// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #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 #include "BPStructs.h" #include "CommonPaths.h" #include "FileUtil.h" #include "FramebufferManager.h" #include "Globals.h" #include "Hash.h" #include "HiresTextures.h" #include "HW/Memmap.h" #include "ImageWrite.h" #include "MemoryUtil.h" #include "ProgramShaderCache.h" #include "PixelShaderManager.h" #include "Render.h" #include "Statistics.h" #include "StringUtil.h" #include "TextureCache.h" #include "TextureConverter.h" #include "TextureDecoder.h" #include "VertexShaderManager.h" #include "VideoConfig.h" namespace OGL { static SHADER s_ColorMatrixProgram; static SHADER s_DepthMatrixProgram; static GLuint s_ColorMatrixUniform; static GLuint s_DepthMatrixUniform; static u32 s_ColorCbufid; static u32 s_DepthCbufid; static u32 s_Textures[8]; static u32 s_ActiveTexture; static u32 s_NextStage; struct VBOCache { GLuint vbo; GLuint vao; TargetRectangle targetSource; }; static std::map s_VBO; bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level) { int width = std::max(virtual_width >> level, 1); int height = std::max(virtual_height >> level, 1); std::vector data(width * height); glActiveTexture(GL_TEXTURE0+9); glBindTexture(textarget, tex); glGetTexImage(textarget, level, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]); glBindTexture(textarget, 0); TextureCache::SetStage(); const GLenum err = GL_REPORT_ERROR(); if (GL_NO_ERROR != err) { PanicAlert("Can't save texture, GL Error: %s", gluErrorString(err)); return false; } return SaveTGA(filename, width, height, &data[0]); } TextureCache::TCacheEntry::~TCacheEntry() { if (texture) { for(int i=0; i<8; i++) if(s_Textures[i] == texture) s_Textures[i] = 0; glDeleteTextures(1, &texture); texture = 0; } if (framebuffer) { glDeleteFramebuffers(1, &framebuffer); framebuffer = 0; } } TextureCache::TCacheEntry::TCacheEntry() { glGenTextures(1, &texture); GL_REPORT_ERRORD(); 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, texture); s_Textures[stage] = texture; } } bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level) { // TODO: make ogl dump PNGs std::string tga_filename(filename); tga_filename.replace(tga_filename.size() - 3, 3, "tga"); return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, level); } TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt) { int gl_format = 0, gl_iformat = 0, 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 = GL_RGBA; gl_type = GL_UNSIGNED_BYTE; break; case PC_TEX_FMT_RGBA32: gl_format = GL_RGBA; gl_iformat = GL_RGBA; 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; } } TCacheEntry &entry = *new TCacheEntry; entry.gl_format = gl_format; entry.gl_iformat = gl_iformat; entry.gl_type = gl_type; entry.pcfmt = pcfmt; entry.m_tex_levels = tex_levels; entry.Load(width, height, expanded_width, 0); return &entry; } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level) { if (s_ActiveTexture != s_NextStage) { glActiveTexture(GL_TEXTURE0 + s_NextStage); s_ActiveTexture = s_NextStage; } if (s_Textures[s_NextStage] != texture) { glBindTexture(GL_TEXTURE_2D, texture); s_Textures[s_NextStage] = texture; } // TODO: sloppy, just do this on creation? if (level == 0) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, m_tex_levels - 1); } if (pcfmt != PC_TEX_FMT_DXT1) { if (expanded_width != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width); glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp); if (expanded_width != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } else { PanicAlert("PC_TEX_FMT_DXT1 support disabled"); //glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, //width, height, 0, expanded_width * expanded_height/2, temp); } GL_REPORT_ERRORD(); } TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture( unsigned int scaled_tex_w, unsigned int scaled_tex_h) { TCacheEntry *const entry = new TCacheEntry; glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_2D, entry->texture); GL_REPORT_ERRORD(); const GLenum gl_format = GL_RGBA, gl_iformat = GL_RGBA, gl_type = GL_UNSIGNED_BYTE; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); entry->m_tex_levels = 1; glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL); glBindTexture(GL_TEXTURE_2D, 0); glGenFramebuffers(1, &entry->framebuffer); FramebufferManager::SetFramebuffer(entry->framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, entry->texture, 0); GL_REPORT_FBO_ERROR(); SetStage(); GL_REPORT_ERRORD(); return entry; } void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat, unsigned int 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 == PIXELFMT_Z24) ? FramebufferManager::ResolveAndGetDepthTarget(srcRect) : FramebufferManager::ResolveAndGetRenderTarget(srcRect); GL_REPORT_ERRORD(); if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture) { FramebufferManager::SetFramebuffer(framebuffer); GL_REPORT_ERRORD(); glActiveTexture(GL_TEXTURE0+9); glBindTexture(GL_TEXTURE_RECTANGLE, read_texture); glViewport(0, 