// 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 "Globals.h" #include "CommonPaths.h" #include "StringUtil.h" #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 "VideoConfig.h" #include "Hash.h" #include "Statistics.h" #include "Profiler.h" #include "ImageWrite.h" #include "Render.h" #include "MemoryUtil.h" #include "BPStructs.h" #include "TextureDecoder.h" #include "TextureMngr.h" #include "PixelShaderCache.h" #include "PixelShaderManager.h" #include "VertexShaderManager.h" #include "FramebufferManager.h" #include "FileUtil.h" #include "HiresTextures.h" #include "TextureConverter.h" u8 *TextureMngr::temp = NULL; TextureMngr::TexCache TextureMngr::textures; extern int frameCount; static u32 s_TempFramebuffer = 0; #define TEMP_SIZE (1024*1024*4) #define TEXTURE_KILL_THRESHOLD 200 static 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, }; static const GLint c_WrapSettings[4] = { GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT, }; bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height) { std::vector data(width * height); glBindTexture(textarget, tex); glGetTexImage(textarget, 0, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]); GLenum err = GL_REPORT_ERROR(); if (err != GL_NO_ERROR) { PanicAlert("Can't save texture, GL Error: %s", gluErrorString(err)); return false; } return SaveTGA(filename, width, height, &data[0]); } int TextureMngr::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size) { if (addr + size_in_bytes < range_address) return -1; if (addr >= range_address + range_size) return 1; return 0; } void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode,TexMode1 &newmode1) { mode = newmode; mode1 = newmode1; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST); if (bHaveMipMaps) { if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4) mode.min_filter += 4; // take equivalent forced linear int filt = newmode.min_filter; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 4); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 4); glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias/32.0f)); } else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (g_ActiveConfig.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.iMaxAnisotropy >= 1) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy)); } void TextureMngr::TCacheEntry::Destroy(bool shutdown) { if (!texture) return; glDeleteTextures(1, &texture); if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache) { u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr); if (ptr && *ptr == hash) *ptr = oldpixel; } texture = 0; } void TextureMngr::Init() { temp = (u8*)AllocateMemoryPages(TEMP_SIZE); TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter); HiresTextures::Init(globals->unique_id); } void TextureMngr::Invalidate(bool shutdown) { for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter) iter->second.Destroy(shutdown); textures.clear(); HiresTextures::Shutdown(); } void TextureMngr::Shutdown() { Invalidate(true); if (s_TempFramebuffer) { glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer); s_TempFramebuffer = 0; } FreeMemoryPages(temp, TEMP_SIZE); temp = NULL; } void TextureMngr::ProgressiveCleanup() { TexCache::iterator iter = textures.begin(); while (iter != textures.end()) { if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount) { iter->second.Destroy(false); textures.erase(iter++); } else ++iter; } } void TextureMngr::InvalidateRange(u32 start_address, u32 size) { TexCache::iterator iter = textures.begin(); while (iter != textures.end()) { int rangePosition = iter->second.IntersectsMemoryRange(start_address, size); if (rangePosition == 0) { iter->second.Destroy(false); textures.erase(iter++); } else { ++iter; } } } void TextureMngr::MakeRangeDynamic(u32 start_address, u32 size) { TexCache::iterator iter = textures.begin(); while (iter != textures.end()) { int rangePosition = iter->second.IntersectsMemoryRange(start_address, size); if ( rangePosition == 0) { iter->second.hash = 0; } ++iter; } } TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, u32 tex_format, int tlutaddr, int tlutfmt) { // notes (about "UNsafe texture cache"): // Have to be removed soon. // But we keep it until the "safe" way became rock solid // pros: it has an unique ID held by the texture data itself (@address) once cached. // cons: it writes this unique ID in the gc RAM <- very dangerous (break MP1) and ugly // notes (about "safe texture cache"): // Metroids text issue (character table): // Same addr, same GX_TF_C4 texture data but different TLUT (hence different outputs). // That's why we have to hash the TLUT too for TLUT tex_format dependent textures (ie. GX_TF_C4, GX_TF_C8, GX_TF_C14X2). // And since the address and tex data