Added texture converter to convert textures between GX and GL formats using fragment programs. Currently only YUYV <-> RGB is supported, but other formats will be added in the future. Hopefully using fragment program conversion over the current software texture conversion will help movie playback.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1107 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
814d3ddb0e
commit
9199d1a3bc
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="9,00"
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Version="9.00"
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Name="Plugin_VideoOGL"
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ProjectGUID="{CFDCEE0E-FA45-4F72-9FCC-0B88F5A75160}"
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RootNamespace="Plugin_VideoOGL"
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@ -1103,6 +1103,14 @@
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RelativePath=".\Src\stdafx.h"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConverter.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConverter.h"
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>
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</File>
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<File
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RelativePath=".\Src\XFB.cpp"
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>
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@ -460,7 +460,10 @@ void BPWritten(int addr, int changes, int newval)
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// EFB to XFB
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if(g_Config.bUseXFB)
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{
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XFB_Write(Memory_GetPtr(bpmem.copyTexDest<<5), multirc, (bpmem.copyMipMapStrideChannels << 4), bpmem.copyTexSrcWH.y + 1, bpmem.dispcopyyscale / 256.0f);
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// the number of lines copied is determined by the y scale * source efb height
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float yScale = bpmem.dispcopyyscale / 256.0f;
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float xfbLines = bpmem.copyTexSrcWH.y + 1 * yScale;
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XFB_Write(Memory_GetPtr(bpmem.copyTexDest<<5), multirc, (bpmem.copyMipMapStrideChannels << 4), xfbLines);
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}
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else
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{
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@ -0,0 +1,224 @@
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "TextureConverter.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "Globals.h"
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#include "GLUtil.h"
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#include "Render.h"
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namespace TextureConverter
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{
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static GLuint s_frameBuffer = 0;
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static GLuint s_srcTexture = 0; // for decoding from RAM
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static GLuint s_dstRenderBuffer = 0; // for encoding to RAM
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const int renderBufferWidth = 1024;
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const int renderBufferHeight = 1024;
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static FRAGMENTSHADER s_rgbToYuyvProgram;
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static FRAGMENTSHADER s_yuyvToRgbProgram;
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void CreateRgbToYuyvProgram()
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{
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// output is BGRA because that is slightly faster than RGBA
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char *FProgram =
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
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" float3 c0 = texRECT(samp0, uv0).rgb;\n"
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" float3 c1 = texRECT(samp0, uv1).rgb;\n"
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" float y0 = (0.257f * c0.r) + (0.504f * c0.g) + (0.098f * c0.b) + 0.0625f;\n"
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" float u0 =-(0.148f * c0.r) - (0.291f * c0.g) + (0.439f * c0.b) + 0.5f;\n"
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" float y1 = (0.257f * c1.r) + (0.504f * c1.g) + (0.098f * c1.b) + 0.0625f;\n"
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" float v1 = (0.439f * c1.r) - (0.368f * c1.g) - (0.071f * c1.b) + 0.5f;\n"
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" ocol0 = float4(y1, u0, y0, v1);\n"
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"}\n";
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if (!PixelShaderMngr::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) {
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ERROR_LOG("Failed to create RGB to YUYV fragment program\n");
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}
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}
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void CreateYuyvToRgbProgram()
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{
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char *FProgram =
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" float4 c0 = texRECT(samp0, uv0).rgba;\n"
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" float f = step(0.5, frac(uv0.x));\n"
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" float y = lerp(c0.b, c0.r, f);\n"
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" float yComp = 1.164f * (y - 0.0625f);\n"
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" float uComp = c0.g - 0.5f;\n"
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" float vComp = c0.a - 0.5f;\n"
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" ocol0 = float4(yComp + (1.596f * vComp),\n"
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" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
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" yComp + (2.018f * uComp),\n"
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" 1.0f);\n"
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"}\n";
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if (!PixelShaderMngr::CompilePixelShader(s_yuyvToRgbProgram, FProgram)) {
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ERROR_LOG("Failed to create YUYV to RGB fragment program\n");
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}
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}
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void Init()
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{
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glGenFramebuffersEXT( 1, &s_frameBuffer);
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glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
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glGenTextures(1, &s_srcTexture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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CreateRgbToYuyvProgram();
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CreateYuyvToRgbProgram();
