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renderdoc/renderdoc/driver/gl/gl_msaa_array_conv.cpp
T

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20 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 "data/glsl_shaders.h"
#include "maths/matrix.h"
#include "gl_driver.h"
#define OPENGL 1
#include "data/glsl/glsl_ubos_cpp.h"
void WrappedOpenGL::ArrayMSPrograms::Create()
{
std::string cs, vs, fs;
ShaderType shaderType;
int glslVersion;
int glslBaseVer;
int glslCSVer; // compute shader
GetGLSLVersions(shaderType, glslVersion, glslBaseVer, glslCSVer);
if(HasExt[ARB_compute_shader] && HasExt[ARB_shader_image_load_store] &&
HasExt[ARB_texture_multisample])
{
cs = GenerateGLSLShader(GetEmbeddedResource(glsl_ms2array_comp), shaderType, glslCSVer);
MS2Array = CreateCShaderProgram(cs);
// GLES doesn't have multisampled image load/store even with any extension
Array2MS = 0;
if(!IsGLES)
{
cs = GenerateGLSLShader(GetEmbeddedResource(glsl_array2ms_comp), shaderType, glslCSVer);
Array2MS = CreateCShaderProgram(cs);
}
}
else
{
MS2Array = 0;
Array2MS = 0;
RDCWARN(
"GL_ARB_compute_shader or ARB_shader_image_load_store or ARB_texture_multisample not "
"supported, disabling 2DMS save/load.");
}
DepthArray2MS = DepthMS2Array = 0;
if(HasExt[ARB_texture_multisample])
{
GLuint prevProg = 0;
GL.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint *)&prevProg);
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_depthms2arr_frag), shaderType, glslBaseVer);
DepthMS2Array = CreateShaderProgram(vs, fs);
GL.glUseProgram(DepthMS2Array);
GL.glUniform1i(GL.glGetUniformLocation(DepthMS2Array, "srcDepthMS"), 0);
GL.glUniform1i(GL.glGetUniformLocation(DepthMS2Array, "srcStencilMS"), 1);
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_deptharr2ms_frag), shaderType, glslBaseVer);
DepthArray2MS = CreateShaderProgram(vs, fs);
GL.glUseProgram(DepthArray2MS);
GL.glUniform1i(GL.glGetUniformLocation(DepthArray2MS, "srcDepthArray"), 0);
GL.glUniform1i(GL.glGetUniformLocation(DepthArray2MS, "srcStencilArray"), 1);
GL.glUseProgram(prevProg);
}
else
{
MS2Array = 0;
Array2MS = 0;
RDCWARN("GL_ARB_texture_multisample not supported, disabling 2DMS depth-stencil save/load.");
}
}
void WrappedOpenGL::ArrayMSPrograms::Destroy()
{
if(MS2Array)
GL.glDeleteProgram(MS2Array);
if(Array2MS)
GL.glDeleteProgram(Array2MS);
if(DepthMS2Array)
GL.glDeleteProgram(DepthMS2Array);
if(DepthArray2MS)
GL.glDeleteProgram(DepthArray2MS);
}
void WrappedOpenGL::CopyTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat)
{
const ArrayMSPrograms &arrms = GetArrayMS();
intFormat = GetSizedFormat(intFormat);
// 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.
GL.glGenTextures(1, &destArray);
GL.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(!arrms.MS2Array || (IsDepthStencilFormat(intFormat) && !arrms.DepthMS2Array))
{
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).
GL.glTextureImage3DEXT(destArray, eGL_TEXTURE_2D_ARRAY, 0, intFormat, width, height,
arraySize * samples, 0, GetBaseFormat(intFormat), GetDataType(intFormat),
NULL);
GL.glTexParameteri(eGL_TEXTURE_2D_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
return;
}
// initialise the texture using texture storage, as required for texture views.