don't change, the key index in the cacheEntry map can't be the address but // have to be a real unique ID. // DONE but not satifiying yet -> may break copyEFBToTexture sometimes. // Pokemon Colosseum text issue (plain text): // Use a GX_TF_I4 512x512 text-flush-texture at a const address. // The problem here was just the sparse hash on the texture. This texture is partly overwrited (what is needed only) // so lot's of remaning old text. Thin white chars on black bg too. // TODO: - clean this up when ready to kill old "unsafe texture cache" // - fix the key index situation with CopyRenderTargetToTexture. // Could happen only for GX_TF_C4, GX_TF_C8 and GX_TF_C14X2 fmt. // Wonder if we can't use tex width&height to know if EFB might be copied to it... // raw idea: TOCHECK if addresses are aligned we have few bits left... if (address == 0) return NULL; TexMode0 &tm0 = bpmem.tex[texstage >> 2].texMode0[texstage & 3]; TexMode1 &tm1 = bpmem.tex[texstage >> 2].texMode1[texstage & 3]; int maxlevel = (tm1.max_lod >> 4); bool UseNativeMips = (tm0.min_filter & 3) && (tm0.min_filter != 8) && g_ActiveConfig.bUseNativeMips; u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address); int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; int bsdepth = TexDecoder_GetTexelSizeInNibbles(tex_format); int expandedWidth = (width + bsw) & (~bsw); int expandedHeight = (height + bsh) & (~bsh); u64 hash_value = 0; u32 texID = address; u64 texHash = 0; u32 FullFormat = tex_format; bool TextureisDynamic = false; if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2)) FullFormat = (tex_format | (tlutfmt << 16)); if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures) { texHash = GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples); if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2)) { // WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up) // tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower. // This trick (to change the texID depending on the TLUT addr) is a trick to get around // an issue with metroid prime's fonts, where it has multiple sets of fonts on top of // each other stored in a single texture, and uses the palette to make different characters // visible or invisible. Thus, unless we want to recreate the textures for every drawn character, // we must make sure that texture with different tluts get different IDs. u64 tlutHash = GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples); texHash ^= tlutHash; if (g_ActiveConfig.bSafeTextureCache) { texID = texID ^ ((u32)(tlutHash & 0xFFFFFFFF)) ^ ((u32)((tlutHash >> 32) & 0xFFFFFFFF)); } } if (g_ActiveConfig.bSafeTextureCache) hash_value = texHash; } bool skip_texture_create = false; TexCache::iterator iter = textures.find(texID); if (iter != textures.end()) { TCacheEntry &entry = iter->second; if (!g_ActiveConfig.bSafeTextureCache) { if(entry.isRenderTarget || entry.isDynamic) { if(!g_ActiveConfig.bCopyEFBToTexture) { hash_value = GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples); if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2)) { hash_value ^= GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples); } } else { hash_value = 0; } } else { hash_value = ((u32 *)ptr)[0]; } } else { if(entry.isRenderTarget || entry.isDynamic) { if(g_ActiveConfig.bCopyEFBToTexture) { hash_value = 0; } } } if (((entry.isRenderTarget || entry.isDynamic) && hash_value == entry.hash && address == entry.addr) || ((address == entry.addr) && (hash_value == entry.hash) && ((int) FullFormat == entry.fmt) && entry.MipLevels >= maxlevel)) { entry.frameCount = frameCount; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, entry.texture); GL_REPORT_ERRORD(); entry.SetTextureParameters(tm0,tm1); entry.isDynamic = false; return &entry; } else { // Let's reload the new texture data into the same texture, // instead of destroying it and having to create a new one. // Might speed up movie playback very, very slightly. TextureisDynamic = (entry.isRenderTarget || entry.isDynamic) && !g_ActiveConfig.bCopyEFBToTexture; if (((!