Files
renderdoc/renderdoc/driver/gl/gl_msaa_array_conv.cpp
T
baldurk d289d3ac20 Remove requirement for ARB_sampler_objects
* We just modify the texture sampler parameters temporarily and restoring them
  when we're done
2019-02-13 18:50:54 +00:00

489 lines
18 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2019 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "maths/matrix.h"
#include "gl_driver.h"
#define OPENGL 1
#include "data/glsl/glsl_ubos_cpp.h"
void GLReplay::CopyTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat)
{
WrappedOpenGL &drv = *m_pDriver;
// create temporary texture array, which we'll initialise to be the width/height in same format,
// with the same number of array slices as multi samples.
drv.glGenTextures(1, &destArray);
drv.glBindTexture(eGL_TEXTURE_2D_ARRAY, destArray);
bool failed = false;
if(!failed && !HasExt[ARB_compute_shader])
{
RDCWARN(
"Can't copy multisampled texture to array for serialisation without ARB_compute_shader.");
failed = true;
}
if(!failed && !HasExt[ARB_texture_view])
{
RDCWARN("Can't copy multisampled texture to array for serialisation without ARB_texture_view.");
failed = true;
}
if(!failed && !HasExt[ARB_texture_storage])
{
RDCWARN(
"Can't copy multisampled texture to array for serialisation without ARB_texture_view, and "
"ARB_texture_view requires ARB_texture_storage.");
failed = true;
}
if(failed)
{
// create using the non-storage API which is always available, so the texture is at least valid
// (but with undefined/empty contents).
drv.glTextureImage3DEXT(destArray, eGL_TEXTURE_2D_ARRAY, 0, intFormat, width, height,
arraySize * samples, 0, GetBaseFormat(intFormat),
GetDataType(intFormat), NULL);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
return;
}
// initialise the texture using texture storage, as required for texture views.
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);
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_ARRAY, destArray, fmt, 0, 1, 0, arraySize * samples);
drv.glTextureView(texs[1], eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, srcMS, fmt, 0, 1, 0, arraySize);
drv.glBindImageTexture(2, texs[0], 0, GL_TRUE, 0, eGL_WRITE_ONLY, fmt);
drv.glActiveTexture(eGL_TEXTURE0);
drv.glBindTexture(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[1]);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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.glUseProgram(DebugData.MS2Array);
GLint loc = drv.glGetUniformLocation(DebugData.MS2Array, "mscopy");
if(loc >= 0)
{
drv.glProgramUniform4i(DebugData.MS2Array, 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::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.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
drv.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
drv.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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);
}