// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include #ifdef _WIN32 #include #endif #include "Common/CommonPaths.h" #include "Common/FileUtil.h" #include "Common/Hash.h" #include "Common/MemoryUtil.h" #include "Common/StringUtil.h" #include "Core/HW/Memmap.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/GLInterfaceBase.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/TextureCache.h" #include "VideoBackends/OGL/TextureConverter.h" #include "VideoCommon/BPStructs.h" #include "VideoCommon/HiresTextures.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/TextureDecoder.h" #include "VideoCommon/VideoConfig.h" namespace OGL { static SHADER s_ColorMatrixProgram; static SHADER s_DepthMatrixProgram; static GLuint s_ColorMatrixUniform; static GLuint s_DepthMatrixUniform; static GLuint s_ColorCopyPositionUniform; static GLuint s_DepthCopyPositionUniform; static u32 s_ColorCbufid; static u32 s_DepthCbufid; static u32 s_Textures[8]; static u32 s_ActiveTexture; bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level) { if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL) return false; int width = std::max(virtual_width >> level, 1); int height = std::max(virtual_height >> level, 1); std::vector data(width * height * 4); glActiveTexture(GL_TEXTURE0+9); glBindTexture(textarget, tex); glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data()); glBindTexture(textarget, 0); TextureCache::SetStage(); return TextureToPng(data.data(), width * 4, filename, width, height, true); } TextureCache::TCacheEntry::~TCacheEntry() { if (texture) { for (auto& gtex : s_Textures) if (gtex == texture) gtex = 0; glDeleteTextures(1, &texture); texture = 0; } if (framebuffer) { glDeleteFramebuffers(1, &framebuffer); framebuffer = 0; } } TextureCache::TCacheEntry::TCacheEntry() { glGenTextures(1, &texture); framebuffer = 0; } void TextureCache::TCacheEntry::Bind(unsigned int stage) { if (s_Textures[stage] != texture) { if (s_ActiveTexture != stage) { glActiveTexture(GL_TEXTURE0 + stage); s_ActiveTexture = stage; } glBindTexture(GL_TEXTURE_2D_ARRAY, texture); s_Textures[stage] = texture; } } bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level) { return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, 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 = GL_RGBA; gl_type = GL_UNSIGNED_BYTE; break; case PC_TEX_FMT_RGBA32: gl_format = GL_RGBA; gl_iformat = GL_RGBA; 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; glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D_ARRAY, entry.texture); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, tex_levels - 1); entry.Load(width, height, expanded_width, 0); // This isn't needed as Load() also reset the stage in the end //TextureCache::SetStage(); return &entry; } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level) { if (pcfmt != PC_TEX_FMT_DXT1) { glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D_ARRAY, texture); if (expanded_width != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width); glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_iformat, width, height, 1, 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); } TextureCache::SetStage(); } TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture( unsigned int scaled_tex_w, unsigned int scaled_tex_h) { TCacheEntry *const entry = new TCacheEntry; glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture); const GLenum gl_format = GL_RGBA, gl_iformat = GL_RGBA, gl_type = GL_UNSIGNED_BYTE; glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); entry->num_layers = FramebufferManager::GetEFBLayers(); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, gl_iformat, scaled_tex_w, scaled_tex_h, entry->num_layers, 0, gl_format, gl_type, nullptr); glBindTexture(GL_TEXTURE_2D_ARRAY, 0); glGenFramebuffers(1, &entry->framebuffer); FramebufferManager::SetFramebuffer(entry->framebuffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, entry->texture, 0); SetStage(); return entry; } void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf, unsigned int cbufid, const float *colmat) { g_renderer->ResetAPIState(); // reset any game specific settings // Make sure to resolve anything we need to read from. const GLuint read_texture = (srcFormat == PEControl::Z24) ? FramebufferManager::ResolveAndGetDepthTarget(srcRect) : FramebufferManager::ResolveAndGetRenderTarget(srcRect); if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture) { FramebufferManager::SetFramebuffer(framebuffer); glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture); glViewport(0, 0, virtual_width, virtual_height); GLuint uniform_location; if (srcFormat == PEControl::Z24) { s_DepthMatrixProgram.Bind(); if (s_DepthCbufid != cbufid) glUniform4fv(s_DepthMatrixUniform, 5, colmat); s_DepthCbufid = cbufid; uniform_location = s_DepthCopyPositionUniform; } else { s_ColorMatrixProgram.Bind(); if (s_ColorCbufid != cbufid) glUniform4fv(s_ColorMatrixUniform, 7, colmat); s_ColorCbufid = cbufid; uniform_location = s_ColorCopyPositionUniform; } TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect); glUniform4f(uniform_location, static_cast(R.left), static_cast(R.top), static_cast(R.right), static_cast(R.bottom)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } if (false == g_ActiveConfig.bCopyEFBToTexture) { int encoded_size = TextureConverter::EncodeToRamFromTexture( addr, read_texture, srcFormat == PEControl::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); if (g_ActiveConfig.bDumpEFBTarget) { static int count = 0; SaveTexture(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(), count++), GL_TEXTURE_2D_ARRAY, texture, virtual_width, virtual_height, 0); } g_renderer->RestoreAPIState(); } TextureCache::TextureCache() { const char *pColorMatrixProg = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "uniform vec4 colmat[7];\n" "in vec3 f_uv0;\n" "out vec4 ocol0;\n" "\n" "void main(){\n" " vec4 texcol = texture(samp9, f_uv0);\n" " texcol = round(texcol * colmat[5]) * colmat[6];\n" " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n" "}\n"; const char *pDepthMatrixProg = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "uniform vec4 colmat[5];\n" "in vec3 f_uv0;\n" "out vec4 ocol0;\n" "\n" "void main(){\n" " vec4 texcol = texture(samp9, f_uv0);\n" // 255.99998474121 = 16777215/16777216*256 " float workspace = texcol.x * 255.99998474121;\n" " texcol.x = floor(workspace);\n" // x component " workspace = workspace - texcol.x;\n" // subtract x component out " workspace = workspace * 256.0;\n" // shift left 8 bits " texcol.y = floor(workspace);\n" // y component " workspace = workspace - texcol.y;\n" // subtract y component out " workspace = workspace * 256.0;\n" // shift left 8 bits " texcol.z = floor(workspace);\n" // z component " texcol.w = texcol.x;\n" // duplicate x into w " texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0] " texcol.w = texcol.w * 15.0;\n" " texcol.w = floor(texcol.w);\n" " texcol.w = texcol.w / 15.0;\n" // w component " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n" "}\n"; const char *VProgram = "out vec2 v_uv0;\n" "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "uniform vec4 copy_position;\n" // left, top, right, bottom "void main()\n" "{\n" " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n" " v_uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n" " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n" "}\n"; const char *GProgram = "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "in vec2 v_uv0[];\n" "out vec3 f_uv0;\n" "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "void main()\n" "{\n" " int layers = textureSize(samp9, 0).z;\n" " for (int layer = 0; layer < layers; ++layer) {\n" " for (int i = 0; i < gl_in.length(); ++i) {\n" " f_uv0 = vec3(v_uv0[i], layer);\n" " gl_Position = gl_in[i].gl_Position;\n" " gl_Layer = layer;\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" " }\n" "}\n"; ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg, GProgram); ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg, GProgram); s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat"); s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat"); s_ColorCbufid = -1; s_DepthCbufid = -1; s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position"); s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position"); s_ActiveTexture = -1; for (auto& gtex : s_Textures) gtex = -1; } TextureCache::~TextureCache() { s_ColorMatrixProgram.Destroy(); s_DepthMatrixProgram.Destroy(); } void TextureCache::DisableStage(unsigned int stage) { } void TextureCache::SetStage () { // -1 is the initial value as we don't know which texture should be bound if (s_ActiveTexture != (u32)-1) glActiveTexture(GL_TEXTURE0 + s_ActiveTexture); } }