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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:
Marshall Mohror 2020-07-07 16:45:27 -05:00 committed by GitHub
commit f4e727cc19
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 99 additions and 12 deletions

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@ -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,

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@ -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;

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@ -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;
};