0, virtual_width, virtual_height); if(srcFormat == PIXELFMT_Z24) { s_DepthMatrixProgram.Bind(); if(s_DepthCbufid != cbufid) glUniform4fv(s_DepthMatrixUniform, 5, colmat); s_DepthCbufid = cbufid; } else { s_ColorMatrixProgram.Bind(); if(s_ColorCbufid != cbufid) glUniform4fv(s_ColorMatrixUniform, 7, colmat); s_ColorCbufid = cbufid; } GL_REPORT_ERRORD(); TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect); GL_REPORT_ERRORD(); // should be unique enough, if not, vbo will "only" be uploaded to much u64 targetSourceHash = u64(targetSource.left)<<48 | u64(targetSource.top)<<32 | u64(targetSource.right)<<16 | u64(targetSource.bottom); std::map::iterator vbo_it = s_VBO.find(targetSourceHash); if(vbo_it == s_VBO.end()) { VBOCache item; item.targetSource.bottom = -1; item.targetSource.top = -1; item.targetSource.left = -1; item.targetSource.right = -1; glGenBuffers(1, &item.vbo); glGenVertexArrays(1, &item.vao); glBindBuffer(GL_ARRAY_BUFFER, item.vbo); glBindVertexArray(item.vao); glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL); glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB); glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2); vbo_it = s_VBO.insert(std::pair(targetSourceHash, item)).first; } if(!(vbo_it->second.targetSource == targetSource)) { GLfloat vertices[] = { -1.f, 1.f, (GLfloat)targetSource.left, (GLfloat)targetSource.bottom, -1.f, -1.f, (GLfloat)targetSource.left, (GLfloat)targetSource.top, 1.f, 1.f, (GLfloat)targetSource.right, (GLfloat)targetSource.bottom, 1.f, -1.f, (GLfloat)targetSource.right, (GLfloat)targetSource.top }; glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo); glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW); vbo_it->second.targetSource = targetSource; } glBindVertexArray(vbo_it->second.vao); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); GL_REPORT_ERRORD(); } if (false == g_ActiveConfig.bCopyEFBToTexture) { int encoded_size = TextureConverter::EncodeToRamFromTexture( addr, read_texture, srcFormat == PIXELFMT_Z24, isIntensity, dstFormat, scaleByHalf, srcRect); u8* dst = Memory::GetPointer(addr); u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples); // Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date if (!g_ActiveConfig.bEFBCopyCacheEnable) TextureCache::MakeRangeDynamic(addr,encoded_size); else if (!TextureCache::Find(addr, new_hash)) TextureCache::MakeRangeDynamic(addr,encoded_size); hash = new_hash; } FramebufferManager::SetFramebuffer(0); VertexShaderManager::SetViewportChanged(); GL_REPORT_ERRORD(); if (g_ActiveConfig.bDumpEFBTarget) { static int count = 0; SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(), count++).c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0); } g_renderer->RestoreAPIState(); } TextureCache::TextureCache() { const char *pColorMatrixProg = "uniform sampler2DRect samp9;\n" "uniform vec4 colmat[7];\n" "VARYIN vec2 uv0;\n" "COLOROUT(ocol0)\n" "\n" "void main(){\n" " vec4 texcol = texture2DRect(samp9, 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 = "uniform sampler2DRect samp9;\n" "uniform vec4 colmat[5];\n" "VARYIN vec2 uv0;\n" "COLOROUT(ocol0)\n" "\n" "void main(){\n" " vec4 texcol = texture2DRect(samp9, uv0);\n" " vec4 EncodedDepth = fract((texcol.r * (16777215.0f/16777216.0f)) * vec4(1.0f,256.0f,256.0f*256.0f,1.0f));\n" " texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * vec4(255.0f,255.0f,255.0f,15.0f)) / vec4(255.0f,255.0f,255.0f,15.0f);\n" " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];" "}\n"; const char *VProgram = "ATTRIN vec2 rawpos;\n" "ATTRIN vec2 tex0;\n" "VARYOUT vec2 uv0;\n" "void main()\n" "{\n" " uv0 = tex0;\n" " gl_Position = vec4(rawpos,0,1);\n" "}\n"; ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg); ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg); s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat"); s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat"); s_ColorCbufid = -1; s_DepthCbufid = -1; s_ActiveTexture = -1; s_NextStage = -1; for(int i=0; i<8; i++) s_Textures[i] = -1; } TextureCache::~TextureCache() { s_ColorMatrixProgram.Destroy(); s_DepthMatrixProgram.Destroy(); for(std::map::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) { glDeleteBuffers(1, &it->second.vbo); glDeleteVertexArrays(1, &it->second.vao); } s_VBO.clear(); } void TextureCache::DisableStage(unsigned int stage) { } void TextureCache::SetStage () { // -1 is the initial value as we don't know which testure should be bound if(s_ActiveTexture != (u32)-1) glActiveTexture(GL_TEXTURE0 + s_ActiveTexture); } void TextureCache::SetNextStage ( unsigned int stage ) { s_NextStage = stage; } }