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}
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void Shutdown()
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{
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glDeleteTextures(1, &s_srcTexture);
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glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
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glDeleteFramebuffersEXT(1, &s_frameBuffer);
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}
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight)
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{
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Renderer::SetRenderMode(Renderer::RM_Normal);
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Renderer::ResetGLState();
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float dstFormatFactor = 0.5f;
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float dstFmtWidth = dstWidth * dstFormatFactor;
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// switch to texture converter frame buffer
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// attach render buffer as color destination
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Renderer::SetFramebuffer(s_frameBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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GL_REPORT_ERRORD();
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// set source texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, srcTexture);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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TextureMngr::EnableTexRECT(0);
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for (int i = 1; i < 8; ++i)
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TextureMngr::DisableStage(i);
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GL_REPORT_ERRORD();
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glViewport(0, 0, dstFmtWidth, dstHeight);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_rgbToYuyvProgram.glprogid);
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glBegin(GL_QUADS);
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glTexCoord2f(sourceRc.left, sourceRc.top); glVertex2f(-1,-1);
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glTexCoord2f(sourceRc.left, sourceRc.bottom); glVertex2f(-1,1);
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glTexCoord2f(sourceRc.right, sourceRc.bottom); glVertex2f(1,1);
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glTexCoord2f(sourceRc.right, sourceRc.top); glVertex2f(1,-1);
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glEnd();
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GL_REPORT_ERRORD();
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// TODO: this is real slow. try using a pixel buffer object.
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glReadPixels(0, 0, dstFmtWidth, dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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GL_REPORT_ERRORD();
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Renderer::SetFramebuffer(0);
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Renderer::RestoreGLState();
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VertexShaderMngr::SetViewportChanged();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureMngr::DisableStage(0);
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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}
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void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
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{
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Renderer::SetRenderMode(Renderer::RM_Normal);
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Renderer::ResetGLState();
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float srcFormatFactor = 0.5f;
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float srcFmtWidth = srcWidth * srcFormatFactor;
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// swich to texture converter frame buffer
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// attach destTexture as color destination
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Renderer::SetFramebuffer(s_frameBuffer);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
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// activate source texture
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// set srcAddr as data for source texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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// TODO: this is slow. try using a pixel buffer object.
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, srcFmtWidth, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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TextureMngr::EnableTexRECT(0);
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for (int i = 1; i < 8; ++i)
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TextureMngr::DisableStage(i);
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glViewport(0, 0, srcWidth, srcHeight);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_yuyvToRgbProgram.glprogid);
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GL_REPORT_ERRORD();
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glBegin(GL_QUADS);
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glTexCoord2f(srcFmtWidth, srcHeight); glVertex2f(1,-1);
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glTexCoord2f(srcFmtWidth, 0); glVertex2f(1,1);
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glTexCoord2f(0, 0); glVertex2f(-1,1);
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glTexCoord2f(0, srcHeight); glVertex2f(-1,-1);
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glEnd();
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// reset state
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureMngr::DisableStage(0);
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VertexShaderMngr::SetViewportChanged();
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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}
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}
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@ -0,0 +1,38 @@
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _TEXTURECONVERTER_H
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#define _TEXTURECONVERTER_H
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#include "TextureMngr.h"
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// Converts textures between formats
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// TODO: support multiple texture formats
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namespace TextureConverter
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{
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void Init();
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void Shutdown();
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight);
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void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture);
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}
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#endif
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#include "TextureMngr.h"
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#include "VertexShaderManager.h"
