// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include #include "Common/CommonPaths.h" #include "Common/FileUtil.h" #include "Common/Hash.h" #include "Common/MemoryUtil.h" #include "Common/StringUtil.h" #include "Core/HW/Memmap.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/GLInterfaceBase.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/StreamBuffer.h" #include "VideoBackends/OGL/TextureCache.h" #include "VideoBackends/OGL/TextureConverter.h" #include "VideoCommon/BPStructs.h" #include "VideoCommon/HiresTextures.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/TextureDecoder.h" #include "VideoCommon/VideoConfig.h" namespace OGL { static SHADER s_ColorMatrixProgram; static SHADER s_DepthMatrixProgram; static GLuint s_ColorMatrixUniform; static GLuint s_DepthMatrixUniform; static GLuint s_ColorCopyPositionUniform; static GLuint s_DepthCopyPositionUniform; static u32 s_ColorCbufid; static u32 s_DepthCbufid; static u32 s_Textures[8]; static u32 s_ActiveTexture; static SHADER s_palette_pixel_shader[3]; static StreamBuffer* s_palette_stream_buffer = nullptr; static GLuint s_palette_resolv_texture; static GLuint s_palette_buffer_offset_uniform[3]; static GLuint s_palette_multiplier_uniform[3]; static GLuint s_palette_copy_position_uniform[3]; bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level) { if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL) return false; int width = std::max(virtual_width >> level, 1); int height = std::max(virtual_height >> level, 1); std::vector data(width * height * 4); glActiveTexture(GL_TEXTURE0+9); glBindTexture(textarget, tex); glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data()); glBindTexture(textarget, 0); TextureCache::SetStage(); return TextureToPng(data.data(), width * 4, filename, width, height, true); } TextureCache::TCacheEntry::~TCacheEntry() { if (texture) { for (auto& gtex : s_Textures) if (gtex == texture) gtex = 0; glDeleteTextures(1, &texture); texture = 0; } if (framebuffer) { glDeleteFramebuffers(1, &framebuffer); framebuffer = 0; } } TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config) { glGenTextures(1, &texture); framebuffer = 0; } void TextureCache::TCacheEntry::Bind(unsigned int stage) { if (s_Textures[stage] != texture) { if (s_ActiveTexture != stage) { glActiveTexture(GL_TEXTURE0 + stage); s_ActiveTexture = stage; } glBindTexture(GL_TEXTURE_2D_ARRAY, texture); s_Textures[stage] = texture; } } bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level) { return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level); } TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config) { TCacheEntry* entry = new TCacheEntry(config); glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1); if (config.rendertarget) { for (u32 level = 0; level <= config.levels; level++) { glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, config.width, config.height, config.layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } glGenFramebuffers(1, &entry->framebuffer); FramebufferManager::SetFramebuffer(entry->framebuffer); FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, entry->texture, 0); } TextureCache::SetStage(); return entry; } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level) { if (level >= config.levels) PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level); if (width != std::max(1u, config.width >> level) || height != std::max(1u, config.height >> level)) PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level, std::max(1u, config.width >> level), std::max(1u, config.height >> level), width, height); glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D_ARRAY, texture); if (expanded_width != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width); glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp); if (expanded_width != