// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/GL/GLInterfaceBase.h" #include "Common/MsgHandler.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/OGLTexture.h" #include "VideoBackends/OGL/SamplerCache.h" #include "VideoBackends/OGL/TextureCache.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/TextureConfig.h" namespace OGL { namespace { GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage) { switch (format) { case AbstractTextureFormat::DXT1: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; case AbstractTextureFormat::DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; case AbstractTextureFormat::DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; case AbstractTextureFormat::BPTC: return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB; case AbstractTextureFormat::RGBA8: return storage ? GL_RGBA8 : GL_RGBA; case AbstractTextureFormat::BGRA8: return storage ? GL_RGBA8 : GL_BGRA; default: PanicAlert("Unhandled texture format."); return storage ? GL_RGBA8 : GL_RGBA; } } GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format) { switch (format) { case AbstractTextureFormat::RGBA8: return GL_RGBA; case AbstractTextureFormat::BGRA8: return GL_BGRA; // Compressed texture formats don't use this parameter. default: return GL_UNSIGNED_BYTE; } } GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format) { switch (format) { case AbstractTextureFormat::RGBA8: case AbstractTextureFormat::BGRA8: return GL_UNSIGNED_BYTE; // Compressed texture formats don't use this parameter. default: return GL_UNSIGNED_BYTE; } } bool UsePersistentStagingBuffers() { // We require ARB_buffer_storage to create the persistent mapped buffer, // ARB_shader_image_load_store for glMemoryBarrier, and ARB_sync to ensure // the GPU has finished the copy before reading the buffer from the CPU. return g_ogl_config.bSupportsGLBufferStorage && g_ogl_config.bSupportsImageLoadStore && g_ogl_config.bSupportsGLSync; } } // Anonymous namespace OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config) { glGenTextures(1, &m_texId); glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1); if (g_ogl_config.bSupportsTextureStorage) { GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true); glTexStorage3D(GL_TEXTURE_2D_ARRAY, m_config.levels, gl_internal_format, m_config.width, m_config.height, m_config.layers); } if (m_config.rendertarget) { // We can't render to compressed formats. _assert_(!IsCompressedFormat(m_config.format)); if (!g_ogl_config.bSupportsTextureStorage) { for (u32 level = 0; level < m_config.levels; level++) { glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, std::max(m_config.width >> level, 1u), std::max(m_config.height >> level, 1u), m_config.layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } } glGenFramebuffers(1, &m_framebuffer); FramebufferManager::SetFramebuffer(m_framebuffer); FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, m_texId, 0); // We broke the framebuffer binding here, and need to restore it, as the CreateTexture // method is in the base renderer class and can be called by VideoCommon. FramebufferManager::SetFramebuffer(0); } } OGLTexture::~OGLTexture() { if (m_texId) glDeleteTextures(1, &m_texId); if (m_framebuffer) glDeleteFramebuffers(1, &m_framebuffer); } GLuint OGLTexture::GetRawTexIdentifier() const { return m_texId; } GLuint OGLTexture::GetFramebuffer() const { return m_framebuffer; } void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { const OGLTexture* srcentry = static_cast(src); _assert_(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); if (g_ogl_config.bSupportsCopySubImage) { glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, src_level, src_rect.left, src_rect.top, src_layer, m_texId, GL_TEXTURE_2D_ARRAY, dst_level, dst_rect.left, dst_rect.top, dst_layer, dst_rect.GetWidth(), dst_rect.GetHeight(), 1); } else { // If it isn't a single leveled/layered texture, we need to update the framebuffer. bool update_src_framebuffer = srcentry->m_framebuffer == 0 || srcentry->m_config.layers != 0 || src_level != 0; bool update_dst_framebuffer = m_framebuffer == 0 || m_config.layers != 0 || dst_level != 0; if (!m_framebuffer) glGenFramebuffers(1, &m_framebuffer); if (!srcentry->m_framebuffer) glGenFramebuffers(1, &const_cast(srcentry)->m_framebuffer); glBindFramebuffer(GL_READ_FRAMEBUFFER, srcentry->m_framebuffer); if (update_src_framebuffer) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, srcentry->m_texId, src_level, src_layer); } glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_framebuffer); if (update_dst_framebuffer) { glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texId, dst_level, dst_layer); } glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, GL_NEAREST); if (update_src_framebuffer) { FramebufferManager::FramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, srcentry->m_texId, 0); } if (update_dst_framebuffer) { FramebufferManager::FramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, m_texId, 0); } FramebufferManager::SetFramebuffer(0); } } void OGLTexture::ScaleRectangleFromTexture(const