Merge pull request #3354 from ReinUsesLisp/depth-stencil

gl_texture_cache: Properly implement depth/stencil sampling
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bunnei 2020-01-28 12:06:11 -05:00 committed by GitHub
commit bea6327d74
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@ -176,6 +176,19 @@ GLint GetSwizzleSource(SwizzleSource source) {
return GL_NONE;
}
GLenum GetComponent(PixelFormat format, bool is_first) {
switch (format) {
case PixelFormat::Z24S8:
case PixelFormat::Z32FS8:
return is_first ? GL_DEPTH_COMPONENT : GL_STENCIL_INDEX;
case PixelFormat::S8Z24:
return is_first ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
default:
UNREACHABLE();
return GL_DEPTH_COMPONENT;
}
}
void ApplyTextureDefaults(const SurfaceParams& params, GLuint texture) {
if (params.IsBuffer()) {
return;
@ -416,11 +429,21 @@ void CachedSurfaceView::ApplySwizzle(SwizzleSource x_source, SwizzleSource y_sou
if (new_swizzle == swizzle)
return;
swizzle = new_swizzle;
const std::array<GLint, 4> gl_swizzle = {GetSwizzleSource(x_source), GetSwizzleSource(y_source),
GetSwizzleSource(z_source),
GetSwizzleSource(w_source)};
const std::array gl_swizzle = {GetSwizzleSource(x_source), GetSwizzleSource(y_source),
GetSwizzleSource(z_source), GetSwizzleSource(w_source)};
const GLuint handle = GetTexture();
const PixelFormat format = surface.GetSurfaceParams().pixel_format;
switch (format) {
case PixelFormat::Z24S8:
case PixelFormat::Z32FS8:
case PixelFormat::S8Z24:
glTextureParameteri(handle, GL_DEPTH_STENCIL_TEXTURE_MODE,
GetComponent(format, x_source == SwizzleSource::R));
break;
default:
glTextureParameteriv(handle, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle.data());
break;
}
}
OGLTextureView CachedSurfaceView::CreateTextureView() const {