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gl_texture_cache: Properly implement depth/stencil sampling
This addresses the long standing issue of compatibility vs. core profiles on OpenGL, properly implementing depth vs. stencil sampling depending on the texture swizzle.
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@ -176,6 +176,19 @@ GLint GetSwizzleSource(SwizzleSource source) {
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return GL_NONE;
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return GL_NONE;
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}
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}
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GLenum GetComponent(PixelFormat format, bool is_first) {
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switch (format) {
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case PixelFormat::Z24S8:
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case PixelFormat::Z32FS8:
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return is_first ? GL_DEPTH_COMPONENT : GL_STENCIL_INDEX;
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case PixelFormat::S8Z24:
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return is_first ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
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default:
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UNREACHABLE();
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return GL_DEPTH_COMPONENT;
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}
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}
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void ApplyTextureDefaults(const SurfaceParams& params, GLuint texture) {
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void ApplyTextureDefaults(const SurfaceParams& params, GLuint texture) {
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if (params.IsBuffer()) {
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if (params.IsBuffer()) {
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return;
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return;
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@ -416,11 +429,21 @@ void CachedSurfaceView::ApplySwizzle(SwizzleSource x_source, SwizzleSource y_sou
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if (new_swizzle == swizzle)
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if (new_swizzle == swizzle)
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return;
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return;
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swizzle = new_swizzle;
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swizzle = new_swizzle;
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const std::array<GLint, 4> gl_swizzle = {GetSwizzleSource(x_source), GetSwizzleSource(y_source),
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const std::array gl_swizzle = {GetSwizzleSource(x_source), GetSwizzleSource(y_source),
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GetSwizzleSource(z_source),
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GetSwizzleSource(z_source), GetSwizzleSource(w_source)};
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GetSwizzleSource(w_source)};
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const GLuint handle = GetTexture();
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const GLuint handle = GetTexture();
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glTextureParameteriv(handle, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle.data());
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const PixelFormat format = surface.GetSurfaceParams().pixel_format;
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switch (format) {
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case PixelFormat::Z24S8:
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case PixelFormat::Z32FS8:
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case PixelFormat::S8Z24:
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glTextureParameteri(handle, GL_DEPTH_STENCIL_TEXTURE_MODE,
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GetComponent(format, x_source == SwizzleSource::R));
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break;
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default:
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glTextureParameteriv(handle, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle.data());
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break;
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}
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}
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}
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OGLTextureView CachedSurfaceView::CreateTextureView() const {
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OGLTextureView CachedSurfaceView::CreateTextureView() const {
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