491 lines
13 KiB
C++
491 lines
13 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <vector>
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#include <cmath>
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#include <fstream>
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#ifdef _WIN32
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#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
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#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
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#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
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#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
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#include <intrin.h>
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#undef _interlockedbittestandset
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#undef _interlockedbittestandreset
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#undef _interlockedbittestandset64
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#undef _interlockedbittestandreset64
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#endif
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#include "BPStructs.h"
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "FramebufferManager.h"
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#include "Globals.h"
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#include "Hash.h"
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#include "HiresTextures.h"
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#include "HW/Memmap.h"
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#include "ImageWrite.h"
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#include "MemoryUtil.h"
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#include "ProgramShaderCache.h"
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#include "PixelShaderManager.h"
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#include "Render.h"
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#include "Statistics.h"
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#include "StringUtil.h"
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#include "TextureCache.h"
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#include "TextureConverter.h"
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#include "TextureDecoder.h"
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#include "VertexShaderManager.h"
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#include "VideoConfig.h"
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namespace OGL
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{
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static SHADER s_ColorMatrixProgram;
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static SHADER s_DepthMatrixProgram;
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static GLuint s_ColorMatrixUniform;
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static GLuint s_DepthMatrixUniform;
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static u32 s_ColorCbufid;
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static u32 s_DepthCbufid;
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static u32 s_Textures[8];
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static u32 s_ActiveTexture;
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static u32 s_NextStage;
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struct VBOCache {
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GLuint vbo;
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GLuint vao;
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TargetRectangle targetSource;
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};
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static std::map<u64,VBOCache> s_VBO;
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bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
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{
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#ifndef USE_GLES3
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int width = std::max(virtual_width >> level, 1);
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int height = std::max(virtual_height >> level, 1);
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std::vector<u32> data(width * height);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
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glBindTexture(textarget, 0);
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TextureCache::SetStage();
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const GLenum err = GL_REPORT_ERROR();
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if (GL_NO_ERROR != err)
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{
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PanicAlert("Can't save texture, GL Error: %s", gluErrorString(err));
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return false;
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}
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return SaveTGA(filename, width, height, &data[0]);
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#else
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return false;
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#endif
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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if (texture)
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{
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for(int i=0; i<8; i++)
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if(s_Textures[i] == texture)
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s_Textures[i] = 0;
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glDeleteTextures(1, &texture);
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texture = 0;
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}
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if (framebuffer)
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{
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glDeleteFramebuffers(1, &framebuffer);
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framebuffer = 0;
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}
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}
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TextureCache::TCacheEntry::TCacheEntry()
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{
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glGenTextures(1, &texture);
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GL_REPORT_ERRORD();
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framebuffer = 0;
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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if (s_Textures[stage] != texture)
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{
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if (s_ActiveTexture != stage)
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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s_ActiveTexture = stage;
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}
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glBindTexture(GL_TEXTURE_2D, texture);
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s_Textures[stage] = texture;
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}
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}
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bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
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{
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// TODO: make ogl dump PNGs
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std::string tga_filename(filename);
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tga_filename.replace(tga_filename.size() - 3, 3, "tga");
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return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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unsigned int height, unsigned int expanded_width,
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unsigned int tex_levels, PC_TexFormat pcfmt)
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{
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int gl_format = 0,
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gl_iformat = 0,
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gl_type = 0;
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if (pcfmt != PC_TEX_FMT_DXT1)
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{
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switch (pcfmt)
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{
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default:
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case PC_TEX_FMT_NONE:
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PanicAlert("Invalid PC texture format %i", pcfmt);
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case PC_TEX_FMT_BGRA32:
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gl_format = GL_BGRA;
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gl_iformat = GL_RGBA;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_RGBA32:
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gl_format = GL_RGBA;