GL.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(this);
GLenum viewClass;
GL.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_64_BITS)
fmt = eGL_RG32UI;
else if(viewClass == eGL_VIEW_CLASS_128_BITS)
fmt = eGL_RGBA32UI;
else
return;
GLuint texs[2];
GL.glGenTextures(2, texs);
GL.glTextureView(texs[0], eGL_TEXTURE_2D_ARRAY, destArray, fmt, 0, 1, 0, arraySize * samples);
GL.glTextureView(texs[1], eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, srcMS, fmt, 0, 1, 0, arraySize);
GL.glBindImageTexture(2, texs[0], 0, GL_TRUE, 0, eGL_WRITE_ONLY, fmt);
GL.glActiveTexture(eGL_TEXTURE0);
GL.glBindTexture(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[1]);
GL.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_BASE_LEVEL, 0);
GL.glTexParameteri(eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, eGL_TEXTURE_MAX_LEVEL, 0);
GL.glUseProgram(arrms.MS2Array);
GLint loc = GL.glGetUniformLocation(arrms.MS2Array, "mscopy");
if(loc >= 0)
{
GL.glProgramUniform4i(arrms.MS2Array, loc, samples, 0, 0, 0);
GL.glDispatchCompute((GLuint)width, (GLuint)height, GLuint(arraySize * samples));
}
GL.glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
GL.glDeleteTextures(2, texs);
rs.ApplyState(this);
}
void WrappedOpenGL::CopyDepthTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLint width,
GLint height, GLint arraySize, GLint samples,
GLenum intFormat)
{
GLMarkerRegion renderoverlay("CopyDepthTex2DMSToArray");
WrappedOpenGL &drv = *this;
const ArrayMSPrograms &arrms = GetArrayMS();
GLRenderState rs;
rs.FetchState(this);
GLuint vao = 0;
drv.glGenVertexArrays(1, &vao);
drv.glBindVertexArray(vao);
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(arrms.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_COMPONENT:
numStencil = 1;
attach = eGL_DEPTH_ATTACHMENT;
break;
case eGL_STENCIL_INDEX:
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(arrms.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(arrms.DepthMS2Array, loc, samples, i % samples, i / samples,
currentStencil);
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
}
}
}
rs.ApplyState(this);
drv.glDeleteVertexArrays(1, &vao);
drv.glDeleteFramebuffers(1, &fbo);
drv.glDeleteTextures(3, texs);
}
void WrappedOpenGL::CopyArrayToTex2DMS(GLuint destMS, GLuint srcArray, GLint width, GLint height,
GLint arraySize, GLint samples, GLenum intFormat,
uint32_t selectedSlice)
{
WrappedOpenGL &drv = *this;
intFormat = GetSizedFormat(intFormat);
const ArrayMSPrograms &arrms = GetArrayMS();
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(!arrms.Array2MS || (IsDepthStencilFormat(intFormat) && !arrms.DepthArray2MS))
{
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(this);
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_64_BITS)
fmt = eGL_RG32UI;
else if(viewClass == eGL_VIEW_CLASS_128_BITS)
fmt = eGL_RGBA32UI;
else
return;
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(arrms.Array2MS);
GLint loc = drv.glGetUniformLocation(arrms.Array2MS, "mscopy");
if(loc >= 0)
{
if(singleSliceMode)
{
GLint sampleOffset = (selectedSlice % samples);
GLint sliceOffset = (selectedSlice / samples);
drv.glProgramUniform4i(arrms.Array2MS, loc, samples, sampleOffset, sliceOffset, 0);
drv.glDispatchCompute((GLuint)width, (GLuint)height, 1);
}
else
{
drv.glProgramUniform4i(arrms.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(this);
}
void WrappedOpenGL::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 = *this;
const ArrayMSPrograms &arrms = GetArrayMS();
GLRenderState rs;
rs.FetchState(this);
GLuint vao = 0;
drv.glGenVertexArrays(1, &vao);
drv.glBindVertexArray(vao);
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(arrms.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_COMPONENT:
numStencil = 1;
attach = eGL_DEPTH_ATTACHMENT;
break;
case eGL_STENCIL_INDEX:
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(arrms.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(arrms.DepthArray2MS, loc, samples, 0, i, currentStencil);
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
}
if(singleSliceMode)
break;
}
}
rs.ApplyState(this);
drv.glDeleteVertexArrays(1, &vao);
drv.glDeleteFramebuffers(1, &fbo);
drv.glDeleteTextures(3, texs);
}