dolphin/Source/Plugins/Plugin_VideoOGL/Src/TextureMngr.cpp

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifdef _WIN32
#include <intrin.h>
#endif
#include "Globals.h"
#include "Render.h"
#include "MemoryUtil.h"
#include "BPStructs.h"
#include "TextureDecoder.h"
#include "TextureMngr.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
u8 *TextureMngr::temp = NULL;
TextureMngr::TexCache TextureMngr::textures;
std::map<u32, TextureMngr::DEPTHTARGET> TextureMngr::mapDepthTargets;
int TextureMngr::nTex2DEnabled, TextureMngr::nTexRECTEnabled;
extern int frameCount;
static u32 s_TempFramebuffer = 0;
#define TEMP_SIZE (1024*1024*4)
const GLint c_MinLinearFilter[8] = {
GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST,
GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR};
const GLint c_WrapSettings[4] = { GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT };
void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0& newmode)
{
mode = newmode;
if( isNonPow2 ) {
// very limited!
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
if( newmode.wrap_s == 2 || newmode.wrap_t == 2 ) {
DEBUG_LOG("cannot support mirrorred repeat mode\n");
}
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
if( bHaveMipMaps ) {
int filt = newmode.min_filter;
if( g_Config.bForceFiltering && newmode.min_filter < 4 )
newmode.min_filter += 4; // take equivalent forced linear
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]);
}
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
}
if (g_Config.bForceMaxAniso)
{
// not used for now, check out GL_EXT_texture_filter_anisotropic
}
}
void TextureMngr::TCacheEntry::Destroy()
{
SAFE_RELEASE_TEX(texture);
}
void TextureMngr::Init()
{
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
nTex2DEnabled = nTexRECTEnabled = 0;
}
void TextureMngr::Invalidate()
{
TexCache::iterator iter = textures.begin();
for (;iter!=textures.end();iter++)
iter->second.Destroy();
textures.clear();
}
void TextureMngr::Shutdown()
{
Invalidate();
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
for (itdepth = mapDepthTargets.begin(); itdepth != mapDepthTargets.end(); ++itdepth) {
glDeleteRenderbuffersEXT(1, &itdepth->second.targ);
}
mapDepthTargets.clear();
if( s_TempFramebuffer ) {
glDeleteFramebuffersEXT(1, &s_TempFramebuffer);
s_TempFramebuffer = 0;
}
FreeMemoryPages(temp, TEMP_SIZE);
temp = NULL;
}
void TextureMngr::Cleanup()
{
TexCache::iterator iter = textures.begin();
while(iter!=textures.end()) {
if (frameCount > 20 + iter->second.frameCount) {
if (!iter->second.isRenderTarget) {
u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(iter->second.addr + iter->second.hashoffset*4);
if (*ptr == iter->second.hash)
*ptr = iter->second.oldpixel;
iter->second.Destroy();
#ifdef _WIN32
iter = textures.erase(iter);
#else
textures.erase(iter++);
#endif
}
else {
iter->second.Destroy();
#ifdef _WIN32
iter = textures.erase(iter);
#else
textures.erase(iter++);
#endif
}
}
else
iter++;
}
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
while(itdepth != mapDepthTargets.end()) {
if( frameCount > 20 + itdepth->second.framecount) {
#ifdef _WIN32
itdepth = mapDepthTargets.erase(itdepth);
#else
mapDepthTargets.erase(itdepth++);
#endif
}
else ++itdepth;
}
}
#ifndef _WIN32
inline u32 _rotl(u32 x, int shift) {
return (x << shift) | (x >> (32 - shift));
}
#endif
TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt)
{
if (address == 0 )
return NULL;
TexCache::iterator iter = textures.find(address);
TexMode0 &tm0 = bpmem.tex[texstage>3].texMode0[texstage&3];
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
int palSize = TexDecoder_GetPaletteSize(format);
u32 palhash = 0xc0debabe;
if (palSize) {
if (palSize>16)
palSize = 16; //let's not do excessive amount of checking
u8 *pal = g_VideoInitialize.pGetMemoryPointer(tlutaddr);
if (pal != 0) {
for (int i=0; i<palSize; i++) {
palhash = _rotl(palhash,13);
palhash ^= pal[i];
palhash += 31;
}
}
}
if (iter != textures.end()) {
TCacheEntry &entry = iter->second;
if( entry.isRenderTarget || ((u32 *)ptr)[entry.hashoffset] == entry.hash && palhash == entry.paletteHash) { //stupid, improve
entry.frameCount = frameCount;
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D);
glBindTexture(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D, entry.texture);
if (entry.mode.hex != tm0.hex)
entry.SetTextureParameters(tm0);
return &entry;
}
else
{
// can potentially do some caching
//TCacheEntry &entry = entry;
