Implement proxied MSAA texture contents on OpenGL

This commit is contained in:
baldurk
2018-08-01 17:29:39 +01:00
parent 05a9318dc9
commit a82c7a10d3
8 changed files with 435 additions and 35 deletions
+11 -11
View File
@@ -35,23 +35,23 @@ layout(binding = 2) writeonly uniform uimage2DMSArray dstMS;
layout(push_constant) uniform multisamplePush
{
int numMultiSamples;
int currentSample;
int currentSlice;
int sampleOffset;
int sliceOffset;
uint currentStencil;
} mscopy;
#define numMultiSamples (mscopy.numMultiSamples)
#define currentSample (mscopy.currentSample)
#define currentSlice (mscopy.currentSlice)
#define sampleOffset (mscopy.sampleOffset)
#define sliceOffset (mscopy.sliceOffset)
#define currentStencil (mscopy.currentStencil)
#else
uniform uvec4 mscopy;
uniform ivec4 mscopy;
#define numMultiSamples (int(mscopy.x))
#define currentSample (mscopy.y)
#define currentSlice (mscopy.z)
#define numMultiSamples (mscopy.x)
#define sampleOffset (mscopy.y)
#define sliceOffset (mscopy.z)
#define currentStencil (mscopy.w)
#endif
@@ -60,10 +60,10 @@ void main()
{
uvec3 id = gl_GlobalInvocationID;
int slice = int(id.z / numMultiSamples);
int sampleIdx = int(id.z % numMultiSamples);
int slice = sliceOffset + int(id.z / numMultiSamples);
int sampleIdx = sampleOffset + int(id.z % numMultiSamples);
uvec4 data = texelFetch(srcArray, ivec3(int(id.x), int(id.y), int(id.z)), 0);
uvec4 data = texelFetch(srcArray, ivec3(int(id.x), int(id.y), slice * numMultiSamples + sampleIdx), 0);
imageStore(dstMS, ivec3(int(id.x), int(id.y), slice), sampleIdx, data);
}
+6 -4
View File
@@ -22,6 +22,8 @@
* THE SOFTWARE.
******************************************************************************/
//#extension_nongles GL_ARB_sample_shading : require
layout(binding = 0) uniform sampler2DArray srcDepthArray;
layout(binding = 1) uniform usampler2DArray srcStencilArray;
// binding = 2 used as an image in the colour copy compute shaders
@@ -43,12 +45,12 @@ layout(push_constant) uniform multisamplePush
#else
uniform uvec4 mscopy;
uniform ivec4 mscopy;
#define numMultiSamples (int(mscopy.x))
#define numMultiSamples (mscopy.x)
#define currentSample (mscopy.y)
#define currentSlice (mscopy.z)
#define currentStencil (mscopy.w)
#define currentStencil (uint(mscopy.w))
#endif
@@ -56,7 +58,7 @@ void main()
{
ivec3 srcCoord = ivec3(int(gl_FragCoord.x), int(gl_FragCoord.y), currentSlice*numMultiSamples + gl_SampleID);
if(currentStencil < 256)
if(currentStencil < 256u)
{
uint stencil = texelFetch(srcStencilArray, srcCoord, 0).x;
+6 -4
View File
@@ -21,6 +21,8 @@
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
//#extension_nongles GL_ARB_sample_shading : require
layout(binding = 0) uniform sampler2DMSArray srcDepthMS;
layout(binding = 1) uniform usampler2DMSArray srcStencilMS;
@@ -43,12 +45,12 @@ layout(push_constant) uniform multisamplePush
#else
uniform uvec4 mscopy;
uniform ivec4 mscopy;
#define numMultiSamples (int(mscopy.x))
#define numMultiSamples (mscopy.x)
#define currentSample (mscopy.y)
#define currentSlice (mscopy.z)
#define currentStencil (mscopy.w)
