// 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 #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 // Common #include "CommonPaths.h" #include "StringUtil.h" #include "MemoryUtil.h" #include "FileUtil.h" // VideoCommon #include "VideoConfig.h" #include "Hash.h" #include "Statistics.h" #include "Profiler.h" #include "ImageWrite.h" #include "BPStructs.h" #include "TextureDecoder.h" #include "PixelShaderManager.h" #include "HiresTextures.h" #include "VertexShaderManager.h" // OGL #include "OGL_TextureCache.h" #include "OGL_PixelShaderCache.h" #include "OGL_TextureConverter.h" #include "OGL_FramebufferManager.h" #include "../Main.h" namespace OGL { static u32 s_TempFramebuffer = 0; 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, }; TextureCache::TCacheEntry::~TCacheEntry() { if (texture) { glDeleteTextures(1, &texture); texture = 0; } } TextureCache::TCacheEntry::TCacheEntry() { glGenTextures(1, &texture); GL_REPORT_ERRORD(); } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level) { if (bHaveMipMaps) { if (pcfmt != PC_TEX_FMT_DXT1) { if (expanded_width != (int)width) glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width); glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, TextureCache::temp); if (expanded_width != (int)width) glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } else { // TODO: //glCompressedTexImage2D(target, level, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, width, height, 0, expanded_width*expanded_height/2, temp); } } else { glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, width, height, 0, gl_format, gl_type, TextureCache::temp); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE); } } void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf, unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect) { glBindTexture(GL_TEXTURE_2D, texture); // Make sure to resolve anything we need to read from. const GLuint read_texture = bFromZBuffer ? FramebufferManager::ResolveAndGetDepthTarget(source_rect) : FramebufferManager::ResolveAndGetRenderTarget(source_rect); GL_REPORT_ERRORD(); if (s_TempFramebuffer == 0) glGenFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer); FramebufferManager::SetFramebuffer(s_TempFramebuffer); // Bind texture to temporary framebuffer glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 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, Scaledw, Scaledh); PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram()); const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation GL_REPORT_ERRORD(); TargetRectangle targetSource = g_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); // TODO: these good here? FramebufferManager::SetFramebuffer(0); VertexShaderManager::SetViewportChanged(); DisableStage(0); GL_REPORT_ERRORD(); // TODO: do this? //glBindTexture(GL_TEXTURE_2D, 0); } void TextureCache::TCacheEntry::Bind(unsigned int stage) { glBindTexture(GL_TEXTURE_2D, texture); } TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt) { TCacheEntry &entry = *new TCacheEntry; int gl_format = 0; int gl_iformat = 0; int 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 = 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; } } entry.gl_format = gl_format; entry.gl_iformat = gl_iformat; entry.gl_type = gl_type; // ok? //Load(width, height, expanded_width, level); return &entry; } TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(int scaled_tex_w, int scaled_tex_h) { TCacheEntry &entry = *new TCacheEntry; entry.isDynamic = false; glBindTexture(GL_TEXTURE_2D, entry.texture); GL_REPORT_ERRORD(); const GLenum gl_format = GL_RGBA, gl_iformat = 4, gl_type = GL_UNSIGNED_BYTE; glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_w, 0, gl_format, gl_type, NULL); GL_REPORT_ERRORD(); 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(); } return &entry; } void TextureCache::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)); } TextureCache::~TextureCache() { if (s_TempFramebuffer) { glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer); s_TempFramebuffer = 0; } } void TextureCache::DisableStage(int stage) { glActiveTexture(GL_TEXTURE0 + stage); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_RECTANGLE_ARB); } }