/*if (width == entry.w && height==entry.h && format==entry.fmt)
{
LPDIRECT3DTEXTURE9 tex = entry.texture;
int bs = TexDecoder_GetBlockWidthInTexels(format)-1; //TexelSizeInNibbles(format)*width*height/16;
int expandedWidth = (width+bs) & (~bs);
D3DFORMAT dfmt = TexDecoder_Decode(temp,ptr,expandedWidth,height,format, tlutaddr, tlutfmt);
ReplaceTexture2D(tex,temp,width,height,expandedWidth,dfmt);
dev->SetTexture(texstage, stage,tex);
return;
}
else
{*/
entry.Destroy();
textures.erase(iter);
//}
}
}
int bs = TexDecoder_GetBlockWidthInTexels(format)-1; //TexelSizeInNibbles(format)*width*height/16;
int expandedWidth = (width+bs) & (~bs);
PC_TexFormat dfmt = TexDecoder_Decode(temp,ptr,expandedWidth,height,format, tlutaddr, tlutfmt);
//Make an entry in the table
TCacheEntry& entry = textures[address];
entry.hashoffset = 0;
entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
entry.paletteHash = palhash;
entry.oldpixel = ((u32 *)ptr)[entry.hashoffset];
((u32 *)ptr)[entry.hashoffset] = entry.hash;
entry.addr = address;
entry.isRenderTarget=false;
entry.isNonPow2 = ((width&(width-1)) || (height&(height-1)));
glGenTextures(1, &entry.texture);
GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_NV : GL_TEXTURE_2D;
glBindTexture(target, entry.texture);
if (expandedWidth != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
int gl_format;
int gl_type;
switch (dfmt) {
case PC_TEX_FMT_NONE:
PanicAlert("Invalid PC texture format %i", dfmt);
case PC_TEX_FMT_BGRA32:
gl_format = GL_BGRA;
gl_type = GL_UNSIGNED_BYTE;
break;
}
if( !entry.isNonPow2 && ((tm0.min_filter&3)==1||(tm0.min_filter&3)==2) ) {
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, gl_format, gl_type, temp);
entry.bHaveMipMaps = true;
}
else
glTexImage2D(target, 0, 4, width, height, 0, gl_format, gl_type, temp);
if (expandedWidth != width) // reset
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
entry.frameCount = frameCount;
entry.w=width;
entry.h=height;
entry.fmt=format;
entry.SetTextureParameters(tm0);
if (g_Config.bDumpTextures) { // dump texture to file
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s\\txt_%04i_%i.png", g_Config.texDumpPath, counter++, format);
SaveTexture(szTemp,target, entry.texture, width, height);
}
INCSTAT(stats.numTexturesCreated);
SETSTAT(stats.numTexturesAlive,textures.size());
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D);
//SaveTexture("tex.tga", target, entry.texture, entry.w, entry.h);
return &entry;
}
void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, TRectangle *source)
{
DVSTARTPROFILE();
GL_REPORT_ERRORD();
// for intensity values, use Y of YUV format!
// for all purposes, treat 4bit equivalents as 8bit (probably just used for compression)
// RGBA8 - RGBA8
// RGB565 - RGB565
// RGB5A3 - RGB5A3
// I4,R4,Z4 - I4
// IA4,RA4 - IA4
// Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8
// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
bool bIsInit = textures.find(address) != textures.end();
PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d\n", address, (int)bFromZBuffer,(int)bIsIntensityFmt,copyfmt);
TCacheEntry& entry = textures[address];
entry.isNonPow2 = true;
entry.hash = 0;
entry.hashoffset = 0;
entry.frameCount = frameCount;
int mult = bScaleByHalf?2:1;
int w = (abs(source->right-source->left)/mult+7)&~7;
int h = (abs(source->bottom-source->top)/mult+7)&~7;
GL_REPORT_ERRORD();
if( !bIsInit ) {
glGenTextures(1, &entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
else {
_assert_(entry.texture);
bool bReInit = true;
if( entry.w == w && entry.h == h ) {
glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
// for some reason mario sunshine errors here...
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
if( err == GL_NO_ERROR )
bReInit = false;
}
if( bReInit ) {
// necessary, for some reason opengl gives errors when texture isn't deleted
glDeleteTextures(1,&entry.texture);
glGenTextures(1, &entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
}
if( !bIsInit || !entry.isRenderTarget ) {
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if( glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
}
entry.w = w;
entry.h = h;
entry.isRenderTarget=true;
entry.fmt = copyfmt;
float colmat[16];
float fConstAdd[4] = {0};
memset(colmat, 0, sizeof(colmat));
if( bFromZBuffer ) {
switch(copyfmt) {
case 0: // Z4
case 1: // Z8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 3: // Z16 //?
