// Copyright (C) 2003-2008 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/ #ifdef _WIN32 #include #endif #include "Globals.h" #include "Render.h" #include "MemoryUtil.h" #include "BPStructs.h" #include "TextureDecoder.h" #include "TextureMngr.h" #include "PixelShaderManager.h" #include "VertexShaderManager.h" u8 *TextureMngr::temp = NULL; TextureMngr::TexCache TextureMngr::textures; std::map TextureMngr::mapDepthTargets; int TextureMngr::nTex2DEnabled, TextureMngr::nTexRECTEnabled; extern int frameCount; static u32 s_TempFramebuffer = 0; #define TEMP_SIZE (1024*1024*4) 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 }; void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0& newmode) { mode = newmode; if( isNonPow2 ) { // very limited! glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST); if( newmode.wrap_s == 2 || newmode.wrap_t == 2 ) { DEBUG_LOG("cannot support mirrorred repeat mode\n"); } } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST); if( bHaveMipMaps ) { int filt = newmode.min_filter; if( g_Config.bForceFiltering && newmode.min_filter < 4 ) newmode.min_filter += 4; // take equivalent forced linear glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]); } else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST); 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]); } if (g_Config.bForceMaxAniso) { // not used for now, check out GL_EXT_texture_filter_anisotropic } } void TextureMngr::TCacheEntry::Destroy() { SAFE_RELEASE_TEX(texture); } void TextureMngr::Init() { temp = (u8*)AllocateMemoryPages(TEMP_SIZE); nTex2DEnabled = nTexRECTEnabled = 0; } void TextureMngr::Invalidate() { TexCache::iterator iter = textures.begin(); for (;iter!=textures.end();iter++) iter->second.Destroy(); textures.clear(); } void TextureMngr::Shutdown() { Invalidate(); std::map::iterator itdepth = mapDepthTargets.begin(); for (itdepth = mapDepthTargets.begin(); itdepth != mapDepthTargets.end(); ++itdepth) { glDeleteRenderbuffersEXT(1, &itdepth->second.targ); } mapDepthTargets.clear(); if( s_TempFramebuffer ) { glDeleteFramebuffersEXT(1, &s_TempFramebuffer); s_TempFramebuffer = 0; } FreeMemoryPages(temp, TEMP_SIZE); temp = NULL; } void TextureMngr::Cleanup() { TexCache::iterator iter = textures.begin(); while(iter!=textures.end()) { if (frameCount > 20 + iter->second.frameCount) { if (!iter->second.isRenderTarget) { u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(iter->second.addr + iter->second.hashoffset*4); if (*ptr == iter->second.hash) *ptr = iter->second.oldpixel; iter->second.Destroy(); #ifdef _WIN32 iter = textures.erase(iter); #else textures.erase(iter++); #endif } else { iter->second.Destroy(); #ifdef _WIN32 iter = textures.erase(iter); #else textures.erase(iter++); #endif } } else iter++; } std::map::iterator itdepth = mapDepthTargets.begin(); while(itdepth != mapDepthTargets.end()) { if( frameCount > 20 + itdepth->second.framecount) { #ifdef _WIN32 itdepth = mapDepthTargets.erase(itdepth); #else mapDepthTargets.erase(itdepth++); #endif } else ++itdepth; } } #ifndef _WIN32 inline u32 _rotl(u32 x, int shift) { return (x << shift) | (x >> (32 - shift)); } #endif TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt) { if (address == 0 ) return NULL; TexCache::iterator iter = textures.find(address); TexMode0 &tm0 = bpmem.tex[texstage>3].texMode0[texstage&3]; u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address); int palSize = TexDecoder_GetPaletteSize(format); u32 palhash = 0xc0debabe; if (palSize) { if (palSize>16) palSize = 16; //let's not do excessive amount of checking u8 *pal = g_VideoInitialize.pGetMemoryPointer(tlutaddr); if (pal != 0) { for (int i=0; isecond; if( entry.isRenderTarget || ((u32 *)ptr)[entry.hashoffset] == entry.hash && palhash == entry.paletteHash) { //stupid, improve entry.frameCount = frameCount; //glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D); glBindTexture(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D, entry.texture); if (entry.mode.hex != tm0.hex) entry.SetTextureParameters(tm0); return &entry; } else { // can potentially do some caching //TCacheEntry &entry = entry; /*if (width == entry.w && height==entry.h && format==entry.fmt) { LPDIRECT3DTEXTURE9 tex = entry.texture; int bs = TexDecoder_GetBlockWidthInTexels(format)-1; //TexelSizeInNibbles(format)*width*height/16; int expandedWidth = (width+bs) & (~bs); D3DFORMAT dfmt = TexDecoder_Decode(temp,ptr,expandedWidth,height,format, tlutaddr, tlutfmt); ReplaceTexture2D(tex,temp,width,height,expandedWidth,dfmt); dev->SetTexture(texstage, stage,tex); return; } else {*/ entry.Destroy(); textures.erase(iter); //} } } int bs = TexDecoder_GetBlockWidthInTexels(format)-1; //TexelSizeInNibbles(format)*width*height/16; int expandedWidth = (width+bs) & (~bs); PC_TexFormat dfmt = TexDecoder_Decode(temp,ptr,expandedWidth,height,format, tlutaddr, tlutfmt); //Make an entry in the table TCacheEntry& entry = textures[address]; entry.hashoffset = 0; entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF); entry.paletteHash = palhash; entry.oldpixel = ((u32 *)ptr)[entry.hashoffset]; ((u32 *)ptr)[entry.hashoffset] = entry.hash; entry.addr = address; entry.isRenderTarget=false; entry.isNonPow2 = ((width&(width-1)) || (height&(height-1))); glGenTextures(1, &entry.texture); GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_NV : GL_TEXTURE_2D; glBindTexture(target, entry.texture); if (expandedWidth != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth); int gl_format; int gl_type; switch (dfmt) { case PC_TEX_FMT_NONE: PanicAlert("Invalid PC texture format %i", dfmt); case PC_TEX_FMT_BGRA32: gl_format = GL_BGRA; gl_type = GL_UNSIGNED_BYTE; break; } if( !entry.isNonPow2 && ((tm0.min_filter&3)==1||(tm0.min_filter&3)==2) ) { gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, gl_format, gl_type, temp); entry.bHaveMipMaps = true; } else glTexImage2D(target, 0, 4, width, height, 0, gl_format, gl_type, temp); if (expandedWidth != width) // reset glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); entry.frameCount = frameCount; entry.w=width; entry.h=height; entry.fmt=format; entry.SetTextureParameters(tm0); if (g_Config.bDumpTextures) { // dump texture to file static int counter = 0; char szTemp[MAX_PATH]; sprintf(szTemp, "%s\\txt_%04i_%i.png", g_Config.texDumpPath, counter++, format); SaveTexture(szTemp,target, entry.texture, width, height); } INCSTAT(stats.numTexturesCreated); SETSTAT(stats.numTexturesAlive,textures.size()); //glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_NV:GL_TEXTURE_2D); //SaveTexture("tex.tga", target, entry.texture, entry.w, entry.h); return &entry; } void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, TRectangle *source) { DVSTARTPROFILE(); GL_REPORT_ERRORD(); // for intensity values, use Y of YUV format! // for all purposes, treat 4bit equivalents as 8bit (probably just used for compression) // RGBA8 - RGBA8 // RGB565 - RGB565 // RGB5A3 - RGB5A3 // I4,R4,Z4 - I4 // IA4,RA4 - IA4 // Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8 // Z16,GB8,RG8,Z16L,IA8,RA8 - IA8 bool bIsInit = textures.find(address) != textures.end(); PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d\n", address, (int)bFromZBuffer,(int)bIsIntensityFmt,copyfmt); TCacheEntry& entry = textures[address]; entry.isNonPow2 = true; entry.hash = 0; entry.hashoffset = 0; entry.frameCount = frameCount; int mult = bScaleByHalf?2:1; int w = (abs(source->right-source->left)/mult+7)&~7; int h = (abs(source->bottom-source->top)/mult+7)&~7; GL_REPORT_ERRORD(); if( !bIsInit ) { glGenTextures(1, &entry.texture); glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture); glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); GL_REPORT_ERRORD(); } else { _assert_(entry.texture); bool bReInit = true; if( entry.w == w && entry.h == h ) { glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture); // for some reason mario sunshine errors here... GLenum err = GL_NO_ERROR; GL_REPORT_ERROR(); if( err == GL_NO_ERROR ) bReInit = false; } if( bReInit ) { // necessary, for some reason opengl gives errors when texture isn't deleted glDeleteTextures(1,&entry.texture); glGenTextures(1, &entry.texture); glBindTexture(GL_TEXTURE_RECTANGLE_NV, entry.texture); glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); GL_REPORT_ERRORD(); } } if( !bIsInit || !entry.isRenderTarget ) { glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if( glGetError() != GL_NO_ERROR) { glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP); GL_REPORT_ERRORD(); } } entry.w = w; entry.h = h; entry.isRenderTarget=true; entry.fmt = copyfmt; float colmat[16]; float fConstAdd[4] = {0}; memset(colmat, 0, sizeof(colmat)); if( bFromZBuffer ) { switch(copyfmt) { case 0: // Z4 case 1: // Z8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1; break; case 3: // Z16 //? case 11: // Z16 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1; break; case 6: // Z24X8 colmat[0] = 1; colmat[5] = 1; colmat[10] = 1; break; case 9: // Z8M colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1; break; case 10: // Z8L colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; break; case 12: // Z16L colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1; break; default: ERROR_LOG("Unknown copy zbuf format: 0x%x\n", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } else if( bIsIntensityFmt ) { fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f; switch(copyfmt) { case 0: // I4 case 1: // I8 case 2: // IA4 case 3: // IA8 colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f; colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f; colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f; if( copyfmt < 2 ) { fConstAdd[3] = 16.0f/255.0f; colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f; } else { // alpha colmat[15] = 1; } break; default: ERROR_LOG("Unknown copy intensity format: 0x%x\n", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } else { switch(copyfmt) { case 0: // R4 case 8: // R8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; break; case 2: // RA4 case 3: // RA8 colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1; break; case 7: // A8 colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1; break; case 9: // G8 colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1; break; case 10: // B8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1; break; case 11: // RG8 colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1; break; case 12: // GB8 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1; break; case 4: // RGB565 colmat[0] = colmat[5] = colmat[10] = 1; fConstAdd[3] = 1; // set alpha to 1 break; case 5: // RGB5A3 case 6: // RGBA8 colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; default: ERROR_LOG("Unknown copy color format: 0x%x\n", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } // if( bCopyToTarget ) { // _assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT ); // glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); // GL_REPORT_ERRORD(); // glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top); // entry.isUpsideDown = true; // note that the copy is upside down!! // GL_REPORT_ERRORD(); // return; // } Renderer::SetRenderMode(Renderer::RM_Normal); // set back to normal GL_REPORT_ERRORD(); // have to run a pixel shader Renderer::ResetGLState(); // reset any game specific settings if( s_TempFramebuffer == 0 ) glGenFramebuffersEXT( 1, &s_TempFramebuffer); Renderer::SetFramebuffer(s_TempFramebuffer); Renderer::SetRenderTarget(entry.texture); GL_REPORT_ERRORD(); // create and attach the render target std::map::iterator itdepth = mapDepthTargets.find((h<<16)|w); if( itdepth == mapDepthTargets.end() ) { DEPTHTARGET& depth = mapDepthTargets[(h<<16)|w]; depth.framecount = frameCount; glGenRenderbuffersEXT( 1, &depth.targ); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth.targ); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT/*GL_DEPTH24_STENCIL8_EXT*/, w, h); GL_REPORT_ERRORD(); Renderer::SetDepthTarget(depth.targ); GL_REPORT_ERRORD(); } else { itdepth->second.framecount = frameCount; Renderer::SetDepthTarget(itdepth->second.targ); GL_REPORT_ERRORD(); } glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_NV, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget()); TextureMngr::EnableTexRECT(0); glViewport(0, 0, w, h); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, PixelShaderMngr::GetColorMatrixProgram()); PixelShaderMngr::SetColorMatrix(colmat, fConstAdd); // set transformation GL_REPORT_ERRORD(); glBegin(GL_QUADS); glTexCoord2f((float)source->left, Renderer::GetTargetHeight()-(float)source->bottom); glVertex2f(-1,1); glTexCoord2f((float)source->left, Renderer::GetTargetHeight()-(float)source->top); glVertex2f(-1,-1); glTexCoord2f((float)source->right, Renderer::GetTargetHeight()-(float)source->top); glVertex2f(1,-1); glTexCoord2f((float)source->right, Renderer::GetTargetHeight()-(float)source->bottom); glVertex2f(1,1); glEnd(); GL_REPORT_ERRORD(); Renderer::SetFramebuffer(0); Renderer::RestoreGLState(); VertexShaderMngr::SetViewportChanged(); TextureMngr::DisableStage(0); if( bFromZBuffer ) Renderer::SetZBufferRender(); // notify for future settings GL_REPORT_ERRORD(); //SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_NV, entry.texture, entry.w, entry.h); //SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV, Renderer::GetZBufferTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight()); } void TextureMngr::EnableTex2D(int stage) { if( !(nTex2DEnabled & (1<