#define currentStencil (uint(mscopy.w))
#endif
@@ -56,7 +58,7 @@ void main()
{
ivec3 srcCoord = ivec3(int(gl_FragCoord.x), int(gl_FragCoord.y), currentSlice);
if(currentStencil < 256)
if(currentStencil < 256u)
{
uint stencil = texelFetch(srcStencilMS, srcCoord, currentSample).x;
+2 -2
View File
@@ -48,9 +48,9 @@ layout(push_constant) uniform multisamplePush
#else
uniform uvec4 mscopy;
uniform ivec4 mscopy;
#define numMultiSamples (int(mscopy.x))
#define numMultiSamples (mscopy.x)
#define currentSample (mscopy.y)
#define currentSlice (mscopy.z)
#define currentStencil (mscopy.w)
+14
View File
@@ -522,6 +522,17 @@ void GLReplay::InitDebugData()
"GL_ARB_compute_shader not supported, disabling 2DMS save/load.");
}
if(glesShadersAreComplete && HasExt[ARB_texture_multisample])
{
GenerateGLSLShader(vs, shaderType, "", GetEmbeddedResource(glsl_blit_vert), glslBaseVer);
GenerateGLSLShader(fs, shaderType, "", GetEmbeddedResource(glsl_depthms2arr_frag), glslBaseVer);
DebugData.DepthMS2Array = CreateShaderProgram(vs, fs);
GenerateGLSLShader(fs, shaderType, "", GetEmbeddedResource(glsl_deptharr2ms_frag), glslBaseVer);
DebugData.DepthArray2MS = CreateShaderProgram(vs, fs);
}
if(glesShadersAreComplete && HasExt[ARB_compute_shader])
{
string defines =
@@ -806,6 +817,9 @@ void GLReplay::DeleteDebugData()
drv.glDeleteProgram(DebugData.Array2MS);
drv.glDeleteProgram(DebugData.MS2Array);
drv.glDeleteProgram(DebugData.DepthArray2MS);
drv.glDeleteProgram(DebugData.DepthMS2Array);
drv.glDeleteBuffers(1, &DebugData.minmaxTileResult);
drv.glDeleteBuffers(1, &DebugData.minmaxResult);
drv.glDeleteBuffers(1, &DebugData.histogramBuf);
+341 -1
View File
@@ -76,6 +76,14 @@ void GLReplay::CopyTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLint width,
drv.glTextureStorage3DEXT(destArray, eGL_TEXTURE_2D_ARRAY, 1, intFormat, width, height,
arraySize * samples);
if(IsDepthStencilFormat(intFormat))
{
CopyDepthTex2DMSToArray(destArray, srcMS, width, height, arraySize, samples, intFormat);
return;
}
GLMarkerRegion renderoverlay("CopyTex2DMSToArray");
GLRenderState rs;
rs.FetchState(m_pDriver);
@@ -118,7 +126,7 @@ void GLReplay::CopyTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLint width,
GLint loc = drv.glGetUniformLocation(DebugData.MS2Array, "mscopy");
if(loc >= 0)
{
drv.glProgramUniform4ui(DebugData.MS2Array, loc, samples, 0, 0, 0);
drv.glProgramUniform4i(DebugData.MS2Array, loc, samples, 0, 0, 0);
drv.glDispatchCompute((GLuint)width, (GLuint)height, GLuint(arraySize * samples));
}
@@ -128,3 +136,335 @@ void GLReplay::CopyTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLint width,
rs.ApplyState(m_pDriver);
}
void GLReplay::CopyDepthTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat)
{
GLMarkerRegion renderoverlay("CopyDepthTex2DMSToArray");
WrappedOpenGL &drv = *m_pDriver;
GLRenderState rs;
rs.FetchState(m_pDriver);
GLuint texs[3];
drv.glGenTextures(3, texs);
drv.glTextureView(texs[0], eGL_TEXTURE_2D_ARRAY, destArray, intFormat, 0, 1, 0,
arraySize * samples);
drv.glTextureView(texs[1], eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, srcMS, intFormat, 0, 1, 0, arraySize);
