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

440 lines
14 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common/CommonFuncs.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/TextureConverter.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VertexShaderGen.h"
namespace OGL
{
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
GLenum FramebufferManager::m_textureType;
int FramebufferManager::m_EFBLayers;
GLuint FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_xfbFramebuffer;
GLuint FramebufferManager::m_efbColor;
GLuint FramebufferManager::m_efbDepth;
GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
// Only used in MSAA mode.
GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture;
// reinterpret pixel format
SHADER FramebufferManager::m_pixel_format_shaders[2];
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
m_efbColor = 0;
m_efbDepth = 0;
m_efbColorSwap = 0;
m_resolvedFramebuffer = 0;
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples;
// The EFB can be set to different pixel formats by the game through the
// BPMEM_ZCOMPARE register (which should probably have a different name).
// They are:
// - 24-bit RGB (8-bit components) with 24-bit Z
// - 24-bit RGBA (6-bit components) with 24-bit Z
// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
// Multisampling depends on user settings.
// The distinction becomes important for certain operations, i.e. the
// alpha channel should be ignored if the EFB does not have one.
glActiveTexture(GL_TEXTURE0 + 9);
GLuint glObj[3];
glGenTextures(3, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
m_efbColorSwap = glObj[2];
m_EFBLayers = (g_ActiveConfig.bStereo) ? 2 : 1;
// OpenGL MSAA textures are a different kind of texture type and must be allocated
// with a different function, so we create them separately.
if (m_msaaSamples <= 1)
{
m_textureType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(m_textureType, m_efbDepth);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(m_textureType, m_efbColorSwap);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, m_efbDepth);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, m_efbColorSwap);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, 0);
// Although we are able to access the multisampled texture directly, we don't do it everywhere.
// The old way is to "resolve" this multisampled texture by copying it into a non-sampled texture.
// This would lead to an unneeded copy of the EFB, so we are going to avoid it.
// But as this job isn't done right now, we do need that texture for resolving:
glGenTextures(2, glObj);
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
glBindTexture(resolvedType, m_resolvedColorTexture);
glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(resolvedType, m_resolvedDepthTexture);
glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind resolved textures to resolved framebuffer.
glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0);
}
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer);
// Bind target textures to EFB framebuffer.
glGenFramebuffers(1, &m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0);
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// reinterpret pixel format
char vs[] =
"void main(void) {\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
// The way to sample the EFB is based on the on the current configuration.
// As we use the same sampling way for both interpreting shaders, the sampling
// shader are generated first:
std::string sampler;
if (m_msaaSamples <= 1)
{
// non-msaa, so just fetch the pixel
sampler =
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, ivec3(pos, 0), 0);\n"
"}\n";
}
else if (g_ogl_config.bSupportSampleShading)
{
// msaa + sample shading available, so just fetch the sample
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, ivec3(pos, 0), gl_SampleID);\n"
"}\n";
}
else
{
// msaa without sample shading: calculate the mean value of the pixel
std::stringstream samples;
samples << m_msaaSamples;
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
" for(int i=0; i<" + samples.str() + "; i++)\n"
" color += texelFetch(samp9, ivec3(pos, 0), i);\n"
" return color / " + samples.str() + ";\n"
"}\n";
}
std::string ps_rgba6_to_rgb8 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n"
" ivec4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
" dst8.a = 255;\n"
" ocol0 = float4(dst8) / 255.f;\n"
"}";
std::string ps_rgb8_to_rgba6 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n"
" ivec4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
" dst6.a = src8.b & 0x3F;\n"
" ocol0 = float4(dst6) / 63.f;\n"
"}";
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str());
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str());
}
FramebufferManager::~FramebufferManager()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLuint glObj[3];
// Note: OpenGL deletion functions silently ignore parameters of "0".
glObj[0] = m_efbFramebuffer;
glObj[1] = m_xfbFramebuffer;
glObj[2] = m_resolvedFramebuffer;
glDeleteFramebuffers(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
m_resolvedFramebuffer = 0;
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
glDeleteTextures(2, glObj);
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
glObj[2] = m_efbColorSwap;
glDeleteTextures(3, glObj);
m_efbColor = 0;
m_efbDepth = 0;
m_efbColorSwap = 0;
// reinterpret pixel format
m_pixel_format_shaders[0].Destroy();
m_pixel_format_shaders[1].Destroy();
}
GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
{
if (m_msaaSamples <= 1)
{
return m_efbColor;
}
else
{
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
// required.
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
glBlitFramebuffer(
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
return m_resolvedColorTexture;
}
}
GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
{
if (m_msaaSamples <= 1)
{
return m_efbDepth;
}
else
{
// Transfer the EFB to a resolved texture.
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
glBlitFramebuffer(
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
GL_DEPTH_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
return m_resolvedDepthTexture;
}
}
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
if (!xfb_in_ram)
{
WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
return;
}
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
}
void FramebufferManager::SetFramebuffer(GLuint fb)
{
glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
}
// Apply AA if enabled
GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle &source_rect)
{
return GetEFBColorTexture(source_rect);
}
GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect)
{
return GetEFBDepthTexture(source_rect);
}
void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
{
g_renderer->ResetAPIState();
GLuint src_texture = 0;
// We aren't allowed to render and sample the same texture in one draw call,
// so we have to create a new texture and overwrite it completely.
// To not allocate one big texture every time, we've allocated two on
// initialization and just swap them here:
src_texture = m_efbColor;
m_efbColor = m_efbColorSwap;
m_efbColorSwap = src_texture;
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0);
glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(m_textureType, src_texture);
m_pixel_format_shaders[convtype ? 1 : 0].Bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(m_textureType, 0);
g_renderer->RestoreAPIState();
}
XFBSource::~XFBSource()
{
glDeleteTextures(1, &texture);
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
}
void XFBSource::CopyEFB(float Gamma)
{
g_renderer->ResetAPIState();
// Copy EFB data to XFB and restore render target again
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
// Bind texture.
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0);
glBlitFramebuffer(
0, 0, texWidth, texHeight,
0, 0, texWidth, texHeight,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
GLuint texture;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
return new XFBSource(texture, m_EFBLayers);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
{
*width = m_targetWidth;
*height = m_targetHeight;
}
} // namespace OGL