case 11: // Z16
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
break;
case 6: // Z24X8
colmat[0] = 1;
colmat[5] = 1;
colmat[10] = 1;
break;
case 9: // Z8M
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // Z8L
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 12: // Z16L
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
default:
ERROR_LOG("Unknown copy zbuf format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else if( bIsIntensityFmt ) {
fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
switch(copyfmt) {
case 0: // I4
case 1: // I8
case 2: // IA4
case 3: // IA8
colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
if( copyfmt < 2 ) {
fConstAdd[3] = 16.0f/255.0f;
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
}
else { // alpha
colmat[15] = 1;
}
break;
default:
ERROR_LOG("Unknown copy intensity format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else {
switch(copyfmt) {
case 0: // R4
case 8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 2: // RA4
case 3: // RA8
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
break;
case 7: // A8
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
break;
case 9: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 11: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
case 12: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
break;
case 4: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1;
fConstAdd[3] = 1; // set alpha to 1
break;
case 5: // RGB5A3
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
default:
ERROR_LOG("Unknown copy color format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
// if( bCopyToTarget ) {
// _assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
// GL_REPORT_ERRORD();
// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
// entry.isUpsideDown = true; // note that the copy is upside down!!
// GL_REPORT_ERRORD();
// return;
// }
Renderer::SetRenderMode(Renderer::RM_Normal); // set back to normal
GL_REPORT_ERRORD();
// have to run a pixel shader
Renderer::ResetGLState(); // reset any game specific settings
if( s_TempFramebuffer == 0 )
glGenFramebuffersEXT( 1, &s_TempFramebuffer);
Renderer::SetFramebuffer(s_TempFramebuffer);
Renderer::SetRenderTarget(entry.texture);
GL_REPORT_ERRORD();
// create and attach the render target
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.find((h<<16)|w);
if( itdepth == mapDepthTargets.end() ) {
DEPTHTARGET& depth = mapDepthTargets[(h<<16)|w];
depth.framecount = frameCount;
glGenRenderbuffersEXT( 1, &depth.targ);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth.targ);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT/*GL_DEPTH24_STENCIL8_EXT*/, w, h);
GL_REPORT_ERRORD();
Renderer::SetDepthTarget(depth.targ);
GL_REPORT_ERRORD();
}
else {
itdepth->second.framecount = frameCount;
Renderer::SetDepthTarget(itdepth->second.targ);
GL_REPORT_ERRORD();
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget());
TextureMngr::EnableTexRECT(0);
glViewport(0, 0, w, h);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, PixelShaderMngr::GetColorMatrixProgram());
PixelShaderMngr::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f((float)source->left, Renderer::GetTargetHeight()-(float)source->bottom); glVertex2f(-1,1);
glTexCoord2f((float)source->left, Renderer::GetTargetHeight()-(float)source->top); glVertex2f(-1,-1);
glTexCoord2f((float)source->right, Renderer::GetTargetHeight()-(float)source->top); glVertex2f(1,-1);
glTexCoord2f((float)source->right, Renderer::GetTargetHeight()-(float)source->bottom); glVertex2f(1,1);
glEnd();
GL_REPORT_ERRORD();
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderMngr::SetViewportChanged();
TextureMngr::DisableStage(0);
if( bFromZBuffer )
Renderer::SetZBufferRender(); // notify for future settings
GL_REPORT_ERRORD();
//SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_NV, entry.texture, entry.w, entry.h);
//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV, Renderer::GetZBufferTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
}
void TextureMngr::EnableTex2D(int stage)
{
if( !(nTex2DEnabled & (1<<stage)) ) {
nTex2DEnabled |= (1<<stage);
glEnable(GL_TEXTURE_2D);
}
if( nTexRECTEnabled & (1<<stage) ) {
nTexRECTEnabled &= ~(1<<stage);
glDisable(GL_TEXTURE_RECTANGLE_NV);
}
}
void TextureMngr::EnableTexRECT(int stage)
{
if( (nTex2DEnabled & (1<<stage)) ) {
nTex2DEnabled &= ~(1<<stage);
glDisable(GL_TEXTURE_2D);
}
if( !(nTexRECTEnabled & (1<<stage)) ) {
nTexRECTEnabled |= (1<<stage);
glEnable(GL_TEXTURE_RECTANGLE_NV);
}
}
void TextureMngr::DisableStage(int stage)
{
bool bset = false;
if( nTex2DEnabled & (1<<stage) ) {
nTex2DEnabled &= ~(1<<stage);
glActiveTexture(GL_TEXTURE0+stage);
glDisable(GL_TEXTURE_2D);
bset = true;
}
if( nTexRECTEnabled & (1<<stage) ) {
nTexRECTEnabled &= ~(1<<stage);
if( !bset ) glActiveTexture(GL_TEXTURE0+stage);
glDisable(GL_TEXTURE_RECTANGLE_NV);
}
}