(entry.isRenderTarget || entry.isDynamic) && width == entry.w && height == entry.h && (int)FullFormat == entry.fmt) || ((entry.isRenderTarget || entry.isDynamic) && entry.w == width && entry.h == height && entry.Scaledw == width && entry.Scaledh == height))) { glBindTexture(GL_TEXTURE_2D, entry.texture); GL_REPORT_ERRORD(); entry.SetTextureParameters(tm0,tm1); skip_texture_create = true; } else { entry.Destroy(false); textures.erase(iter); } } } //Make an entry in the table TCacheEntry& entry = textures[texID]; entry.isDynamic = TextureisDynamic; entry.isRenderTarget = false; PC_TexFormat dfmt = PC_TEX_FMT_NONE; if (g_ActiveConfig.bHiresTextures) { //Load Custom textures char texPathTemp[MAX_PATH]; sprintf(texPathTemp, "%s_%08x_%i", globals->unique_id, (unsigned int) texHash, tex_format); dfmt = HiresTextures::GetHiresTex(texPathTemp, &width, &height, tex_format, temp); if (dfmt != PC_TEX_FMT_NONE) { expandedWidth = width; expandedHeight = height; } } if (dfmt == PC_TEX_FMT_NONE) dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt); entry.oldpixel = ((u32 *)ptr)[0]; if (g_ActiveConfig.bSafeTextureCache || entry.isDynamic) entry.hash = hash_value; else { entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF); ((u32 *)ptr)[0] = entry.hash; } entry.addr = address; entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format); GLenum target = GL_TEXTURE_2D; if (!skip_texture_create) { glGenTextures(1, (GLuint *)&entry.texture); glBindTexture(target, entry.texture); } bool isPow2 = !((width & (width - 1)) || (height & (height - 1))); int TexLevels = (width > height)?width:height; TexLevels = (isPow2 && UseNativeMips && (maxlevel > 0)) ? (int)(log((double)TexLevels)/log((double)2))+ 1 : (isPow2? 0 : 1); if(TexLevels > (maxlevel + 1) && maxlevel > 0) TexLevels = (maxlevel + 1); entry.MipLevels = maxlevel; bool GenerateMipmaps = TexLevels > 1 || TexLevels == 0; entry.bHaveMipMaps = GenerateMipmaps; int gl_format = 0; int gl_iformat = 0; int gl_type = 0; GL_REPORT_ERRORD(); if (dfmt != PC_TEX_FMT_DXT1) { switch (dfmt) { default: case PC_TEX_FMT_NONE: PanicAlert("Invalid PC texture format %i", dfmt); 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; } if (expandedWidth != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth); //generate mipmaps even if we use native mips to suport textures with less levels if(skip_texture_create) { glTexSubImage2D(target, 0,0,0,width, height, gl_format, gl_type, temp); } else { if (GenerateMipmaps) { if(UseNativeMips) { glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp); } else { glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE); } } else { glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp); } } if (expandedWidth != width) // reset glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } else { if(skip_texture_create) { glCompressedTexSubImage2D(target, 0,0,0,width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,expandedWidth*expandedHeight/2, temp); } else { glCompressedTexImage2D(target, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, width, height, 0, expandedWidth*expandedHeight/2, temp); } } GL_REPORT_ERRORD(); if(TexLevels > 1 && dfmt != PC_TEX_FMT_NONE) { int level = 1; int mipWidth = width >> 1; int mipHeight = height >> 1; ptr += entry.size_in_bytes; while((mipHeight || mipWidth) && (level < TexLevels)) { u32 currentWidth = (mipWidth > 0)? mipWidth : 1; u32 currentHeight = (mipHeight > 0)? mipHeight : 1; expandedWidth = (currentWidth + bsw) & (~bsw); expandedHeight = (currentHeight + bsh) & (~bsh); TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt); if (dfmt != PC_TEX_FMT_DXT1) { if (expandedWidth != (int)currentWidth) glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth); glTexImage2D(target, level, gl_iformat, currentWidth, currentHeight, 0, gl_format, gl_type, temp); if (expandedWidth != (int)currentWidth) glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } else { glCompressedTexImage2D(target, level, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, currentWidth, currentHeight, 0, expandedWidth*expandedHeight/2, temp); } GL_REPORT_ERRORD(); u32 size = (max(mipWidth, bsw) * max(mipHeight, bsh) * bsdepth) >> 1; ptr += size; mipWidth >>= 1; mipHeight >>= 1; level++; } } entry.frameCount = frameCount; entry.w = width; entry.h = height; entry.Scaledw = width; entry.Scaledh = height; entry.fmt = FullFormat; entry.SetTextureParameters(tm0,tm1); if (g_ActiveConfig.bDumpTextures) // dump texture to file { char szTemp[MAX_PATH]; char szDir[MAX_PATH]; const char* uniqueId = globals->unique_id; static bool bCheckedDumpDir = false; sprintf(szDir,"%s%s", File::GetUserPath(D_DUMPTEXTURES_IDX), uniqueId); if(!bCheckedDumpDir) { if (!File::Exists(szDir) || !File::IsDirectory(szDir)) File::CreateDir(szDir); bCheckedDumpDir = true; } sprintf(szTemp, "%s/%s_%08x_%i.tga", szDir, uniqueId, (unsigned int) texHash, tex_format); if (!File::Exists(szTemp)) SaveTexture(szTemp, target, entry.texture, entry.w, entry.h); } INCSTAT(stats.numTexturesCreated); SETSTAT(stats.numTexturesAlive, textures.size()); return &entry; } void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect) { 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 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 //? colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1; break; case 11: // Z16 (reverse order) colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1; break; case 