Merge pull request #5420 from citra-emu/xglTextureBarrier
videocore: When an image is the current framebuffer and is sampled, make a copy instead of using glTextureBarrier
This commit is contained in:
commit
f4e727cc19
|
@ -61,11 +61,6 @@ RasterizerOpenGL::RasterizerOpenGL()
|
|||
"Shadow might not be able to render because of unsupported OpenGL extensions.");
|
||||
}
|
||||
|
||||
if (!GLAD_GL_ARB_texture_barrier) {
|
||||
LOG_WARNING(Render_OpenGL,
|
||||
"ARB_texture_barrier not supported. Some games might produce artifacts.");
|
||||
}
|
||||
|
||||
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
|
||||
state.clip_distance[0] = true;
|
||||
|
||||
|
@ -643,10 +638,10 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
|
|||
uniform_block_data.dirty = true;
|
||||
}
|
||||
|
||||
bool need_texture_barrier = false;
|
||||
auto CheckBarrier = [&need_texture_barrier, &color_surface](GLuint handle) {
|
||||
bool need_duplicate_texture = false;
|
||||
auto CheckBarrier = [&need_duplicate_texture, &color_surface](GLuint handle) {
|
||||
if (color_surface && color_surface->texture.handle == handle) {
|
||||
need_texture_barrier = true;
|
||||
need_duplicate_texture = true;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -776,6 +771,43 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
|
|||
}
|
||||
}
|
||||
|
||||
OGLTexture temp_tex;
|
||||
if (need_duplicate_texture) {
|
||||
// The game is trying to use a surface as a texture and framebuffer at the same time
|
||||
// which causes unpredictable behavior on the host.
|
||||
// Making a copy to sample from eliminates this issue and seems to be fairly cheap.
|
||||
temp_tex.Create();
|
||||
glBindTexture(GL_TEXTURE_2D, temp_tex.handle);
|
||||
auto [internal_format, format, type] = GetFormatTuple(color_surface->pixel_format);
|
||||
OGLTexture::Allocate(GL_TEXTURE_2D, color_surface->max_level + 1, internal_format, format,
|
||||
type, color_surface->GetScaledWidth(),
|
||||
color_surface->GetScaledHeight());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glBindTexture(GL_TEXTURE_2D, state.texture_units[0].texture_2d);
|
||||
|
||||
for (std::size_t level{0}; level <= color_surface->max_level; ++level) {
|
||||
glCopyImageSubData(color_surface->texture.handle, GL_TEXTURE_2D, level, 0, 0, 0,
|
||||
temp_tex.handle, GL_TEXTURE_2D, level, 0, 0, 0,
|
||||
color_surface->GetScaledWidth() >> level,
|
||||
color_surface->GetScaledHeight() >> level, 1);
|
||||
}
|
||||
|
||||
for (auto& unit : state.texture_units) {
|
||||
if (unit.texture_2d == color_surface->texture.handle) {
|
||||
unit.texture_2d = temp_tex.handle;
|
||||
}
|
||||
}
|
||||
for (auto shadow_unit : {&state.image_shadow_texture_nx, &state.image_shadow_texture_ny,
|
||||
&state.image_shadow_texture_nz, &state.image_shadow_texture_px,
|
||||
&state.image_shadow_texture_py, &state.image_shadow_texture_pz}) {
|
||||
if (*shadow_unit == color_surface->texture.handle) {
|
||||
*shadow_unit = temp_tex.handle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Sync and bind the shader
|
||||
if (shader_dirty) {
|
||||
SetShader();
|
||||
|
@ -850,10 +882,6 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
|
|||
GL_TEXTURE_UPDATE_BARRIER_BIT | GL_FRAMEBUFFER_BARRIER_BIT);
|
||||
}
|
||||
|
||||
if (need_texture_barrier && GLAD_GL_ARB_texture_barrier) {
|
||||
glTextureBarrier();
|
||||
}
|
||||
|
||||
// Mark framebuffer surfaces as dirty
|
||||
Common::Rectangle<u32> draw_rect_unscaled{draw_rect.left / res_scale, draw_rect.top / res_scale,
|
||||
draw_rect.right / res_scale,
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_util.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/gl_vars.h"
|
||||
|
||||
MICROPROFILE_DEFINE(OpenGL_ResourceCreation, "OpenGL", "Resource Creation", MP_RGB(128, 128, 192));
|
||||
MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_RGB(128, 128, 192));
|
||||
|
@ -51,6 +52,61 @@ void OGLTexture::Release() {
|
|||
handle = 0;
|
||||
}
|
||||
|
||||
void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLenum format,
|
||||
GLenum type, GLsizei width, GLsizei height, GLsizei depth) {
|
||||
const bool tex_storage = GLAD_GL_ARB_texture_storage || GLES;
|
||||
|
||||
switch (target) {
|
||||
case GL_TEXTURE_1D:
|
||||
case GL_TEXTURE:
|
||||
if (tex_storage) {
|
||||
glTexStorage1D(target, levels, internalformat, width);
|
||||
} else {
|
||||
for (GLsizei level{0}; level < levels; ++level) {
|
||||
glTexImage1D(target, level, internalformat, width, 0, format, type, nullptr);
|
||||
width >>= 1;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GL_TEXTURE_2D:
|
||||
case GL_TEXTURE_1D_ARRAY:
|
||||
case GL_TEXTURE_RECTANGLE:
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
if (tex_storage) {
|
||||
glTexStorage2D(target, levels, internalformat, width, height);
|
||||
} else {
|
||||
for (GLsizei level{0}; level < levels; ++level) {
|
||||
glTexImage2D(target, level, internalformat, width, height, 0, format, type,
|
||||
nullptr);
|
||||
width >>= 1;
|
||||
if (target != GL_TEXTURE_1D_ARRAY)
|
||||
height >>= 1;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GL_TEXTURE_3D:
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
if (tex_storage) {
|
||||
glTexStorage3D(target, levels, internalformat, width, height, depth);
|
||||
} else {
|
||||
for (GLsizei level{0}; level < levels; ++level) {
|
||||
glTexImage3D(target, level, internalformat, width, height, depth, 0, format, type,
|
||||
nullptr);
|
||||
}
|
||||
width >>= 1;
|
||||
height >>= 1;
|
||||
if (target == GL_TEXTURE_3D)
|
||||
depth >>= 1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (!tex_storage) {
|
||||
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels - 1);
|
||||
}
|
||||
}
|
||||
|
||||
void OGLSampler::Create() {
|
||||
if (handle != 0)
|
||||
return;
|
||||
|
|
|
@ -59,6 +59,9 @@ public:
|
|||
/// Deletes the internal OpenGL resource
|
||||
void Release();
|
||||
|
||||
static void Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLenum format,
|
||||
GLenum type, GLsizei width, GLsizei height = 1, GLsizei depth = 1);
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue