dolphin/Source/Core/VideoBackends/OGL/TextureCache.cpp

586 lines
20 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cmath>
#include <fstream>
#include <memory>
#include <vector>
#include "Common/Common.h"
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Common/Hash.h"
#include "Common/MemoryUtil.h"
#include "Common/StringUtil.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.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_ColorCopyProgram;
static SHADER s_ColorMatrixProgram;
static SHADER s_DepthMatrixProgram;
static GLuint s_ColorMatrixUniform;
static GLuint s_DepthMatrixUniform;
static GLuint s_ColorCopyPositionUniform;
static GLuint s_ColorMatrixPositionUniform;
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 std::unique_ptr<StreamBuffer> s_palette_stream_buffer;
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<u8> data(width * height * 4);
glActiveTexture(GL_TEXTURE9);
glBindTexture(textarget, tex);
glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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_TEXTURE9);
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::CopyRectangleFromTexture(const TCacheEntryBase* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
TCacheEntry* srcentry = (TCacheEntry*)source;
if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
g_ogl_config.bSupportsCopySubImage)
{
glCopyImageSubData(srcentry->texture, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
texture, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
dstrect.GetWidth(), dstrect.GetHeight(), srcentry->config.layers);
return;
}
else if (!framebuffer)
{
glGenFramebuffers(1, &framebuffer);
FramebufferManager::SetFramebuffer(framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, texture, 0);
}
g_renderer->ResetAPIState();
FramebufferManager::SetFramebuffer(framebuffer);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
g_sampler_cache->BindLinearSampler(9);
glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
s_ColorCopyProgram.Bind();
glUniform4f(s_ColorCopyPositionUniform, 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 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_TEXTURE9);
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(u8* dstPointer, PEControl::PixelFormat srcFormat,
const EFBRectangle& srcRect, 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_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
if (scaleByHalf)
g_sampler_cache->BindLinearSampler(9);
else
g_sampler_cache->BindNearestSampler(9);
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_ColorMatrixPositionUniform;
}
TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
static_cast<float>(R.right), static_cast<float>(R.bottom));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
}
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
TextureConverter::EncodeToRamFromTexture(dst, format, native_width, bytes_per_row, num_blocks_y,
memory_stride, srcFormat, isIntensity, scaleByHalf,
srcRect);
}
TextureCache::TextureCache()
{
CompileShaders();
s_ActiveTexture = -1;
for (auto& gtex : s_Textures)
gtex = -1;
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
{
s32 buffer_size = 1024 * 1024;
s32 max_buffer_size = 0;
// The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates
// is 65KB, we are asking for a 1MB buffer here.
// Make sure to check the maximum size and if it is below 1MB
// then use the maximum the hardware supports instead.
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size);
buffer_size = std::min(buffer_size, max_buffer_size);
s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
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)
{
s_palette_stream_buffer.reset();
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()
{
constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"in vec3 f_uv0;\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, f_uv0);\n"
" ocol0 = texcol;\n"
"}\n";
constexpr const char* color_matrix_program =
"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";
constexpr const char* depth_matrix_program =
"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 = int(texcol.x * 16777216.0);\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";
constexpr const char* vertex_program =
"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 std::string geo_program = 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" :
"";
const char* prefix = geo_program.empty() ? "f" : "v";
const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
ProgramShaderCache::CompileShader(s_ColorCopyProgram,
StringFromFormat(vertex_program, prefix, prefix).c_str(),
color_copy_program, geo_program);
ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
StringFromFormat(vertex_program, prefix, prefix).c_str(),
color_matrix_program, geo_program);
ProgramShaderCache::CompileShader(
s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(),
StringFromFormat(depth_matrix_program, depth_layer).c_str(), geo_program);
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
s_ColorCbufid = -1;
s_DepthCbufid = -1;
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
s_ColorMatrixPositionUniform =
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(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_IA8" + palette_shader, geo_program);
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(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_RGB565" + palette_shader, geo_program);
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(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program);
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_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
g_sampler_cache->BindNearestSampler(9);
FramebufferManager::SetFramebuffer(entry->framebuffer);
glViewport(0, 0, entry->config.width, entry->config.height);
s_palette_pixel_shader[format].Bind();
// C14 textures are currently unsupported
int size = (unconverted->format & 0xf) == GX_TF_I4 ? 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 & 0xf) == 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_TEXTURE10);
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
g_sampler_cache->BindNearestSampler(10);
OpenGL_BindAttributelessVAO();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
}
}