|
|
@ -373,14 +373,19 @@ class CopyImageSubData final : public FormatReinterpreterBase {
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
FormatReinterpreterOpenGL::FormatReinterpreterOpenGL() {
|
|
|
|
FormatReinterpreterOpenGL::FormatReinterpreterOpenGL() {
|
|
|
|
std::string_view vendor{reinterpret_cast<const char*>(glGetString(GL_VENDOR))};
|
|
|
|
// Older Nvidia GPUs don't seem to properly support using glCopyImageSubData to copy D24S8 to
|
|
|
|
if (vendor.find("NVIDIA") != vendor.npos) {
|
|
|
|
// RGBA8. This is a heuristic check that relies on the newer drivers returning something similar
|
|
|
|
|
|
|
|
// to `3.3.0 NVIDIA 471.41`, and older, buggy ones returning just `3.3.0`.
|
|
|
|
|
|
|
|
std::string_view version{reinterpret_cast<const char*>(glGetString(GL_VERSION))};
|
|
|
|
|
|
|
|
if (version.find("NVIDIA") != version.npos) {
|
|
|
|
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
|
|
|
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
|
|
|
std::make_unique<CopyImageSubData>());
|
|
|
|
std::make_unique<CopyImageSubData>());
|
|
|
|
// Nvidia bends the spec and allows direct copies between color and depth formats
|
|
|
|
// Nvidia bends the spec and allows direct copies between color and depth formats
|
|
|
|
// might as well take advantage of it
|
|
|
|
// might as well take advantage of it
|
|
|
|
LOG_INFO(Render_OpenGL, "Using glCopyImageSubData for D24S8 to RGBA8 reinterpretation");
|
|
|
|
LOG_INFO(Render_OpenGL, "Using glCopyImageSubData for D24S8 to RGBA8 reinterpretation");
|
|
|
|
} else if ((GLAD_GL_ARB_stencil_texturing && GLAD_GL_ARB_texture_storage) || GLES) {
|
|
|
|
} else if ((GLAD_GL_ARB_stencil_texturing && GLAD_GL_ARB_texture_storage &&
|
|
|
|
|
|
|
|
GLAD_GL_ARB_copy_image) ||
|
|
|
|
|
|
|
|
GLES) {
|
|
|
|
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
|
|
|
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
|
|
|
std::make_unique<ShaderD24S8toRGBA8>());
|
|
|
|
std::make_unique<ShaderD24S8toRGBA8>());
|
|
|
|
LOG_INFO(Render_OpenGL, "Using shader for D24S8 to RGBA8 reinterpretation");
|
|
|
|
LOG_INFO(Render_OpenGL, "Using shader for D24S8 to RGBA8 reinterpretation");
|
|
|
|