// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Globals.h" #include "FramebufferManager.h" #include "VertexShaderGen.h" #include "TextureConverter.h" #include "Render.h" #include "HW/Memmap.h" namespace OGL { 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; // reinterpret pixel format GLuint FramebufferManager::m_pixel_format_vao; GLuint FramebufferManager::m_pixel_format_vbo; SHADER FramebufferManager::m_pixel_format_shaders[2]; 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. glGenFramebuffers(1, &m_efbFramebuffer); glActiveTexture(GL_TEXTURE0 + 9); if (m_msaaSamples <= 1) { // EFB targets will be textures in non-MSAA mode. GLuint glObj[3]; glGenTextures(3, glObj); m_efbColor = glObj[0]; m_efbDepth = glObj[1]; m_resolvedColorTexture = glObj[2]; // needed for pixel format convertion glBindTexture(getFbType(), m_efbColor); glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0); glTexImage2D(getFbType(), 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(getFbType(), m_efbDepth); glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0); glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glBindTexture(getFbType(), m_resolvedColorTexture); glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0); glTexImage2D(getFbType(), 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Bind target textures to the EFB framebuffer. glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_efbDepth, 0); GL_REPORT_FBO_ERROR(); } #ifndef USE_GLES3 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]; glGenRenderbuffers(2, glObj); m_efbColor = glObj[0]; m_efbDepth = glObj[1]; glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor); if (m_msaaCoverageSamples) glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight); else glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight); glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth); if (m_msaaCoverageSamples) glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight); else glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); // Bind target renderbuffers to EFB framebuffer. glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_efbColor); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_efbDepth); GL_REPORT_FBO_ERROR(); // Create resolved targets for transferring multisampled EFB to texture. glGenFramebuffers(1, &m_resolvedFramebuffer); glGenTextures(2, glObj); m_resolvedColorTexture = glObj[0]; m_resolvedDepthTexture = glObj[1]; glBindTexture(getFbType(), m_resolvedColorTexture); glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0); glTexImage2D(getFbType(), 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(getFbType(), m_resolvedDepthTexture); glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0); glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); // Bind resolved textures to resolved framebuffer. glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_resolvedColorTexture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_resolvedDepthTexture, 0); GL_REPORT_FBO_ERROR(); // Return to EFB framebuffer. glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer); } #endif // Create XFB framebuffer; targets will be created elsewhere. glGenFramebuffers(1, &m_xfbFramebuffer); // EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f glViewport(0, 0, m_targetWidth, m_targetHeight); glScissor(0, 0, m_targetWidth, m_targetHeight); glClearColor(0.f, 0.f, 0.f, 1.f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // reinterpret pixel format glGenBuffers(1, &m_pixel_format_vbo); glGenVertexArrays(1, &m_pixel_format_vao); glBindVertexArray(m_pixel_format_vao); glBindBuffer(GL_ARRAY_BUFFER, m_pixel_format_vbo); glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*2, NULL); float vertices[] = { -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, }; glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); char vs[] = "ATTRIN vec2 rawpos;\n" "void main(void) {\n" " gl_Position = vec4(rawpos,0,1);\n" "}\n"; char ps_rgba6_to_rgb8[] = "uniform sampler2DRect samp9;\n" "COLOROUT(ocol0)\n" "void main()\n" "{\n" " ivec4 src6 = ivec4(round(texture2DRect(samp9, gl_FragCoord.xy) * 63.f));\n" " ivec4 dst8;\n" " dst8.r = (src6.r << 2) | (src6.g >> 4);\n" " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n" " dst8.a = 255;\n" " ocol0 = float4(dst8) / 255.f;\n" "}"; char ps_rgb8_to_rgba6[] = "uniform sampler2DRect samp9;\n" "COLOROUT(ocol0)\n" "void main()\n" "{\n" " ivec4 src8 = ivec4(round(texture2DRect(samp9, gl_FragCoord.xy) * 255.f));\n" " ivec4 dst6;\n" " dst6.r = src8.r >> 2;\n" " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n" " dst6.a = src8.b & 0x3F;\n" " ocol0 = float4(dst6) / 63.f;\n" "}"; if(g_ogl_config.eSupportedGLSLVersion != GLSL_120) { // HACK: This shaders aren't glsl120 compatible as glsl120 don't support bit operations // it could be workaround by floor + frac + tons off additions, but I think it isn't worth ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6); ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8); } } FramebufferManager::~FramebufferManager() { glBindFramebuffer(GL_FRAMEBUFFER, 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; glDeleteFramebuffers(3, glObj); m_efbFramebuffer = 0; m_xfbFramebuffer = 0; glObj[0] = m_resolvedColorTexture; glObj[1] = m_resolvedDepthTexture; glDeleteTextures(2, glObj); m_resolvedColorTexture = 0; m_resolvedDepthTexture = 0; glObj[0] = m_efbColor; glObj[1] = m_efbDepth; if (m_msaaSamples <= 1) glDeleteTextures(2, glObj); else glDeleteRenderbuffers(2, glObj); m_efbColor = 0; m_efbDepth = 0; // reinterpret pixel format glDeleteVertexArrays(1, &m_pixel_format_vao); glDeleteBuffers(1, &m_pixel_format_vbo); m_pixel_format_shaders[0].Destroy(); m_pixel_format_shaders[1].Destroy(); } 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 = g_renderer->ConvertEFBRectangle(sourceRc); targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight); // Resolve. glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer); glBlitFramebuffer( 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. glBindFramebuffer(GL_FRAMEBUFFER, 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 = g_renderer->ConvertEFBRectangle(sourceRc); targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight); // Resolve. glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer); glBlitFramebuffer( 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. glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer); return m_resolvedDepthTexture; } } void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) { u8* xfb_in_ram = Memory::GetPointer(xfbAddr); if (!xfb_in_ram) { WARN_LOG(VIDEO, "Tried to copy to invalid XFB address"); return; } TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc); TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight); } void FramebufferManager::SetFramebuffer(GLuint fb) { glBindFramebuffer(GL_FRAMEBUFFER, 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); } void FramebufferManager::ReinterpretPixelData(unsigned int convtype) { if(g_ogl_config.eSupportedGLSLVersion == GLSL_120) { // This feature isn't supported by glsl120 return; } g_renderer->ResetAPIState(); GLuint src_texture = 0; if(m_msaaSamples > 1) { // MSAA mode, so resolve first glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer); glBlitFramebuffer( 0, 0, m_targetWidth, m_targetHeight, 0, 0, m_targetWidth, m_targetHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST ); // Return to EFB. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_efbFramebuffer); src_texture = m_resolvedColorTexture; } else { // non-MSAA mode, so switch textures src_texture = m_efbColor; m_efbColor = m_resolvedColorTexture; m_resolvedColorTexture = src_texture; // also switch them on fbo glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0); } glViewport(0,0, m_targetWidth, m_targetHeight); glActiveTexture(GL_TEXTURE0 + 9); glBindTexture(getFbType(), src_texture); m_pixel_format_shaders[convtype ? 1 : 0].Bind(); glBindVertexArray(m_pixel_format_vao); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); g_renderer->RestoreAPIState(); } XFBSource::~XFBSource() { glDeleteRenderbuffers(1, &renderbuf); } void XFBSource::Draw(const MathUtil::Rectangle &sourcerc, const MathUtil::Rectangle &drawrc, int width, int height) const { // Texture map xfbSource->texture onto the main buffer glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuf); glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top, drawrc.left, drawrc.bottom, drawrc.right, drawrc.top, GL_COLOR_BUFFER_BIT, GL_LINEAR); GL_REPORT_ERRORD(); } void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) { TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, renderbuf); } void XFBSource::CopyEFB(float Gamma) { // Copy EFB data to XFB and restore render target again glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer()); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer()); // Bind texture. glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuf); GL_REPORT_FBO_ERROR(); glBlitFramebuffer( 0, 0, texWidth, texHeight, 0, 0, texWidth, texHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST ); // Return to EFB. FramebufferManager::SetFramebuffer(0); } XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height) { GLuint renderbuf; glGenRenderbuffers(1, &renderbuf); glBindRenderbuffer(GL_RENDERBUFFER, renderbuf); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, target_width, target_height); return new XFBSource(renderbuf); } void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc) { *width = m_targetWidth; *height = m_targetHeight; } } // namespace OGL