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gl_iformat = GL_RGBA;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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#ifndef USE_GLES3
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case PC_TEX_FMT_I4_AS_I8:
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gl_format = GL_LUMINANCE;
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gl_iformat = GL_INTENSITY4;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_IA4_AS_IA8:
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gl_format = GL_LUMINANCE_ALPHA;
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gl_iformat = GL_LUMINANCE4_ALPHA4;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_I8:
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gl_format = GL_LUMINANCE;
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gl_iformat = GL_INTENSITY8;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_IA8:
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gl_format = GL_LUMINANCE_ALPHA;
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gl_iformat = GL_LUMINANCE8_ALPHA8;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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#endif
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case PC_TEX_FMT_RGB565:
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gl_format = GL_RGB;
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gl_iformat = GL_RGB;
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gl_type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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}
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}
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TCacheEntry &entry = *new TCacheEntry;
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entry.gl_format = gl_format;
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entry.gl_iformat = gl_iformat;
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entry.gl_type = gl_type;
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entry.pcfmt = pcfmt;
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entry.m_tex_levels = tex_levels;
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entry.Load(width, height, expanded_width, 0);
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return &entry;
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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{
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if (s_ActiveTexture != s_NextStage)
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{
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glActiveTexture(GL_TEXTURE0 + s_NextStage);
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s_ActiveTexture = s_NextStage;
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}
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if (s_Textures[s_NextStage] != texture)
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{
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glBindTexture(GL_TEXTURE_2D, texture);
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s_Textures[s_NextStage] = texture;
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}
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// TODO: sloppy, just do this on creation?
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if (level == 0)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, m_tex_levels - 1);
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}
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if (pcfmt != PC_TEX_FMT_DXT1)
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{
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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else
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{
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PanicAlert("PC_TEX_FMT_DXT1 support disabled");
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//glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
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//width, height, 0, expanded_width * expanded_height/2, temp);
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}
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GL_REPORT_ERRORD();
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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unsigned int scaled_tex_w, unsigned int scaled_tex_h)
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{
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TCacheEntry *const entry = new TCacheEntry;
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, entry->texture);
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GL_REPORT_ERRORD();
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const GLenum
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gl_format = GL_RGBA,
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gl_iformat = GL_RGBA,
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gl_type = GL_UNSIGNED_BYTE;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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entry->m_tex_levels = 1;
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glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffers(1, &entry->framebuffer);
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FramebufferManager::SetFramebuffer(entry->framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, entry->texture, 0);
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GL_REPORT_FBO_ERROR();
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SetStage();
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GL_REPORT_ERRORD();
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return entry;
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
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unsigned int srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat)
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{
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g_renderer->ResetAPIState(); // reset any game specific settings
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// Make sure to resolve anything we need to read from.
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const GLuint read_texture = (srcFormat == PIXELFMT_Z24) ?
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FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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FramebufferManager::ResolveAndGetRenderTarget(srcRect);
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GL_REPORT_ERRORD();
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if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
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{
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FramebufferManager::SetFramebuffer(framebuffer);
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GL_REPORT_ERRORD();
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(getFbType(), read_texture);
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glViewport(0, 0, virtual_width, virtual_height);
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if(srcFormat == PIXELFMT_Z24) {
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s_DepthMatrixProgram.Bind();
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if(s_DepthCbufid != cbufid)
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glUniform4fv(s_DepthMatrixUniform, 5, colmat);
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s_DepthCbufid = cbufid;
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} else {
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s_ColorMatrixProgram.Bind();
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if(s_ColorCbufid != cbufid)
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glUniform4fv(s_ColorMatrixUniform, 7, colmat);
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s_ColorCbufid = cbufid;
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}
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GL_REPORT_ERRORD();
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TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
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GL_REPORT_ERRORD();
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// should be unique enough, if not, vbo will "only" be uploaded to much
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u64 targetSourceHash = u64(targetSource.left)<<48 | u64(targetSource.top)<<32 | u64(targetSource.right)<<16 | u64(targetSource.bottom);
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std::map<u64, VBOCache>::iterator vbo_it = s_VBO.find(targetSourceHash);
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if(vbo_it == s_VBO.end()) {
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VBOCache item;
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item.targetSource.bottom = -1;
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item.targetSource.top = -1;
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item.targetSource.left = -1;
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item.targetSource.right = -1;
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glGenBuffers(1, &item.vbo);
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glGenVertexArrays(1, &item.vao);
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glBindBuffer(GL_ARRAY_BUFFER, item.vbo);
