texture_storage not supported");
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glTexStorage2D(GL_TEXTURE_2D, color_surface->max_level + 1, internal_format,
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color_surface->GetScaledWidth(), color_surface->GetScaledHeight());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, state.texture_units[0].texture_2d);
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for (std::size_t mip{0}; mip <= color_surface->max_level; ++mip) {
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glCopyImageSubData(color_surface->texture.handle, GL_TEXTURE_2D, mip, 0, 0, 0,
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temp_tex.handle, GL_TEXTURE_2D, mip, 0, 0, 0,
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color_surface->GetScaledWidth() >> mip,
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color_surface->GetScaledHeight() >> mip, 1);
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}
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for (auto& unit : state.texture_units) {
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if (unit.texture_2d == color_surface->texture.handle) {
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unit.texture_2d = temp_tex.handle;
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@ -311,7 +311,7 @@ static constexpr std::array<void (*)(u32, u32, u8*, PAddr, PAddr, PAddr), 18> gl
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};
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// Allocate an uninitialized texture of appropriate size and format for the surface
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void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tuple, u32 width,
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static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tuple, u32 width,
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u32 height) {
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OpenGLState cur_state = OpenGLState::GetCurState();
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@ -339,7 +339,4 @@ struct FormatTuple {
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constexpr FormatTuple tex_tuple = {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE};
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const FormatTuple& GetFormatTuple(SurfaceParams::PixelFormat pixel_format);
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void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tuple, u32 width,
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u32 height);
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} // namespace OpenGL
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