AbstractTexture* source, const MathUtil::Rectangle& srcrect, const MathUtil::Rectangle& dstrect) { const OGLTexture* srcentry = static_cast(source); if (!m_framebuffer) { glGenFramebuffers(1, &m_framebuffer); FramebufferManager::SetFramebuffer(m_framebuffer); FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, m_texId, 0); } g_renderer->ResetAPIState(); FramebufferManager::SetFramebuffer(m_framebuffer); glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->m_texId); g_sampler_cache->BindLinearSampler(9); glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight()); TextureCache::GetInstance()->GetColorCopyProgram().Bind(); glUniform4f(TextureCache::GetInstance()->GetColorCopyPositionUniform(), float(srcrect.left), float(srcrect.top), float(srcrect.GetWidth()), float(srcrect.GetHeight())); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); FramebufferManager::SetFramebuffer(0); g_renderer->RestoreAPIState(); } void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size) { if (level >= m_config.levels) PanicAlert("Texture only has %d levels, can't update level %d", m_config.levels, level); if (width != std::max(1u, m_config.width >> level) || height != std::max(1u, m_config.height >> level)) PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level, std::max(1u, m_config.width >> level), std::max(1u, m_config.height >> level), width, height); glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId); if (row_length != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false); if (IsCompressedFormat(m_config.format)) { if (g_ogl_config.bSupportsTextureStorage) { glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_internal_format, static_cast(buffer_size), buffer); } else { glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, static_cast(buffer_size), buffer); } } else { GLenum gl_format = GetGLFormatForTextureFormat(m_config.format); GLenum gl_type = GetGLTypeForTextureFormat(m_config.format); if (g_ogl_config.bSupportsTextureStorage) { glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type, buffer); } else { glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format, gl_type, buffer); } } if (row_length != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } OGLStagingTexture::OGLStagingTexture(StagingTextureType type, const TextureConfig& config, GLenum target, GLuint buffer_name, size_t buffer_size, char* map_ptr, size_t map_stride) : AbstractStagingTexture(type, config), m_target(target), m_buffer_name(buffer_name), m_buffer_size(buffer_size) { m_map_pointer = map_ptr; m_map_stride = map_stride; } OGLStagingTexture::~OGLStagingTexture() { if (m_fence != 0) glDeleteSync(m_fence); if (m_map_pointer) { glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } if (m_buffer_name != 0) glDeleteBuffers(1, &m_buffer_name); } std::unique_ptr OGLStagingTexture::Create(StagingTextureType type, const TextureConfig& config) { size_t stride = config.GetStride(); size_t buffer_size = stride * config.height; GLenum target = type == StagingTextureType::Readback ? GL_PIXEL_PACK_BUFFER : GL_PIXEL_UNPACK_BUFFER; GLuint buffer; glGenBuffers(1, &buffer); glBindBuffer(target, buffer); // Prefer using buffer_storage where possible. This allows us to skip the map/unmap steps. char* buffer_ptr; if (UsePersistentStagingBuffers()) { GLenum buffer_flags; GLenum map_flags; if (type == StagingTextureType::Readback) { buffer_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT; map_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT; } else if (type == StagingTextureType::Upload) { buffer_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT; map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT; } else { buffer_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT; map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT; } glBufferStorage(target, buffer_size, nullptr, buffer_flags); buffer_ptr = reinterpret_cast(glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, buffer_size, map_flags)); _assert_(buffer_ptr != nullptr); } else { // Otherwise, fallback to mapping the buffer each time. glBufferData(target, buffer_size, nullptr, type == StagingTextureType::Readback ? GL_STREAM_READ : GL_STREAM_DRAW); buffer_ptr = nullptr; } glBindBuffer(target, 0); return std::unique_ptr( new OGLStagingTexture(type, config, target, buffer, buffer_size, buffer_ptr, stride)); } void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect) { _assert_(m_type == StagingTextureType::Readback); _assert_(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); _assert_(src_rect.left >= 0 && static_cast(src_rect.right) <= src->GetConfig().width && src_rect.top >= 0 && static_cast(src_rect.bottom) <= src->GetConfig().height); _assert_(dst_rect.left >= 0 && static_cast(dst_rect.right) <= m_config.width && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= m_config.height); // Unmap the buffer before writing when not using persistent mappings. if (!UsePersistentStagingBuffers()) OGLStagingTexture::Unmap(); // Copy from the texture object to the staging buffer. glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name); glPixelStorei(GL_PACK_ROW_LENGTH, m_config.width); const