OGL: Use new readback methods for EFB2RAM

This commit is contained in:
Stenzek 2017-10-30 23:06:46 +10:00
parent 59517318d6
commit 9da9f26b90
1 changed files with 17 additions and 62 deletions

View File

@ -34,9 +34,8 @@ 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
std::unique_ptr<AbstractTexture> s_encoding_render_texture;
std::unique_ptr<AbstractStagingTexture> s_encoding_readback_texture;
const int renderBufferWidth = EFB_WIDTH * 4;
const int renderBufferHeight = 1024;
@ -49,8 +48,6 @@ struct EncodingProgram
};
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);
@ -87,42 +84,21 @@ static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyParams& params)
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);
TextureConfig config(renderBufferWidth, renderBufferHeight, 1, 1, AbstractTextureFormat::BGRA8,
true);
s_encoding_render_texture = g_renderer->CreateTexture(config);
s_encoding_readback_texture =
g_renderer->CreateStagingTexture(StagingTextureType::Readback, config);
}
void Shutdown()
{
glDeleteTextures(1, &s_srcTexture);
glDeleteTextures(1, &s_dstTexture);
glDeleteBuffers(1, &s_PBO);
glDeleteFramebuffers(2, s_texConvFrameBuffer);
s_encoding_readback_texture.reset();
s_encoding_render_texture.reset();
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
@ -130,9 +106,8 @@ void Shutdown()
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]);
FramebufferManager::SetFramebuffer(
static_cast<OGLTexture*>(s_encoding_render_texture.get())->GetFramebuffer());
OpenGL_BindAttributelessVAO();
@ -153,33 +128,13 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
int dstSize = dst_line_size * dstHeight;
MathUtil::Rectangle<int> copy_rect(0, 0, dst_line_size / 4, dstHeight);
s_encoding_readback_texture->CopyFromTexture(s_encoding_render_texture.get(), copy_rect, 0, 0,
copy_rect);
s_encoding_readback_texture->ReadTexels(copy_rect, destAddr, writeStride);
// 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);
FramebufferManager::SetFramebuffer(0);
OGLTexture::SetStage();
}
void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 native_width,