drv.glTextureView(texs[2], eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, srcMS, intFormat, 0, 1, 0, arraySize);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_BASE_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
GLuint fbo = 0;
drv.glGenFramebuffers(1, &fbo);
drv.glBindFramebuffer(eGL_FRAMEBUFFER, fbo);
drv.glDrawBuffers(0, NULL);
drv.glUseProgram(DebugData.DepthMS2Array);
drv.glViewport(0, 0, width, height);
drv.glDisable(eGL_CULL_FACE);
drv.glDisable(eGL_BLEND);
drv.glDisable(eGL_SCISSOR_TEST);
if(!IsGLES)
drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_FILL);
drv.glEnable(eGL_DEPTH_TEST);
drv.glEnable(eGL_STENCIL_TEST);
drv.glDepthFunc(eGL_ALWAYS);
drv.glDepthMask(GL_TRUE);
drv.glStencilOp(eGL_REPLACE, eGL_REPLACE, eGL_REPLACE);
drv.glStencilMask(0xff);
uint32_t numStencil = 1;
GLenum attach = eGL_DEPTH_ATTACHMENT;
switch(GetBaseFormat(intFormat))
{
case eGL_DEPTH_STENCIL:
numStencil = 256;
attach = eGL_DEPTH_STENCIL_ATTACHMENT;
break;
case eGL_DEPTH:
numStencil = 1;
attach = eGL_DEPTH_ATTACHMENT;
break;
case eGL_STENCIL:
numStencil = 256;
attach = eGL_STENCIL_ATTACHMENT;
break;
default: RDCERR("Unexpected base format! %s", ToStr(intFormat).c_str()); break;
}
if(attach == eGL_DEPTH_STENCIL_ATTACHMENT || attach == eGL_DEPTH_ATTACHMENT)
{
// depth aspect
drv.glActiveTexture(eGL_TEXTURE0);
drv.glBindTexture(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[1]);
drv.glBindSampler(0, DebugData.pointNoMipSampler);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_BASE_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_DEPTH_STENCIL_TEXTURE_MODE,
eGL_DEPTH_COMPONENT);
}
if(numStencil > 1)
{
// stencil aspect
drv.glActiveTexture(eGL_TEXTURE1);
drv.glBindTexture(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[2]);
drv.glBindSampler(1, DebugData.pointNoMipSampler);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_BASE_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_DEPTH_STENCIL_TEXTURE_MODE,
eGL_STENCIL_INDEX);
}
GLint loc = drv.glGetUniformLocation(DebugData.DepthMS2Array, "mscopy");
if(loc >= 0)
{
for(GLint i = 0; i < arraySize * samples; i++)
{
drv.glFramebufferTextureLayer(eGL_DRAW_FRAMEBUFFER, attach, texs[0], 0, i);
for(uint32_t s = 0; s < numStencil; s++)
{
uint32_t currentStencil = numStencil == 1 ? 1000 : s;
drv.glStencilFunc(eGL_ALWAYS, int(s), 0xff);
drv.glProgramUniform4i(DebugData.DepthMS2Array, loc, samples, i % samples, i / samples,
currentStencil);
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
}
}
}
drv.glDeleteFramebuffers(1, &fbo);
drv.glDeleteTextures(3, texs);
rs.ApplyState(m_pDriver);
}
void GLReplay::CopyArrayToTex2DMS(GLuint destMS, GLuint srcArray, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat,
uint32_t selectedSlice)
{
WrappedOpenGL &drv = *m_pDriver;
if(!HasExt[ARB_compute_shader])
{
RDCWARN(
"Can't copy array to multisampled texture for serialisation without ARB_compute_shader.");
return;
}
if(!HasExt[ARB_texture_view])
{
RDCWARN("Can't copy array to multisampled texture for serialisation without ARB_texture_view.");