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glBindVertexArray(item.vao);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
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glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
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glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
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vbo_it = s_VBO.insert(std::pair<u64,VBOCache>(targetSourceHash, item)).first;
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}
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if(!(vbo_it->second.targetSource == targetSource)) {
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GLfloat vertices[] = {
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-1.f, 1.f,
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(GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
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-1.f, -1.f,
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(GLfloat)targetSource.left, (GLfloat)targetSource.top,
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1.f, 1.f,
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(GLfloat)targetSource.right, (GLfloat)targetSource.bottom,
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1.f, -1.f,
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(GLfloat)targetSource.right, (GLfloat)targetSource.top
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
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glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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vbo_it->second.targetSource = targetSource;
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}
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glBindVertexArray(vbo_it->second.vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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GL_REPORT_ERRORD();
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}
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if (false == g_ActiveConfig.bCopyEFBToTexture)
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{
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int encoded_size = TextureConverter::EncodeToRamFromTexture(
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addr,
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read_texture,
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srcFormat == PIXELFMT_Z24,
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isIntensity,
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dstFormat,
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scaleByHalf,
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srcRect);
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u8* dst = Memory::GetPointer(addr);
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u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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// Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date
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if (!g_ActiveConfig.bEFBCopyCacheEnable)
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TextureCache::MakeRangeDynamic(addr,encoded_size);
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else if (!TextureCache::Find(addr, new_hash))
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TextureCache::MakeRangeDynamic(addr,encoded_size);
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hash = new_hash;
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}
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FramebufferManager::SetFramebuffer(0);
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VertexShaderManager::SetViewportChanged();
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GL_REPORT_ERRORD();
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if (g_ActiveConfig.bDumpEFBTarget)
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{
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static int count = 0;
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SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
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count++).c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0);
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}
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g_renderer->RestoreAPIState();
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}
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TextureCache::TextureCache()
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{
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const char *pColorMatrixProg =
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"uniform sampler2DRect samp9;\n"
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"uniform vec4 colmat[7];\n"
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"VARYIN vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture2DRect(samp9, uv0);\n"
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" texcol = round(texcol * colmat[5]) * colmat[6];\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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const char *pDepthMatrixProg =
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"uniform sampler2DRect samp9;\n"
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"uniform vec4 colmat[5];\n"
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"VARYIN vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture2DRect(samp9, uv0);\n"
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" vec4 EncodedDepth = fract((texcol.r * (16777215.0f/16777216.0f)) * vec4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
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" 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"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];"
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"}\n";
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const char *VProgram =
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"ATTRIN vec2 rawpos;\n"
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"ATTRIN vec2 tex0;\n"
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"VARYOUT vec2 uv0;\n"
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"void main()\n"
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"{\n"
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" uv0 = tex0;\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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"}\n";
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ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
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ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg);
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s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
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s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
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s_ColorCbufid = -1;
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s_DepthCbufid = -1;
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s_ActiveTexture = -1;
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s_NextStage = -1;
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for(int i=0; i<8; i++)
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s_Textures[i] = -1;
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}
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TextureCache::~TextureCache()
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{
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s_ColorMatrixProgram.Destroy();
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s_DepthMatrixProgram.Destroy();
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for(std::map<u64, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
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glDeleteBuffers(1, &it->second.vbo);
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glDeleteVertexArrays(1, &it->second.vao);
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}
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s_VBO.clear();
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}
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void TextureCache::DisableStage(unsigned int stage)
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{
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}
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void TextureCache::SetStage ()
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{
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// -1 is the initial value as we don't know which testure should be bound
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if(s_ActiveTexture != (u32)-1)
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glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
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}
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void TextureCache::SetNextStage ( unsigned int stage )
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{
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s_NextStage = stage;
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}
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}
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