GPU: Implement support for multisample antialiasing
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@ -8,11 +8,13 @@ namespace GL {
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Texture::Texture() = default;
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Texture::Texture(Texture&& moved)
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: m_id(moved.m_id), m_width(moved.m_width), m_height(moved.m_height), m_fbo_id(moved.m_fbo_id)
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: m_id(moved.m_id), m_width(moved.m_width), m_height(moved.m_height), m_samples(moved.m_samples),
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m_fbo_id(moved.m_fbo_id)
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{
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moved.m_id = 0;
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moved.m_width = 0;
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moved.m_height = 0;
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moved.m_samples = 0;
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moved.m_fbo_id = 0;
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}
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@ -21,20 +23,32 @@ Texture::~Texture()
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Destroy();
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}
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bool Texture::Create(u32 width, u32 height, GLenum internal_format, GLenum format, GLenum type, const void* data,
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bool linear_filter, bool wrap)
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bool Texture::Create(u32 width, u32 height, u32 samples, GLenum internal_format, GLenum format, GLenum type,
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const void* data, bool linear_filter, bool wrap)
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{
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glGetError();
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const GLenum target = (samples > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
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GLuint id;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glBindTexture(target, id);
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if (samples > 1)
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{
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glTexImage2DMultisample(target, samples, internal_format, width, height, GL_FALSE);
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}
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else
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{
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glTexImage2D(target, 0, internal_format, width, height, 0, format, type, data);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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}
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, 1);
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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@ -50,15 +64,19 @@ bool Texture::Create(u32 width, u32 height, GLenum internal_format, GLenum forma
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m_id = id;
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m_width = width;
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m_height = height;
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m_samples = samples;
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return true;
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}
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void Texture::SetLinearFilter(bool enabled)
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{
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Assert(!IsMultisampled());
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Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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const GLenum target = GetGLTarget();
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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}
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bool Texture::CreateFramebuffer()
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@ -100,11 +118,12 @@ void Texture::Destroy()
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m_width = 0;
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m_height = 0;
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m_samples = 0;
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}
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void Texture::Bind()
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{
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glBindTexture(GL_TEXTURE_2D, m_id);
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glBindTexture(GetGLTarget(), m_id);
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}
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void Texture::BindFramebuffer(GLenum target /*= GL_DRAW_FRAMEBUFFER*/)
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@ -125,11 +144,13 @@ Texture& Texture::operator=(Texture&& moved)
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m_id = moved.m_id;
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m_width = moved.m_width;
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m_height = moved.m_height;
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m_samples = moved.m_samples;
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m_fbo_id = moved.m_fbo_id;
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moved.m_id = 0;
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moved.m_width = 0;
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moved.m_height = 0;
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moved.m_samples = 0;
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moved.m_fbo_id = 0;
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return *this;
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}
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