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

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// Copyright (C) 2003 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/
#include <vector>
#include <cmath>
#include <fstream>
#ifdef _WIN32
#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
#include <intrin.h>
#undef _interlockedbittestandset
#undef _interlockedbittestandreset
#undef _interlockedbittestandset64
#undef _interlockedbittestandreset64
#endif
#include "BPStructs.h"
#include "CommonPaths.h"
#include "FileUtil.h"
#include "FramebufferManager.h"
#include "Globals.h"
#include "Hash.h"
#include "HiresTextures.h"
#include "ImageWrite.h"
#include "MemoryUtil.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "Profiler.h"
#include "Render.h"
#include "Statistics.h"
#include "StringUtil.h"
#include "TextureCache.h"
#include "TextureConverter.h"
#include "TextureDecoder.h"
#include "VertexShaderManager.h"
#include "VideoConfig.h"
namespace OGL
{
static u32 s_TempFramebuffer = 0;
static 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,
};
static const GLint c_WrapSettings[4] = {
GL_CLAMP_TO_EDGE,
GL_REPEAT,
GL_MIRRORED_REPEAT,
GL_REPEAT,
};
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height)
{
std::vector<u32> data(width * height);
glBindTexture(textarget, tex);
glGetTexImage(textarget, 0, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
const GLenum err = GL_REPORT_ERROR();
if (GL_NO_ERROR != err)
{
PanicAlert("Can't save texture, GL Error: %s", gluErrorString(err));
return false;
}
return SaveTGA(filename, width, height, &data[0]);
}
TextureCache::TCacheEntry::~TCacheEntry()
{
if (texture)
{
glDeleteTextures(1, &texture);
texture = 0;
}
}
TextureCache::TCacheEntry::TCacheEntry()
{
glGenTextures(1, &texture);
GL_REPORT_ERRORD();
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
GL_REPORT_ERRORD();
// TODO: is this already done somewhere else?
TexMode0 &tm0 = bpmem.tex[stage >> 2].texMode0[stage & 3];
TexMode1 &tm1 = bpmem.tex[stage >> 2].texMode1[stage & 3];
SetTextureParameters(tm0, tm1);
}
bool TextureCache::TCacheEntry::Save(const char filename[])
{
// TODO: make ogl dump PNGs
std::string tga_filename(filename);
tga_filename.replace(tga_filename.size() - 3, 3, "tga");
return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, realW, realH);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
unsigned int height, unsigned int expanded_width,
unsigned int tex_levels, PC_TexFormat pcfmt)
{
int gl_format = 0,
gl_iformat = 0,
gl_type = 0;
if (pcfmt != PC_TEX_FMT_DXT1)
{
switch (pcfmt)
{
default:
case PC_TEX_FMT_NONE:
PanicAlert("Invalid PC texture format %i", pcfmt);
case PC_TEX_FMT_BGRA32:
gl_format = GL_BGRA;
gl_iformat = 4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_RGBA32:
gl_format = GL_RGBA;
gl_iformat = 4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_I4_AS_I8:
gl_format = GL_LUMINANCE;
gl_iformat = GL_INTENSITY4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_IA4_AS_IA8:
gl_format = GL_LUMINANCE_ALPHA;
gl_iformat = GL_LUMINANCE4_ALPHA4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_I8:
gl_format = GL_LUMINANCE;
gl_iformat = GL_INTENSITY8;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_IA8:
gl_format = GL_LUMINANCE_ALPHA;
gl_iformat = GL_LUMINANCE8_ALPHA8;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_RGB565:
gl_format = GL_RGB;
gl_iformat = GL_RGB;
gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
}
}
TCacheEntry &entry = *new TCacheEntry;
entry.gl_format = gl_format;
entry.gl_iformat = gl_iformat;
entry.gl_type = gl_type;
entry.pcfmt = pcfmt;
entry.bHaveMipMaps = tex_levels != 1;
return &entry;
}
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level, bool autogen_mips)
{
//glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
//GL_REPORT_ERRORD();
if (pcfmt != PC_TEX_FMT_DXT1)
{
if (expanded_width != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
if (bHaveMipMaps && autogen_mips)
{
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
}
else
{
glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
}
if (expanded_width != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
else
{
PanicAlert("PC_TEX_FMT_DXT1 support disabled");
//glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
//width, height, 0, expanded_width * expanded_height/2, temp);
}
GL_REPORT_ERRORD();
}
TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
unsigned int scaled_tex_w, unsigned int scaled_tex_h)
{
TCacheEntry *const entry = new TCacheEntry;
glBindTexture(GL_TEXTURE_2D, entry->texture);
GL_REPORT_ERRORD();
const GLenum
gl_format = GL_RGBA,
gl_iformat = 4,
gl_type = GL_UNSIGNED_BYTE;
glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
GL_REPORT_ERRORD();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (GL_REPORT_ERROR() != GL_NO_ERROR)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
return entry;
}
void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect,
bool bIsIntensityFmt, u32 copyfmt)
{
glBindTexture(GL_TEXTURE_2D, texture);
// Make sure to resolve anything we need to read from.
const GLuint read_texture = bFromZBuffer ?
FramebufferManager::ResolveAndGetDepthTarget(source_rect) :
FramebufferManager::ResolveAndGetRenderTarget(source_rect);
GL_REPORT_ERRORD();
if (false == isDynamic || g_ActiveConfig.bCopyEFBToTexture)
{
if (s_TempFramebuffer == 0)
glGenFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
FramebufferManager::SetFramebuffer(s_TempFramebuffer);
// Bind texture to temporary framebuffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0);
GL_REPORT_FBO_ERROR();
GL_REPORT_ERRORD();
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
glViewport(0, 0, virtualW, virtualH);
PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(source_rect);
glBegin(GL_QUADS);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1);
glEnd();
GL_REPORT_ERRORD();
// Unbind texture from temporary framebuffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
}
if (false == g_ActiveConfig.bCopyEFBToTexture)
{
hash = TextureConverter::EncodeToRamFromTexture(
addr,
read_texture,
bFromZBuffer,
bIsIntensityFmt,
copyfmt,
bScaleByHalf,
source_rect);
}
FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
DisableStage(0);
GL_REPORT_ERRORD();
if (g_ActiveConfig.bDumpEFBTarget)
{
static int count = 0;
SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX),
count++).c_str(), GL_TEXTURE_2D, texture, realW, realH);
}
}
void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
{
// TODO: not used anywhere
TexMode0 mode = newmode;
//mode1 = newmode1;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
if (bHaveMipMaps)
{
// TODO: not used anywhere
if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
mode.min_filter += 4; // take equivalent forced linear
int filt = newmode.min_filter;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 4);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias / 32.0f));
}
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(g_ActiveConfig.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.iMaxAnisotropy >= 1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
(float)(1 << g_ActiveConfig.iMaxAnisotropy));
}
TextureCache::~TextureCache()
{
if (s_TempFramebuffer)
{
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
}
void TextureCache::DisableStage(unsigned int stage)
{
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}