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); TextureCache::SetStage(); } void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf, unsigned int cbufid, const float *colmat) { g_renderer->ResetAPIState(); // reset any game specific settings // Make sure to resolve anything we need to read from. const GLuint read_texture = (srcFormat == PEControl::Z24) ? FramebufferManager::ResolveAndGetDepthTarget(srcRect) : FramebufferManager::ResolveAndGetRenderTarget(srcRect); FramebufferManager::SetFramebuffer(framebuffer); OpenGL_BindAttributelessVAO(); glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture); glViewport(0, 0, config.width, config.height); GLuint uniform_location; if (srcFormat == PEControl::Z24) { s_DepthMatrixProgram.Bind(); if (s_DepthCbufid != cbufid) glUniform4fv(s_DepthMatrixUniform, 5, colmat); s_DepthCbufid = cbufid; uniform_location = s_DepthCopyPositionUniform; } else { s_ColorMatrixProgram.Bind(); if (s_ColorCbufid != cbufid) glUniform4fv(s_ColorMatrixUniform, 7, colmat); s_ColorCbufid = cbufid; uniform_location = s_ColorCopyPositionUniform; } TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect); glUniform4f(uniform_location, static_cast(R.left), static_cast(R.top), static_cast(R.right), static_cast(R.bottom)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (!g_ActiveConfig.bSkipEFBCopyToRam) { int encoded_size = TextureConverter::EncodeToRamFromTexture( dstAddr, read_texture, srcFormat == PEControl::Z24, isIntensity, dstFormat, scaleByHalf, srcRect); u8* dst = Memory::GetPointer(dstAddr); u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples); size_in_bytes = (u32)encoded_size; TextureCache::MakeRangeDynamic(dstAddr, encoded_size); hash = new_hash; } FramebufferManager::SetFramebuffer(0); g_renderer->RestoreAPIState(); } TextureCache::TextureCache() { CompileShaders(); s_ActiveTexture = -1; for (auto& gtex : s_Textures) gtex = -1; if (g_ActiveConfig.backend_info.bSupportsPaletteConversion) { s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, 1024*1024); glGenTextures(1, &s_palette_resolv_texture); glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture); glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer); } } TextureCache::~TextureCache() { DeleteShaders(); if (g_ActiveConfig.backend_info.bSupportsPaletteConversion) { delete s_palette_stream_buffer; s_palette_stream_buffer = nullptr; glDeleteTextures(1, &s_palette_resolv_texture); } } void TextureCache::DisableStage(unsigned int stage) { } void TextureCache::SetStage() { // -1 is the initial value as we don't know which texture should be bound if (s_ActiveTexture != (u32)-1) glActiveTexture(GL_TEXTURE0 + s_ActiveTexture); } void TextureCache::CompileShaders() { const char *pColorMatrixProg = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "uniform vec4 colmat[7];\n" "in vec3 f_uv0;\n" "out vec4 ocol0;\n" "\n" "void main(){\n" " vec4 texcol = texture(samp9, f_uv0);\n" " texcol = round(texcol * colmat[5]) * colmat[6];\n" " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n" "}\n"; const char *pDepthMatrixProg = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "uniform vec4 colmat[5];\n" "in vec3 f_uv0;\n" "out vec4 ocol0;\n" "\n" "void main(){\n" " vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n" " int depth = clamp(int(texcol.x * 16777216.0), 0, 0xFFFFFF);\n" // Convert to Z24 format " ivec4 workspace;\n" " workspace.r = (depth >> 16) & 255;\n" " workspace.g = (depth >> 8) & 255;\n" " workspace.b = depth & 255;\n" // Convert to Z4 format " workspace.a = (depth >> 16) & 0xF0;\n" // Normalize components to [0.0..1.0] " texcol = vec4(workspace) / 255.0;\n" " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n" "}\n"; const char *VProgram = "out vec3 %s_uv0;\n" "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "uniform vec4 copy_position;\n" // left, top, right, bottom "void main()\n" "{\n" " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n" " %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\n" " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n" "}\n"; const char *GProgram = g_ActiveConfig.iStereoMode > 0 ? "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 6) out;\n" "in vec3 v_uv0[3];\n" "out vec3 f_uv0;\n" "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" "void main()\n" "{\n" " int layers = textureSize(samp9, 0).z;\n" " for (int layer = 0; layer < layers; ++layer) {\n" " for (int i = 0; i < 3; ++i) {\n" " f_uv0 = vec3(v_uv0[i].xy, layer);\n" " gl_Position = gl_in[i].gl_Position;\n" " gl_Layer = layer;\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" " }\n" "}\n" : nullptr; const char* prefix = (GProgram == nullptr) ? "f" : "v"; const char* depth_layer = (g_ActiveConfig.bStereoEFBMonoDepth) ? "0.0" : "f_uv0.z"; ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram); ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram); s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat"); s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat"); s_ColorCbufid = -1; s_DepthCbufid = -1; s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position"); s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position"); std::string palette_shader = R"GLSL( uniform int texture_buffer_offset; uniform float multiplier; SAMPLER_BINDING(9) uniform sampler2DArray samp9; SAMPLER_BINDING(10) uniform usamplerBuffer samp10; in vec3 f_uv0; out vec4 ocol0; int Convert3To8(int v) { // Swizzle bits: 00000123 -> 12312312 return (v << 5) | (v << 2) | (v >> 1); } int Convert4To8(int v) { // Swizzle bits: 00001234 -> 12341234 return (v << 4) | v; } int Convert5To8(int v) { // Swizzle bits: 00012345 -> 12345123 return (v << 3) | (v >> 2); } int Convert6To8(int v) { // Swizzle bits: 00123456 -> 12345612 return (v << 2) | (v >> 4); } float4 DecodePixel_RGB5A3(int val) { int r,g,b,a; if ((val&0x8000) > 0) { r=Convert5To8((val>>10) & 0x1f); g=Convert5To8((val>>5 ) & 0x1f); b=Convert5To8((val ) & 0x1f); a=0xFF; } else { a=Convert3To8((val>>12) & 0x7); r=Convert4To8((val>>8 ) & 0xf); g=Convert4To8((val>>4 ) & 0xf); b=Convert4To8((val ) & 0xf); } return float4(r, g, b, a) / 255.0; } float4 DecodePixel_RGB565(int val) { int r, g, b, a; r = Convert5To8((val >> 11) & 0x1f); g = Convert6To8((val >> 5) & 0x3f); b = Convert5To8((val) & 0x1f); a = 0xFF; return float4(r, g, b, a) / 255.0; } float4 DecodePixel_IA8(int val) { int i = val & 0xFF; int a = val >> 8; return float4(i, i, i, a) / 255.0; } void main() { int src = int(round(texture(samp9, f_uv0).r * multiplier)); src = int(texelFetch(samp10, src + texture_buffer_offset).r); src = ((src << 8) & 0xFF00) | (src >> 8); ocol0 = DECODE(src); } )GLSL"; if (g_ActiveConfig.backend_info.bSupportsPaletteConversion) { ProgramShaderCache::CompileShader( s_palette_pixel_shader[GX_TL_IA8], StringFromFormat(VProgram, prefix, prefix).c_str(), ("#define DECODE DecodePixel_IA8" + palette_shader).c_str(), GProgram); s_palette_buffer_offset_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset"); s_palette_multiplier_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "multiplier"); s_palette_copy_position_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position"); ProgramShaderCache::CompileShader( s_palette_pixel_shader[GX_TL_RGB565], StringFromFormat(VProgram, prefix, prefix).c_str(), ("#define DECODE DecodePixel_RGB565" + palette_shader).c_str(), GProgram); s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset"); s_palette_multiplier_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "multiplier"); s_palette_copy_position_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position"); ProgramShaderCache::CompileShader( s_palette_pixel_shader[GX_TL_RGB5A3], StringFromFormat(VProgram, prefix, prefix).c_str(), ("#define DECODE DecodePixel_RGB5A3" + palette_shader).c_str(), GProgram); s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset"); s_palette_multiplier_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "multiplier"); s_palette_copy_position_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position"); } } void TextureCache::DeleteShaders() { s_ColorMatrixProgram.Destroy(); s_DepthMatrixProgram.Destroy(); if (g_ActiveConfig.backend_info.bSupportsPaletteConversion) for (auto& shader : s_palette_pixel_shader) shader.Destroy(); } void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted, void* palette, TlutFormat format) { if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion) return; g_renderer->ResetAPIState(); TCacheEntry* entry = (TCacheEntry*) _entry; TCacheEntry* unconverted = (TCacheEntry*) _unconverted; glActiveTexture(GL_TEXTURE0 + 9); glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture); FramebufferManager::SetFramebuffer(entry->framebuffer); glViewport(0, 0, entry->config.width, entry->config.height); s_palette_pixel_shader[format].Bind(); int size = unconverted->format == 0 ? 32 : 512; auto buffer = s_palette_stream_buffer->Map(size); memcpy(buffer.first, palette, size); s_palette_stream_buffer->Unmap(size); glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2); glUniform1f(s_palette_multiplier_uniform[format], unconverted->format == 0 ? 15.0f : 255.0f); glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width, (float)unconverted->config.height); glActiveTexture(GL_TEXTURE0 + 10); glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture); OpenGL_BindAttributelessVAO(); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); FramebufferManager::SetFramebuffer(0); g_renderer->RestoreAPIState(); } }