6: // Z24X8 colmat[2] = colmat[5] = colmat[8] = colmat[15] = 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(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } else if (bIsIntensityFmt) { // TODO - verify these coefficients fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f; 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; } else { switch (copyfmt) { case 0: // R4 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; break; case 8: // R8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; break; case 2: // RA4 colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1; break; 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 colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; case 6: // RGBA8 colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; default: ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } bool bIsInit = textures.find(address) != textures.end(); PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d", address, (int)bFromZBuffer, (int)bIsIntensityFmt,copyfmt); TCacheEntry& entry = textures[address]; entry.hash = 0; entry.frameCount = frameCount; int w = (abs(source_rect.GetWidth()) >> bScaleByHalf); int h = (abs(source_rect.GetHeight()) >> bScaleByHalf); float xScale = Renderer::GetTargetScaleX(); float yScale = Renderer::GetTargetScaleY(); int Scaledtex_w = (g_ActiveConfig.bCopyEFBScaled)?((int)(xScale * w)) : w; int Scaledtex_h = (g_ActiveConfig.bCopyEFBScaled)?((int)(yScale * h)) : h; GLenum gl_format = GL_RGBA; GLenum gl_iformat = 4; GLenum gl_type = GL_UNSIGNED_BYTE; GL_REPORT_ERRORD(); if (!bIsInit) { glGenTextures(1, (GLuint *)&entry.texture); glBindTexture(GL_TEXTURE_2D, entry.texture); GL_REPORT_ERRORD(); glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, Scaledtex_w, Scaledtex_h, 0, gl_format, gl_type, NULL); GL_REPORT_ERRORD(); entry.isRenderTarget = true; entry.isDynamic = false; } else { _assert_(entry.texture); GL_REPORT_ERRORD(); if(entry.isDynamic) { Scaledtex_h = h; Scaledtex_w = w; } if (((entry.isRenderTarget || entry.isDynamic) && entry.Scaledw == Scaledtex_w && entry.Scaledh == Scaledtex_h)) { glBindTexture(GL_TEXTURE_2D, entry.texture); // for some reason mario sunshine errors here... // Beyond Good and Evil does too, occasionally. GL_REPORT_ERRORD(); } else { // Delete existing texture. glDeleteTextures(1,(GLuint *)&entry.texture); glGenTextures(1, (GLuint *)&entry.texture); glBindTexture(GL_TEXTURE_2D, entry.texture); glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, Scaledtex_w, Scaledtex_h, 0, gl_format, gl_type, NULL); GL_REPORT_ERRORD(); entry.isRenderTarget = !entry.isDynamic; } } if (!bIsInit) { 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(); } } entry.addr = address; entry.w = w; entry.h = h; entry.Scaledw = Scaledtex_w; entry.Scaledh = Scaledtex_h; entry.fmt = copyfmt; entry.hash = 0; // Make sure to resolve anything we need to read from. GLuint read_texture = bFromZBuffer ? g_framebufferManager.ResolveAndGetDepthTarget(source_rect) : g_framebufferManager.ResolveAndGetRenderTarget(source_rect); GL_REPORT_ERRORD(); // We have to run a pixel shader, for color conversion. Renderer::ResetAPIState(); // reset any game specific settings if(!entry.isDynamic || g_ActiveConfig.bCopyEFBToTexture) { if (s_TempFramebuffer == 0) glGenFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer); g_framebufferManager.SetFramebuffer(s_TempFramebuffer); // Bind texture to temporary framebuffer glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, entry.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, Scaledtex_w, Scaledtex_h); PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram()); PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation GL_REPORT_ERRORD(); TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect); 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(!g_ActiveConfig.bCopyEFBToTexture) { textures[address].hash = TextureConverter::EncodeToRamFromTexture( address, read_texture, xScale, yScale, bFromZBuffer, bIsIntensityFmt, copyfmt, bScaleByHalf, source_rect); } // Return to the EFB. g_framebufferManager.SetFramebuffer(0); Renderer::RestoreAPIState(); VertexShaderManager::SetViewportChanged(); TextureMngr::DisableStage(0); GL_REPORT_ERRORD(); if (g_ActiveConfig.bDumpEFBTarget) { static int count = 0; SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX), count++).c_str(), GL_TEXTURE_2D, entry.texture, entry.w, entry.h); } } void TextureMngr::DisableStage(int stage) { glActiveTexture(GL_TEXTURE0 + stage); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_RECTANGLE_ARB); } void TextureMngr::ClearRenderTargets() { for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter) iter->second.isRenderTarget = false; }