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https://gitlab.com/suyu-emu/suyu.git
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renderer_opengl: Implement S8_UINT stencil format
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2348eb41f3
commit
6dd6dc046c
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@ -148,6 +148,8 @@ GLenum AttachmentType(PixelFormat format) {
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switch (const SurfaceType type = VideoCore::Surface::GetFormatType(format); type) {
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switch (const SurfaceType type = VideoCore::Surface::GetFormatType(format); type) {
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case SurfaceType::Depth:
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case SurfaceType::Depth:
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return GL_DEPTH_ATTACHMENT;
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return GL_DEPTH_ATTACHMENT;
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case SurfaceType::Stencil:
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return GL_STENCIL_ATTACHMENT;
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case SurfaceType::DepthStencil:
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case SurfaceType::DepthStencil:
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return GL_DEPTH_STENCIL_ATTACHMENT;
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return GL_DEPTH_STENCIL_ATTACHMENT;
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default:
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default:
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@ -897,6 +899,8 @@ void Image::Scale(bool up_scale) {
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return GL_COLOR_ATTACHMENT0;
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return GL_COLOR_ATTACHMENT0;
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case SurfaceType::Depth:
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case SurfaceType::Depth:
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return GL_DEPTH_ATTACHMENT;
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return GL_DEPTH_ATTACHMENT;
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case SurfaceType::Stencil:
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return GL_STENCIL_ATTACHMENT;
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case SurfaceType::DepthStencil:
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case SurfaceType::DepthStencil:
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return GL_DEPTH_STENCIL_ATTACHMENT;
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return GL_DEPTH_STENCIL_ATTACHMENT;
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default:
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default:
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@ -910,8 +914,10 @@ void Image::Scale(bool up_scale) {
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return GL_COLOR_BUFFER_BIT;
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return GL_COLOR_BUFFER_BIT;
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case SurfaceType::Depth:
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case SurfaceType::Depth:
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return GL_DEPTH_BUFFER_BIT;
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return GL_DEPTH_BUFFER_BIT;
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case SurfaceType::Stencil:
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return GL_STENCIL_BUFFER_BIT;
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case SurfaceType::DepthStencil:
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case SurfaceType::DepthStencil:
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return GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
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return GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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default:
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default:
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UNREACHABLE();
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UNREACHABLE();
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return GL_COLOR_BUFFER_BIT;
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return GL_COLOR_BUFFER_BIT;
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@ -923,8 +929,10 @@ void Image::Scale(bool up_scale) {
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return 0;
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return 0;
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case SurfaceType::Depth:
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case SurfaceType::Depth:
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return 1;
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return 1;
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case SurfaceType::DepthStencil:
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case SurfaceType::Stencil:
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return 2;
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return 2;
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case SurfaceType::DepthStencil:
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return 3;
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default:
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default:
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UNREACHABLE();
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UNREACHABLE();
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return 0;
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return 0;
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@ -1254,10 +1262,20 @@ Framebuffer::Framebuffer(TextureCacheRuntime& runtime, std::span<ImageView*, NUM
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}
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}
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if (const ImageView* const image_view = depth_buffer; image_view) {
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if (const ImageView* const image_view = depth_buffer; image_view) {
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if (GetFormatType(image_view->format) == SurfaceType::DepthStencil) {
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switch (GetFormatType(image_view->format)) {
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buffer_bits |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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case SurfaceType::Depth:
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} else {
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buffer_bits |= GL_DEPTH_BUFFER_BIT;
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buffer_bits |= GL_DEPTH_BUFFER_BIT;
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break;
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case SurfaceType::Stencil:
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buffer_bits |= GL_STENCIL_BUFFER_BIT;
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break;
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case SurfaceType::DepthStencil:
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buffer_bits |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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break;
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default:
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UNREACHABLE();
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buffer_bits |= GL_DEPTH_BUFFER_BIT;
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break;
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}
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}
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const GLenum attachment = AttachmentType(image_view->format);
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const GLenum attachment = AttachmentType(image_view->format);
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AttachTexture(handle, attachment, image_view);
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AttachTexture(handle, attachment, image_view);
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@ -162,8 +162,8 @@ private:
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std::array<GLuint, Shader::NUM_TEXTURE_TYPES> null_image_views{};
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std::array<GLuint, Shader::NUM_TEXTURE_TYPES> null_image_views{};
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std::array<OGLFramebuffer, 3> rescale_draw_fbos;
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std::array<OGLFramebuffer, 4> rescale_draw_fbos;
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std::array<OGLFramebuffer, 3> rescale_read_fbos;
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std::array<OGLFramebuffer, 4> rescale_read_fbos;
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const Settings::ResolutionScalingInfo& resolution;
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const Settings::ResolutionScalingInfo& resolution;
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};
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};
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@ -108,6 +108,7 @@ constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> FORMAT_TAB
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{GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV}, // E5B9G9R9_FLOAT
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{GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV}, // E5B9G9R9_FLOAT
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT}, // D32_FLOAT
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT}, // D32_FLOAT
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{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // D16_UNORM
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{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // D16_UNORM
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{GL_STENCIL_INDEX8, GL_STENCIL, GL_UNSIGNED_BYTE}, // S8_UINT
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24_UNORM_S8_UINT
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24_UNORM_S8_UINT
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // S8_UINT_D24_UNORM
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // S8_UINT_D24_UNORM
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{GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
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{GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
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