OGLTexture* gltex = static_cast(src); size_t dst_offset = dst_rect.top * m_config.GetStride() + dst_rect.left * m_texel_size; // If we don't have a FBO associated with this texture, we need to use a slow path. if (gltex->GetFramebuffer() != 0 && src_layer == 0 && src_level == 0) { // This texture has a framebuffer, so we can use glReadPixels(). glBindFramebuffer(GL_READ_FRAMEBUFFER, gltex->GetFramebuffer()); glReadPixels(src_rect.left, src_rect.top, src_rect.GetWidth(), src_rect.GetHeight(), GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format), reinterpret_cast(dst_offset)); // Reset both read/draw framebuffers. glBindFramebuffer(GL_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer()); } else { if (g_ogl_config.bSupportsTextureSubImage) { glGetTextureSubImage( gltex->GetRawTexIdentifier(), src_level, src_rect.left, src_rect.top, src_layer, src_rect.GetWidth(), src_rect.GetHeight(), 1, GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format), static_cast(m_buffer_size - dst_offset), reinterpret_cast(dst_offset)); } else { // TODO: Investigate whether it's faster to use glReadPixels() with a framebuffer, since we're // copying the whole texture, which may waste bandwidth. So we're trading CPU work in creating // the framebuffer for GPU work in copying potentially redundant texels. glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D_ARRAY, gltex->GetRawTexIdentifier()); glGetTexImage(GL_TEXTURE_2D_ARRAY, src_level, GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format), nullptr); } } glPixelStorei(GL_PACK_ROW_LENGTH, 0); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // If we support buffer storage, create a fence for synchronization. if (UsePersistentStagingBuffers()) { if (m_fence != 0) glDeleteSync(m_fence); glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT); m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } m_needs_flush = true; } void OGLStagingTexture::CopyToTexture(const MathUtil::Rectangle& src_rect, AbstractTexture* dst, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { _assert_(m_type == StagingTextureType::Upload); _assert_(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); _assert_(src_rect.left >= 0 && static_cast(src_rect.right) <= m_config.width && src_rect.top >= 0 && static_cast(src_rect.bottom) <= m_config.height); _assert_(dst_rect.left >= 0 && static_cast(dst_rect.right) <= dst->GetConfig().width && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= dst->GetConfig().height); size_t src_offset = src_rect.top * m_config.GetStride() + src_rect.left * m_texel_size; size_t copy_size = src_rect.GetHeight() * m_config.GetStride(); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_buffer_name); glPixelStorei(GL_UNPACK_ROW_LENGTH, m_config.width); if (!UsePersistentStagingBuffers()) { // Unmap the buffer before writing when not using persistent mappings. if (m_map_pointer) { glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); m_map_pointer = nullptr; } } else { // Since we're not using coherent mapping, we must flush the range explicitly. if (m_type == StagingTextureType::Upload) glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, src_offset, copy_size); glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT); } // Copy from the staging buffer to the texture object. glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D_ARRAY, static_cast(dst)->GetRawTexIdentifier()); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, dst_rect.left, dst_rect.top, dst_layer, dst_rect.GetWidth(), dst_rect.GetHeight(), 1, GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format), reinterpret_cast(src_offset)); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); // If we support buffer storage, create a fence for synchronization. if (UsePersistentStagingBuffers()) { if (m_fence != 0) glDeleteSync(m_fence); m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } m_needs_flush = true; } void OGLStagingTexture::Flush() { // No-op when not using buffer storage, as the transfers happen on Map(). // m_fence will always be zero in this case. if (m_fence == 0) { m_needs_flush = false; return; } glClientWaitSync(m_fence, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED); glDeleteSync(m_fence); m_fence = 0; m_needs_flush = false; } bool OGLStagingTexture::Map() { if (m_map_pointer) return true; // Slow path, map the texture, unmap it later. GLenum flags; if (m_type == StagingTextureType::Readback) flags = GL_MAP_READ_BIT; else if (m_type == StagingTextureType::Upload) flags = GL_MAP_WRITE_BIT; else flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT; glBindBuffer(m_target, m_buffer_name); m_map_pointer = reinterpret_cast(glMapBufferRange(m_target, 0, m_buffer_size, flags)); if (!m_map_pointer) return false; return true; } void OGLStagingTexture::Unmap() { // No-op with persistent mapped buffers. if (!m_map_pointer || UsePersistentStagingBuffers()) return; glBindBuffer(m_target, m_buffer_name); glUnmapBuffer(m_target); glBindBuffer(m_target, 0); m_map_pointer = nullptr; } } // namespace OGL