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	Merge pull request #5420 from citra-emu/xglTextureBarrier
videocore: When an image is the current framebuffer and is sampled, make a copy instead of using glTextureBarrier
This commit is contained in:
		
						commit
						f4e727cc19
					
				
					 3 changed files with 99 additions and 12 deletions
				
			
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			@ -61,11 +61,6 @@ RasterizerOpenGL::RasterizerOpenGL()
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                    "Shadow might not be able to render because of unsupported OpenGL extensions.");
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    }
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    if (!GLAD_GL_ARB_texture_barrier) {
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        LOG_WARNING(Render_OpenGL,
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                    "ARB_texture_barrier not supported. Some games might produce artifacts.");
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    }
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    // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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    state.clip_distance[0] = true;
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			@ -643,10 +638,10 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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        uniform_block_data.dirty = true;
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    }
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    bool need_texture_barrier = false;
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    auto CheckBarrier = [&need_texture_barrier, &color_surface](GLuint handle) {
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    bool need_duplicate_texture = false;
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    auto CheckBarrier = [&need_duplicate_texture, &color_surface](GLuint handle) {
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        if (color_surface && color_surface->texture.handle == handle) {
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            need_texture_barrier = true;
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            need_duplicate_texture = true;
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        }
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    };
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			@ -776,6 +771,43 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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        }
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    }
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    OGLTexture temp_tex;
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    if (need_duplicate_texture) {
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        // The game is trying to use a surface as a texture and framebuffer at the same time
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        // which causes unpredictable behavior on the host.
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        // Making a copy to sample from eliminates this issue and seems to be fairly cheap.
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        temp_tex.Create();
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        glBindTexture(GL_TEXTURE_2D, temp_tex.handle);
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        auto [internal_format, format, type] = GetFormatTuple(color_surface->pixel_format);
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        OGLTexture::Allocate(GL_TEXTURE_2D, color_surface->max_level + 1, internal_format, format,
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                             type, color_surface->GetScaledWidth(),
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                             color_surface->GetScaledHeight());
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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        glBindTexture(GL_TEXTURE_2D, state.texture_units[0].texture_2d);
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        for (std::size_t level{0}; level <= color_surface->max_level; ++level) {
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            glCopyImageSubData(color_surface->texture.handle, GL_TEXTURE_2D, level, 0, 0, 0,
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                               temp_tex.handle, GL_TEXTURE_2D, level, 0, 0, 0,
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                               color_surface->GetScaledWidth() >> level,
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                               color_surface->GetScaledHeight() >> level, 1);
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        }
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        for (auto& unit : state.texture_units) {
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            if (unit.texture_2d == color_surface->texture.handle) {
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                unit.texture_2d = temp_tex.handle;
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            }
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        }
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        for (auto shadow_unit : {&state.image_shadow_texture_nx, &state.image_shadow_texture_ny,
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                                 &state.image_shadow_texture_nz, &state.image_shadow_texture_px,
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                                 &state.image_shadow_texture_py, &state.image_shadow_texture_pz}) {
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            if (*shadow_unit == color_surface->texture.handle) {
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                *shadow_unit = temp_tex.handle;
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            }
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        }
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    }
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    // Sync and bind the shader
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    if (shader_dirty) {
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        SetShader();
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			@ -850,10 +882,6 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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                        GL_TEXTURE_UPDATE_BARRIER_BIT | GL_FRAMEBUFFER_BARRIER_BIT);
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    }
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    if (need_texture_barrier && GLAD_GL_ARB_texture_barrier) {
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        glTextureBarrier();
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    }
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    // Mark framebuffer surfaces as dirty
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    Common::Rectangle<u32> draw_rect_unscaled{draw_rect.left / res_scale, draw_rect.top / res_scale,
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                                              draw_rect.right / res_scale,
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			@ -9,6 +9,7 @@
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_vars.h"
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MICROPROFILE_DEFINE(OpenGL_ResourceCreation, "OpenGL", "Resource Creation", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_RGB(128, 128, 192));
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			@ -51,6 +52,61 @@ void OGLTexture::Release() {
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    handle = 0;
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}
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void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLenum format,
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                          GLenum type, GLsizei width, GLsizei height, GLsizei depth) {
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    const bool tex_storage = GLAD_GL_ARB_texture_storage || GLES;
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    switch (target) {
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    case GL_TEXTURE_1D:
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    case GL_TEXTURE:
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        if (tex_storage) {
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            glTexStorage1D(target, levels, internalformat, width);
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        } else {
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            for (GLsizei level{0}; level < levels; ++level) {
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                glTexImage1D(target, level, internalformat, width, 0, format, type, nullptr);
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                width >>= 1;
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            }
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        }
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        break;
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    case GL_TEXTURE_2D:
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    case GL_TEXTURE_1D_ARRAY:
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    case GL_TEXTURE_RECTANGLE:
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    case GL_TEXTURE_CUBE_MAP:
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        if (tex_storage) {
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            glTexStorage2D(target, levels, internalformat, width, height);
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        } else {
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            for (GLsizei level{0}; level < levels; ++level) {
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                glTexImage2D(target, level, internalformat, width, height, 0, format, type,
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                             nullptr);
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                width >>= 1;
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                if (target != GL_TEXTURE_1D_ARRAY)
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                    height >>= 1;
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            }
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        }
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        break;
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    case GL_TEXTURE_3D:
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    case GL_TEXTURE_2D_ARRAY:
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    case GL_TEXTURE_CUBE_MAP_ARRAY:
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        if (tex_storage) {
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            glTexStorage3D(target, levels, internalformat, width, height, depth);
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        } else {
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            for (GLsizei level{0}; level < levels; ++level) {
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                glTexImage3D(target, level, internalformat, width, height, depth, 0, format, type,
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                             nullptr);
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            }
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            width >>= 1;
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            height >>= 1;
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            if (target == GL_TEXTURE_3D)
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                depth >>= 1;
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        }
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        break;
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    }
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    if (!tex_storage) {
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        glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels - 1);
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    }
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}
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void OGLSampler::Create() {
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    if (handle != 0)
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        return;
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			@ -59,6 +59,9 @@ public:
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    /// Deletes the internal OpenGL resource
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    void Release();
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    static void Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLenum format,
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                         GLenum type, GLsizei width, GLsizei height = 1, GLsizei depth = 1);
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    GLuint handle = 0;
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};
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