return;
}
if(!HasExt[ARB_texture_storage])
{
RDCWARN(
"Can't copy array to multisampled texture for serialisation without ARB_texture_view, and "
"ARB_texture_view requires ARB_texture_storage.");
return;
}
if(IsDepthStencilFormat(intFormat))
{
CopyDepthArrayToTex2DMS(destMS, srcArray, width, height, arraySize, samples, intFormat,
selectedSlice);
return;
}
GLMarkerRegion renderoverlay("CopyArrayToTex2DMS");
bool singleSliceMode = (selectedSlice != ~0U);
GLRenderState rs;
rs.FetchState(m_pDriver);
GLenum viewClass;
drv.glGetInternalformativ(eGL_TEXTURE_2D_ARRAY, intFormat, eGL_VIEW_COMPATIBILITY_CLASS,
sizeof(GLenum), (GLint *)&viewClass);
GLenum fmt = eGL_R32UI;
if(viewClass == eGL_VIEW_CLASS_8_BITS)
fmt = eGL_R8UI;
else if(viewClass == eGL_VIEW_CLASS_16_BITS)
fmt = eGL_R16UI;
else if(viewClass == eGL_VIEW_CLASS_24_BITS)
fmt = eGL_RGB8UI;
else if(viewClass == eGL_VIEW_CLASS_32_BITS)
fmt = eGL_RGBA8UI;
else if(viewClass == eGL_VIEW_CLASS_48_BITS)
fmt = eGL_RGB16UI;
else if(viewClass == eGL_VIEW_CLASS_64_BITS)
fmt = eGL_RG32UI;
else if(viewClass == eGL_VIEW_CLASS_96_BITS)
fmt = eGL_RGB32UI;
else if(viewClass == eGL_VIEW_CLASS_128_BITS)
fmt = eGL_RGBA32UI;
GLuint texs[2];
drv.glGenTextures(2, texs);
drv.glTextureView(texs[0], eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, destMS, fmt, 0, 1, 0, arraySize);
drv.glTextureView(texs[1], eGL_TEXTURE_2D_ARRAY, srcArray, fmt, 0, 1, 0, arraySize * samples);
drv.glBindImageTexture(2, texs[0], 0, GL_TRUE, 0, eGL_WRITE_ONLY, fmt);
drv.glActiveTexture(eGL_TEXTURE0);
drv.glBindTexture(eGL_TEXTURE_2D_ARRAY, texs[1]);
drv.glBindSampler(0, DebugData.pointNoMipSampler);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_BASE_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
drv.glUseProgram(DebugData.Array2MS);
GLint loc = drv.glGetUniformLocation(DebugData.Array2MS, "mscopy");
if(loc >= 0)
{
if(singleSliceMode)
{
GLint sampleOffset = (selectedSlice % samples);
GLint sliceOffset = (selectedSlice / samples);
drv.glProgramUniform4i(DebugData.Array2MS, loc, samples, sampleOffset, sliceOffset, 0);
drv.glDispatchCompute((GLuint)width, (GLuint)height, 1);
}
else
{
drv.glProgramUniform4i(DebugData.Array2MS, loc, samples, 0, 0, 0);
drv.glDispatchCompute((GLuint)width, (GLuint)height, GLuint(arraySize * samples));
}
}
drv.glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
drv.glDeleteTextures(2, texs);
rs.ApplyState(m_pDriver);
}
void GLReplay::CopyDepthArrayToTex2DMS(GLuint destMS, GLuint srcArray, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat,
uint32_t selectedSlice)
{
GLMarkerRegion renderoverlay("CopyDepthArrayToTex2DMS");
bool singleSliceMode = (selectedSlice != ~0U);
WrappedOpenGL &drv = *m_pDriver;
GLRenderState rs;
rs.FetchState(m_pDriver);
GLuint texs[3];
drv.glGenTextures(3, texs);
drv.glTextureView(texs[0], eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, destMS, intFormat, 0, 1, 0, arraySize);
drv.glTextureView(texs[1], eGL_TEXTURE_2D_ARRAY, srcArray, intFormat, 0, 1, 0, arraySize * samples);