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#include "XFBConvert.h"
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#include "TextureConverter.h"
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#define XFB_USE_SHADERS 1
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enum {
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XFB_WIDTH = 640,
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// TODO: figure out what to do with PAL
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};
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#if XFB_USE_SHADERS
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static GLuint xfb_decoded_texture;
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void XFB_Init()
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{
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glGenTextures(1, &xfb_decoded_texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_BUF_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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void XFB_Shutdown()
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{
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glDeleteTextures(1, &xfb_decoded_texture);
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}
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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{
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TRectangle renderSrcRc;
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renderSrcRc.left = sourceRc.left;
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renderSrcRc.right = sourceRc.right;
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renderSrcRc.top = nBackbufferHeight - sourceRc.top;
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renderSrcRc.bottom = nBackbufferHeight - sourceRc.bottom;
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TextureConverter::EncodeToRam(Renderer::GetRenderTarget(), renderSrcRc, xfb_in_ram, dstWd, dstHt);
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}
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void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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{
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TextureConverter::DecodeToTexture(xfb_in_ram, width, height, xfb_decoded_texture);
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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Renderer::ResetGLState();
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TextureMngr::EnableTexRECT(0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
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glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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GL_REPORT_ERRORD();
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glBegin(GL_QUADS);
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glTexCoord2f(width, 0 - yOffset); glVertex2f(1,-1);
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glTexCoord2f(width, height - yOffset); glVertex2f(1,1);
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glTexCoord2f(0, height - yOffset); glVertex2f(-1,1);
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glTexCoord2f(0, 0 - yOffset); glVertex2f(-1,-1);
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glEnd();
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TextureMngr::DisableStage(0);
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Renderer::SwapBuffers();
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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}
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#else
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static GLuint xfb_texture;
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static u8 *xfb_buffer = 0;
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static u8 *efb_buffer = 0;
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@ -70,7 +136,7 @@ void XFB_Shutdown()
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}
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt, float yScale)
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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{
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Renderer::SetRenderMode(Renderer::RM_Normal);
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@ -91,12 +157,10 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt,
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TextureMngr::DisableStage(i);
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GL_REPORT_ERRORD();
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float scaledTextureY = nBackbufferHeight - (nBackbufferHeight / yScale);
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glBegin(GL_QUADS);
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glTexCoord2f(0, nBackbufferHeight); glVertex2f(-1,-1);
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glTexCoord2f(0, scaledTextureY); glVertex2f(-1,1);
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glTexCoord2f(nBackbufferWidth, scaledTextureY); glVertex2f(1,1);
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glTexCoord2f(0, 0); glVertex2f(-1,1);
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glTexCoord2f(nBackbufferWidth, 0); glVertex2f(1,1);
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glTexCoord2f(nBackbufferWidth, nBackbufferHeight); glVertex2f(1,-1);
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glEnd();
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GL_REPORT_ERRORD();
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@ -159,3 +223,5 @@ void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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}
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#endif
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@ -23,7 +23,7 @@
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void XFB_Init();
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// write the EFB to the XFB
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt, float yScale);
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt);
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// draw the XFB to the screen
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void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset);
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@ -45,6 +45,7 @@
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#include "VertexShaderManager.h"
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#include "XFB.h"
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#include "XFBConvert.h"
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#include "TextureConverter.h"
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|
||||
#include "VideoState.h"
|
||||
#if !defined(OSX64)
|
||||
|
@ -238,10 +239,12 @@ void Video_Prepare(void)
|
|||
PixelShaderMngr::Init();
|
||||
GL_REPORT_ERRORD();
|
||||
VertexLoaderManager::Init();
|
||||
TextureConverter::Init();
|
||||
}
|
||||
|
||||
void Video_Shutdown(void)
|
||||
{
|
||||
TextureConverter::Shutdown();
|
||||
VertexLoaderManager::Shutdown();
|
||||
VertexShaderMngr::Shutdown();
|
||||
PixelShaderMngr::Shutdown();
|
||||
|
@ -320,4 +323,4 @@ void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset)
|
|||
void Video_AddMessage(const char* pstr, u32 milliseconds)
|
||||
{
|
||||
Renderer::AddMessage(pstr,milliseconds);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue