// 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/ // OGL #include "OGL_Render.h" #include "OGL_XFB.h" #include "OGL_FramebufferManager.h" #include "OGL_TextureConverter.h" namespace OGL { extern bool s_bHaveFramebufferBlit; // comes from Render.cpp int FramebufferManager::m_targetWidth; int FramebufferManager::m_targetHeight; int FramebufferManager::m_msaaSamples; int FramebufferManager::m_msaaCoverageSamples; GLuint FramebufferManager::m_efbFramebuffer; GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise // Only used in MSAA mode. GLuint FramebufferManager::m_resolvedFramebuffer; GLuint FramebufferManager::m_resolvedColorTexture; GLuint FramebufferManager::m_resolvedDepthTexture; GLuint FramebufferManager::m_xfbFramebuffer; // Only used in MSAA mode XFBSource FramebufferManager::m_realXFBSource; // Only used in Real XFB mode FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples) { // m_efbFramebuffer(0), // m_efbColor(0), // m_efbDepth(0), // m_resolvedFramebuffer(0), // m_resolvedColorTexture(0), // m_resolvedDepthTexture(0), // m_xfbFramebuffer(0) m_targetWidth = targetWidth; m_targetHeight = targetHeight; m_msaaSamples = msaaSamples; m_msaaCoverageSamples = msaaCoverageSamples; // The EFB can be set to different pixel formats by the game through the // BPMEM_ZCOMPARE register (which should probably have a different name). // They are: // - 24-bit RGB (8-bit components) with 24-bit Z // - 24-bit RGBA (6-bit components) with 24-bit Z // - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z // We only use one EFB format here: 32-bit ARGB with 24-bit Z. // Multisampling depends on user settings. // The distinction becomes important for certain operations, i.e. the // alpha channel should be ignored if the EFB does not have one. // Create EFB target. glGenFramebuffersEXT(1, &m_efbFramebuffer); if (m_msaaSamples <= 1) { // EFB targets will be textures in non-MSAA mode. GLuint glObj[2]; glGenTextures(2, glObj); m_efbColor = glObj[0]; m_efbDepth = glObj[1]; glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); // Bind target textures to the EFB framebuffer. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0); GL_REPORT_FBO_ERROR(); } else { // EFB targets will be renderbuffers in MSAA mode (required by OpenGL). // Resolve targets will be created to transfer EFB to RAM textures. // XFB framebuffer will be created to transfer EFB to XFB texture. // Create EFB target renderbuffers. GLuint glObj[2]; glGenRenderbuffersEXT(2, glObj); m_efbColor = glObj[0]; m_efbDepth = glObj[1]; glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor); if (m_msaaCoverageSamples) glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight); else glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth); if (m_msaaCoverageSamples) glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight); else glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); // Bind target renderbuffers to EFB framebuffer. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth); GL_REPORT_FBO_ERROR(); // Create resolved targets for transferring multisampled EFB to texture. glGenFramebuffersEXT(1, &m_resolvedFramebuffer); glGenTextures(2, glObj); m_resolvedColorTexture = glObj[0]; m_resolvedDepthTexture = glObj[1]; glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); // Bind resolved textures to resolved framebuffer. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0); GL_REPORT_FBO_ERROR(); // Return to EFB framebuffer. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer); } // Create XFB framebuffer; targets will be created elsewhere. glGenFramebuffersEXT(1, &m_xfbFramebuffer); // EFB framebuffer is currently bound. } FramebufferManager::~FramebufferManager() { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); GLuint glObj[3]; // Note: OpenGL deletion functions silently ignore parameters of "0". glObj[0] = m_efbFramebuffer; glObj[1] = m_resolvedFramebuffer; glObj[2] = m_xfbFramebuffer; glDeleteFramebuffersEXT(3, glObj); m_efbFramebuffer = 0; m_xfbFramebuffer = 0; glObj[0] = m_resolvedColorTexture; glObj[1] = m_resolvedDepthTexture; glObj[2] = m_realXFBSource.texture; glDeleteTextures(3, glObj); m_resolvedColorTexture = 0; m_resolvedDepthTexture = 0; m_realXFBSource.texture = 0; glObj[0] = m_efbColor; glObj[1] = m_efbDepth; if (m_msaaSamples <= 1) glDeleteTextures(2, glObj); else glDeleteRenderbuffersEXT(2, glObj); m_efbColor = 0; m_efbDepth = 0; } XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height) { XFBSource* const xfbs = new XFBSource; glGenTextures(1, &xfbs->texture); return xfbs; } void XFBSource::CopyEFB(const TargetRectangle& efbSource) { // Copy EFB to XFB texture #if 0 if (m_msaaSamples <= 1) #else if (!s_bHaveFramebufferBlit) #endif { // Just copy the EFB directly. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::m_efbFramebuffer); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture); glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); } else { // OpenGL cannot copy directly from a multisampled framebuffer, so use // EXT_framebuffer_blit. glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::m_efbFramebuffer); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::m_xfbFramebuffer); // Bind texture. glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, texture, 0); GL_REPORT_FBO_ERROR(); glBlitFramebufferEXT(0, 0, texWidth, texHeight, 0, 0, texWidth, texHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); // Unbind texture. glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0); // Return to EFB. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::m_efbFramebuffer); } } GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc) { if (m_msaaSamples <= 1) { return m_efbColor; } else { // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is // required. TargetRectangle targetRc = RendererBase::ConvertEFBRectangle(sourceRc); targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight); // Resolve. glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer); glBlitFramebufferEXT( targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, GL_COLOR_BUFFER_BIT, GL_NEAREST ); // Return to EFB. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer); return m_resolvedColorTexture; } } GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc) { if (m_msaaSamples <= 1) { return m_efbDepth; } else { // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is // required. TargetRectangle targetRc = RendererBase::ConvertEFBRectangle(sourceRc); targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight); // Resolve. glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer); glBlitFramebufferEXT( targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, GL_DEPTH_BUFFER_BIT, GL_NEAREST ); // Return to EFB. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer); return m_resolvedDepthTexture; } } void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc) { u8* pXFB = Memory_GetPtr(xfbAddr); if (!pXFB) { WARN_LOG(VIDEO, "Tried to copy to invalid XFB address"); return; } XFB_Write(pXFB, sourceRc, fbWidth, fbHeight); } const XFBSourceBase** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount) { xfbCount = 1; m_realXFBSource.texWidth = MAX_XFB_WIDTH; m_realXFBSource.texHeight = MAX_XFB_HEIGHT; m_realXFBSource.srcAddr = xfbAddr; m_realXFBSource.srcWidth = fbWidth; m_realXFBSource.srcHeight = fbHeight; // OpenGL texture coordinates originate at the lower left, which is why // sourceRc.top = fbHeight and sourceRc.bottom = 0. m_realXFBSource.sourceRc.left = 0; m_realXFBSource.sourceRc.top = fbHeight; m_realXFBSource.sourceRc.right = fbWidth; m_realXFBSource.sourceRc.bottom = 0; if (!m_realXFBSource.texture) { glGenTextures(1, &m_realXFBSource.texture); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); } // Decode YUYV data from GameCube RAM TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture); m_overlappingXFBArray[0] = &m_realXFBSource; return &m_overlappingXFBArray[0]; } void FramebufferManager::SetFramebuffer(GLuint fb) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer()); } // Apply AA if enabled GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle &source_rect) { return GetEFBColorTexture(source_rect); } GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect) { return GetEFBDepthTexture(source_rect); } }