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Merge pull request #2851 from ReinUsesLisp/srgb
renderer_opengl: Fix sRGB blits
This commit is contained in:
commit
393cc3ef2f
6 changed files with 9 additions and 30 deletions
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@ -89,6 +89,9 @@ void Maxwell3D::InitializeRegisterDefaults() {
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// Commercial games seem to assume this value is enabled and nouveau sets this value manually.
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regs.rt_separate_frag_data = 1;
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// Some games (like Super Mario Odyssey) assume that SRGB is enabled.
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regs.framebuffer_srgb = 1;
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}
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#define DIRTY_REGS_POS(field_name) (offsetof(Maxwell3D::DirtyRegs, field_name))
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@ -489,9 +489,6 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
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// Assume that a surface will be written to if it is used as a framebuffer, even if
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// the shader doesn't actually write to it.
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texture_cache.MarkColorBufferInUse(*single_color_target);
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// Workaround for and issue in nvidia drivers
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// https://devtalk.nvidia.com/default/topic/776591/opengl/gl_framebuffer_srgb-functions-incorrectly/
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state.framebuffer_srgb.enabled |= color_surface->GetSurfaceParams().srgb_conversion;
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}
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fbkey.is_single_buffer = true;
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@ -512,11 +509,6 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
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// Assume that a surface will be written to if it is used as a framebuffer, even
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// if the shader doesn't actually write to it.
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texture_cache.MarkColorBufferInUse(index);
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// Enable sRGB only for supported formats
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// Workaround for and issue in nvidia drivers
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// https://devtalk.nvidia.com/default/topic/776591/opengl/gl_framebuffer_srgb-functions-incorrectly/
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state.framebuffer_srgb.enabled |=
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color_surface->GetSurfaceParams().srgb_conversion;
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}
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fbkey.color_attachments[index] =
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@ -906,6 +898,7 @@ bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& config,
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}
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screen_info.display_texture = surface->GetTexture();
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screen_info.display_srgb = surface->GetSurfaceParams().srgb_conversion;
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return true;
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}
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@ -16,7 +16,6 @@ namespace OpenGL {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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OpenGLState OpenGLState::cur_state;
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bool OpenGLState::s_rgb_used;
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namespace {
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@ -282,8 +281,6 @@ void OpenGLState::ApplySRgb() const {
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return;
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cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled;
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if (framebuffer_srgb.enabled) {
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// Track if sRGB is used
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s_rgb_used = true;
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glEnable(GL_FRAMEBUFFER_SRGB);
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} else {
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glDisable(GL_FRAMEBUFFER_SRGB);
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@ -175,14 +175,6 @@ public:
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return cur_state;
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}
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static bool GetsRGBUsed() {
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return s_rgb_used;
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}
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static void ClearsRGBUsed() {
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s_rgb_used = false;
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}
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void SetDefaultViewports();
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/// Apply this state as the current OpenGL state
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void Apply();
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@ -253,8 +245,6 @@ public:
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private:
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static OpenGLState cur_state;
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// Workaround for sRGB problems caused by QT not supporting srgb output
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static bool s_rgb_used;
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struct {
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bool blend_state;
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bool stencil_state;
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@ -264,7 +264,6 @@ void RendererOpenGL::CreateRasterizer() {
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if (rasterizer) {
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return;
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}
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OpenGLState::ClearsRGBUsed();
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rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info);
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}
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@ -343,9 +342,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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}};
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state.textures[0] = screen_info.display_texture;
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// Workaround brigthness problems in SMO by enabling sRGB in the final output
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// if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987
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state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed();
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state.framebuffer_srgb.enabled = screen_info.display_srgb;
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state.AllDirty();
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state.Apply();
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
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@ -355,8 +352,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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state.textures[0] = 0;
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state.AllDirty();
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state.Apply();
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// Clear sRGB state for the next frame
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OpenGLState::ClearsRGBUsed();
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}
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/**
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@ -406,8 +401,8 @@ void RendererOpenGL::CaptureScreenshot() {
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, state.GetsRGBUsed() ? GL_SRGB8 : GL_RGB8, layout.width,
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layout.height);
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glRenderbufferStorage(GL_RENDERBUFFER, screen_info.display_srgb ? GL_SRGB8 : GL_RGB8,
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layout.width, layout.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
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DrawScreen(layout);
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@ -38,7 +38,8 @@ struct TextureInfo {
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/// Structure used for storing information about the display target for the Switch screen
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struct ScreenInfo {
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GLuint display_texture;
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GLuint display_texture{};
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bool display_srgb{};
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const Common::Rectangle<float> display_texcoords{0.0f, 0.0f, 1.0f, 1.0f};
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TextureInfo texture;
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};
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