dolphin/Source/Core/VideoBackends/OGL/TextureConverter.cpp

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// Copyright 2008 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
// Refer to the license.txt file included.
// Fast image conversion using OpenGL shaders.
#include "VideoBackends/OGL/TextureConverter.h"
#include <string>
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{
namespace TextureConverter
{
using OGL::TextureCache;
static GLuint s_texConvFrameBuffer[2] = {0, 0};
static GLuint s_srcTexture = 0; // for decoding from RAM
static GLuint s_dstTexture = 0; // for encoding to RAM
const int renderBufferWidth = EFB_WIDTH * 4;
const int renderBufferHeight = 1024;
struct EncodingProgram
{
SHADER program;
GLint copy_position_uniform;
GLint y_scale_uniform;
};
static std::map<EFBCopyParams, EncodingProgram> s_encoding_programs;
static GLuint s_PBO = 0; // for readback with different strides
static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyParams& params)
{
auto iter = s_encoding_programs.find(params);
if (iter != s_encoding_programs.end())
return iter->second;
const char* shader = TextureConversionShader::GenerateEncodingShader(params, APIType::OpenGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
{
static int counter = 0;
std::string filename =
StringFromFormat("%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, shader);
}
#endif
const char* VProgram = "void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
EncodingProgram program;
if (!ProgramShaderCache::CompileShader(program.program, VProgram, shader))
PanicAlert("Failed to compile texture encoding shader.");
program.copy_position_uniform = glGetUniformLocation(program.program.glprogid, "position");
program.y_scale_uniform = glGetUniformLocation(program.program.glprogid, "y_scale");
return s_encoding_programs.emplace(params, program).first->second;
}
void Init()
{
glGenFramebuffers(2, s_texConvFrameBuffer);
glActiveTexture(GL_TEXTURE9);
glGenTextures(1, &s_srcTexture);
glBindTexture(GL_TEXTURE_2D, s_srcTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glGenTextures(1, &s_dstTexture);
glBindTexture(GL_TEXTURE_2D, s_dstTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
FramebufferManager::SetFramebuffer(0);
glGenBuffers(1, &s_PBO);
}
void Shutdown()
{
glDeleteTextures(1, &s_srcTexture);
glDeleteTextures(1, &s_dstTexture);
glDeleteBuffers(1, &s_PBO);
glDeleteFramebuffers(2, s_texConvFrameBuffer);
for (auto& program : s_encoding_programs)
program.second.program.Destroy();
s_encoding_programs.clear();
s_srcTexture = 0;
s_dstTexture = 0;
s_PBO = 0;
s_texConvFrameBuffer[0] = 0;
s_texConvFrameBuffer[1] = 0;
}
// dst_line_size, writeStride in bytes
static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line_size,
u32 dstHeight, u32 writeStride, bool linearFilter, float y_scale)
{
// switch to texture converter frame buffer
// attach render buffer as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
OpenGL_BindAttributelessVAO();
// set source texture
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
2017-07-03 14:32:02 +00:00
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
// Also, box filtering won't be correct for anything other than 1x IR
if (linearFilter || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f)
g_sampler_cache->BindLinearSampler(9);
else
g_sampler_cache->BindNearestSampler(9);
glViewport(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
int dstSize = dst_line_size * dstHeight;
// When the dst_line_size and writeStride are the same, we could use glReadPixels directly to RAM.
// But instead we always copy the data via a PBO, because macOS inexplicably prefers this (most
// noticeably in the Super Mario Sunshine transition).
glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
glReadPixels(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE,
nullptr);
u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
if (dst_line_size == writeStride)
{
memcpy(destAddr, pbo, dst_line_size * dstHeight);
}
else
{
for (size_t i = 0; i < dstHeight; ++i)
{
memcpy(destAddr, pbo, dst_line_size);
pbo += dst_line_size;
destAddr += writeStride;
}
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
const EFBRectangle& src_rect, bool scale_by_half)
{
g_renderer->ResetAPIState();
EncodingProgram& texconv_shader = GetOrCreateEncodingShader(params);
texconv_shader.program.Bind();
glUniform4i(texconv_shader.copy_position_uniform, src_rect.left, src_rect.top, native_width,
scale_by_half ? 2 : 1);
glUniform1f(texconv_shader.y_scale_uniform, params.y_scale);
const GLuint read_texture = params.depth ?
FramebufferManager::ResolveAndGetDepthTarget(src_rect) :
FramebufferManager::ResolveAndGetRenderTarget(src_rect);
EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
scale_by_half && !params.depth, params.y_scale);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
}
} // namespace
} // namespace OGL