drv.glTextureView(texs[2], eGL_TEXTURE_2D_ARRAY, srcArray, intFormat, 0, 1, 0, arraySize * samples);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_BASE_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
GLuint fbo = 0;
drv.glGenFramebuffers(1, &fbo);
drv.glBindFramebuffer(eGL_FRAMEBUFFER, fbo);
drv.glDrawBuffers(0, NULL);
drv.glUseProgram(DebugData.DepthArray2MS);
drv.glViewport(0, 0, width, height);
drv.glDisable(eGL_CULL_FACE);
drv.glDisable(eGL_BLEND);
drv.glDisable(eGL_SCISSOR_TEST);
if(!IsGLES)
drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_FILL);
drv.glEnable(eGL_DEPTH_TEST);
drv.glEnable(eGL_STENCIL_TEST);
drv.glDepthFunc(eGL_ALWAYS);
drv.glDepthMask(GL_TRUE);
drv.glEnable(eGL_SAMPLE_SHADING);
drv.glEnable(eGL_SAMPLE_MASK);
drv.glStencilOp(eGL_REPLACE, eGL_REPLACE, eGL_REPLACE);
drv.glStencilMask(0xff);
uint32_t numStencil = 1;
GLenum attach = eGL_DEPTH_ATTACHMENT;
switch(GetBaseFormat(intFormat))
{
case eGL_DEPTH_STENCIL:
numStencil = 256;
attach = eGL_DEPTH_STENCIL_ATTACHMENT;
break;
case eGL_DEPTH:
numStencil = 1;
attach = eGL_DEPTH_ATTACHMENT;
break;
case eGL_STENCIL:
numStencil = 256;
attach = eGL_STENCIL_ATTACHMENT;
break;
default: RDCERR("Unexpected base format! %s", ToStr(intFormat).c_str()); break;
}
if(attach == eGL_DEPTH_STENCIL_ATTACHMENT || attach == eGL_DEPTH_ATTACHMENT)
{
// depth aspect
drv.glActiveTexture(eGL_TEXTURE0);
drv.glBindTexture(eGL_TEXTURE_2D_ARRAY, texs[1]);
drv.glBindSampler(0, DebugData.pointNoMipSampler);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_BASE_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_DEPTH_STENCIL_TEXTURE_MODE, eGL_DEPTH_COMPONENT);
}
if(numStencil > 1)
{
// stencil aspect
drv.glActiveTexture(eGL_TEXTURE1);
drv.glBindTexture(eGL_TEXTURE_2D_ARRAY, texs[2]);
drv.glBindSampler(1, DebugData.pointNoMipSampler);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_BASE_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_DEPTH_STENCIL_TEXTURE_MODE, eGL_STENCIL_INDEX);
}
GLint loc = drv.glGetUniformLocation(DebugData.DepthArray2MS, "mscopy");
if(loc >= 0)
{
for(GLint i = 0; i < arraySize; i++)
{
if(singleSliceMode)
{
i = selectedSlice / samples;
drv.glSampleMaski(0, 1U << (selectedSlice % samples));
}
drv.glFramebufferTextureLayer(eGL_DRAW_FRAMEBUFFER, attach, texs[0], 0, i);
for(uint32_t s = 0; s < numStencil; s++)
{
uint32_t currentStencil = numStencil == 1 ? 1000 : s;
drv.glStencilFunc(eGL_ALWAYS, int(s), 0xff);
drv.glProgramUniform4i(DebugData.DepthArray2MS, loc, samples, 0, i, currentStencil);
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
}
if(singleSliceMode)
break;
}
}
drv.glDeleteFramebuffers(1, &fbo);
drv.glDeleteTextures(3, texs);
rs.ApplyState(m_pDriver);
}
+48 -12
View File
@@ -3031,13 +3031,9 @@ void GLReplay::SetProxyTextureData(ResourceId texid, uint32_t arrayIdx, uint32_t
drv.glCompressedTextureSubImage2DEXT(tex, target, (GLint)mip, 0, 0, width, height, fmt,
(GLsizei)dataSize, data);
}
else if(target == eGL_TEXTURE_2D_MULTISAMPLE)
else if(target == eGL_TEXTURE_2D_MULTISAMPLE || target == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
