// 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 #include #include #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 #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 "HW/Memmap.h" #include "ImageWrite.h" #include "MemoryUtil.h" #include "PixelShaderCache.h" #include "PixelShaderManager.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; bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level) { int width = std::max(virtual_width >> level, 1); int height = std::max(virtual_height >> level, 1); std::vector data(width * height); glBindTexture(textarget, tex); glGetTexImage(textarget, level, 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[], unsigned int level) { // 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, virtual_width, virtual_height, level); } 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) { //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); 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(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf, unsigned int cbufid, const float *colmat) { glBindTexture(GL_TEXTURE_2D, texture); // Make sure to resolve anything we need to read from. const GLuint read_texture = (srcFormat == PIXELFMT_Z24) ? FramebufferManager::ResolveAndGetDepthTarget(srcRect) : FramebufferManager::ResolveAndGetRenderTarget(srcRect); GL_REPORT_ERRORD(); if (type != TCET_EC_DYNAMIC || 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, virtual_width, virtual_height); PixelShaderCache::SetCurrentShader((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram()); PixelShaderManager::SetColorMatrix(colmat); // set transformation GL_REPORT_ERRORD(); TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect); 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) { int encoded_size = TextureConverter::EncodeToRamFromTexture( addr, read_texture, srcFormat == PIXELFMT_Z24, isIntensity, dstFormat, scaleByHalf, srcRect); u8* dst = Memory::GetPointer(addr); u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples); // Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date if (!g_ActiveConfig.bEFBCopyCacheEnable) TextureCache::MakeRangeDynamic(addr,encoded_size); else if (!TextureCache::Find(addr, new_hash)) TextureCache::MakeRangeDynamic(addr,encoded_size); hash = new_hash; } 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).c_str(), count++).c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0); } } void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1) { 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, }; const GLint c_WrapSettings[4] = { GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT, }; int filt = newmode.min_filter; if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4) filt += 4; // take equivalent forced linear glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod / 16.f); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod / 16.f); glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (s32)newmode.lod_bias / 32.0f); 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]); // TODO: Reset anisotrop when changed to 1 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); } }