RDCUNIMPLEMENTED("multisampled proxy textures");
}
else if(target == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
RDCUNIMPLEMENTED("multisampled proxy textures");
RDCERR("Unexpected compressed MSAA texture!");
}
}
else
@@ -3089,13 +3085,53 @@ void GLReplay::SetProxyTextureData(ResourceId texid, uint32_t arrayIdx, uint32_t
drv.glTextureSubImage2DEXT(tex, target, (GLint)mip, 0, 0, width, height, baseformat, datatype,
data);
}
else if(target == eGL_TEXTURE_2D_MULTISAMPLE)
else if(target == eGL_TEXTURE_2D_MULTISAMPLE || target == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
RDCUNIMPLEMENTED("multisampled proxy textures");
}
else if(target == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
RDCUNIMPLEMENTED("multisampled proxy textures");
// create a temporary 2D array texture to upload the data to. Must use TexStorage to allow
// texture views inside CopyArrayToTex2DMS
GLuint uploadTex = 0;
drv.glGenTextures(1, &uploadTex);
drv.glBindTexture(eGL_TEXTURE_2D_ARRAY, uploadTex);
drv.glTextureStorage3DEXT(uploadTex, eGL_TEXTURE_2D_ARRAY, 1, texdetails.internalFormat,
width, height, texdetails.samples * RDCMAX(1, texdetails.depth));
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
// packed D24S8 is expected the wrong way around from comes in, so we re-swizzle it here
if(texdetails.internalFormat == eGL_DEPTH24_STENCIL8)
{
const uint32_t *srcptr = (const uint32_t *)data;
bytebuf swizzled;
swizzled.resize(dataSize);
uint32_t *dstptr = (uint32_t *)swizzled.data();
for(GLsizei y = 0; y < height; y++)
{
for(GLsizei x = 0; x < width; x++)
{
const uint32_t val = *srcptr;
*dstptr = (val << 8) | ((val & 0xff000000) >> 24);
srcptr++;
dstptr++;
}
}
// upload the data to the given slice
drv.glTextureSubImage3DEXT(uploadTex, eGL_TEXTURE_2D_ARRAY, 0, 0, 0, (GLint)arrayIdx, width,
height, 1, baseformat, datatype, swizzled.data());
}
else
{
// upload the data to the given slice
drv.glTextureSubImage3DEXT(uploadTex, eGL_TEXTURE_2D_ARRAY, 0, 0, 0, (GLint)arrayIdx, width,
height, 1, baseformat, datatype, data);
}
// copy this slice into the 2D MSAA texture
CopyArrayToTex2DMS(tex, uploadTex, width, height, 1, texdetails.samples,
texdetails.internalFormat, arrayIdx);
// delete the temporary texture
drv.glDeleteTextures(1, &uploadTex);
}
}
}
+7 -1
View File
@@ -245,9 +245,14 @@ private:
void CreateOverlayProgram(GLuint Program, GLuint Pipeline, GLuint fragShader);
void CopyArrayToTex2DMS(GLuint destMS, GLuint srcArray, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat);
GLint arraySize, GLint samples, GLenum intFormat, uint32_t selectedSlice);
void CopyTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat);
void CopyDepthArrayToTex2DMS(GLuint destMS, GLuint srcArray, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat,
uint32_t selectedSlice);
void CopyDepthTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat);
struct OutputWindow : public GLWindowingData
{
@@ -317,6 +322,7 @@ private:
GLuint pickResultBuf;
GLuint MS2Array, Array2MS;
GLuint DepthMS2Array, DepthArray2MS;
GLuint pointSampler;
GLuint pointNoMipSampler;