325 lines
10 KiB
C++
325 lines
10 KiB
C++
// Copyright 2017 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 "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLInterfaceBase.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/OGLTexture.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConfig.h"
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namespace OGL
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{
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namespace
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{
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std::array<u32, 8> s_Textures;
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u32 s_ActiveTexture;
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GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
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{
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switch (format)
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{
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case AbstractTextureFormat::DXT1:
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return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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case AbstractTextureFormat::DXT3:
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return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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case AbstractTextureFormat::DXT5:
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return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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case AbstractTextureFormat::BPTC:
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return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
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case AbstractTextureFormat::RGBA8:
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return storage ? GL_RGBA8 : GL_RGBA;
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case AbstractTextureFormat::BGRA8:
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return GL_BGRA;
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default:
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PanicAlert("Unhandled texture format.");
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return storage ? GL_RGBA8 : GL_RGBA;
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}
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}
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GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case AbstractTextureFormat::RGBA8:
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return GL_RGBA;
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case AbstractTextureFormat::BGRA8:
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return GL_BGRA;
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// Compressed texture formats don't use this parameter.
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default:
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return GL_UNSIGNED_BYTE;
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}
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}
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GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case AbstractTextureFormat::RGBA8:
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case AbstractTextureFormat::BGRA8:
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return GL_UNSIGNED_BYTE;
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// Compressed texture formats don't use this parameter.
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default:
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return GL_UNSIGNED_BYTE;
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}
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}
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} // Anonymous namespace
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OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
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{
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glGenTextures(1, &m_texId);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1);
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if (g_ogl_config.bSupportsTextureStorage)
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{
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GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, m_config.levels, gl_internal_format, m_config.width,
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m_config.height, m_config.layers);
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}
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if (m_config.rendertarget)
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{
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// We can't render to compressed formats.
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_assert_(!IsCompressedHostTextureFormat(m_config.format));
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if (!g_ogl_config.bSupportsTextureStorage)
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{
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for (u32 level = 0; level < m_config.levels; level++)
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{
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, std::max(m_config.width >> level, 1u),
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std::max(m_config.height >> level, 1u), m_config.layers, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, nullptr);
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}
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}
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glGenFramebuffers(1, &m_framebuffer);
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FramebufferManager::SetFramebuffer(m_framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D_ARRAY, m_texId, 0);
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}
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SetStage();
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}
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OGLTexture::~OGLTexture()
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{
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if (m_texId)
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{
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for (auto& gtex : s_Textures)
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if (gtex == m_texId)
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gtex = 0;
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glDeleteTextures(1, &m_texId);
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m_texId = 0;
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}
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if (m_framebuffer)
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{
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glDeleteFramebuffers(1, &m_framebuffer);
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m_framebuffer = 0;
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}
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}
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GLuint OGLTexture::GetRawTexIdentifier() const
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{
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return m_texId;
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}
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GLuint OGLTexture::GetFramebuffer() const
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{
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return m_framebuffer;
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}
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void OGLTexture::Bind(unsigned int stage)
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{
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if (s_Textures[stage] != m_texId)
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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_ARRAY, m_texId);
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s_Textures[stage] = m_texId;
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}
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}
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std::optional<AbstractTexture::RawTextureInfo> OGLTexture::MapFullImpl()
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{
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if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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return {};
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m_staging_data.reserve(m_config.width * m_config.height * 4);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
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glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_staging_data.data());
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OGLTexture::SetStage();
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return AbstractTexture::RawTextureInfo{reinterpret_cast<u8*>(m_staging_data.data()),
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m_config.width * 4, m_config.width, m_config.height};
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}
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std::optional<AbstractTexture::RawTextureInfo> OGLTexture::MapRegionImpl(u32 level, u32 x, u32 y,
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u32 width, u32 height)
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{
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if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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return {};
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m_staging_data.reserve(m_config.width * m_config.height * 4);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
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if (g_ogl_config.bSupportTextureSubImage)
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{
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glGetTextureSubImage(GL_TEXTURE_2D_ARRAY, level, GLint(x), GLint(y), 0, GLsizei(width),
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GLsizei(height), 0, GL_RGBA, GL_UNSIGNED_BYTE, GLsizei(width * height * 4),
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m_staging_data.data());
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}
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else
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{
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MapRegionSlow(level, x, y, width, height);
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}
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OGLTexture::SetStage();
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return AbstractTexture::RawTextureInfo{m_staging_data.data(), width * 4, width, height};
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}
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void OGLTexture::MapRegionSlow(u32 level, u32 x, u32 y, u32 width, u32 height)
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{
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
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glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_staging_data.data());
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// Now copy the region out of the staging data
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const u32 partial_stride = width * 4;
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std::vector<u8> partial_data;
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partial_data.resize(partial_stride * height);
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const u32 staging_stride = m_config.width * 4;
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const u32 x_offset = x * 4;
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auto staging_location = m_staging_data.begin() + staging_stride * y;
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auto partial_location = partial_data.begin();
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for (size_t i = 0; i < height; ++i)
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{
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auto starting_location = staging_location + x_offset;
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std::copy(starting_location, starting_location + partial_stride, partial_location);
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staging_location += staging_stride;
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partial_location += partial_stride;
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}
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// Now swap the region back in for the staging data
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m_staging_data.swap(partial_data);
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}
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void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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{
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const OGLTexture* srcentry = static_cast<const OGLTexture*>(source);
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if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
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g_ogl_config.bSupportsCopySubImage)
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{
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glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
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m_texId, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
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dstrect.GetWidth(), dstrect.GetHeight(), srcentry->m_config.layers);
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return;
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}
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else if (!m_framebuffer)
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{
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glGenFramebuffers(1, &m_framebuffer);
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FramebufferManager::SetFramebuffer(m_framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D_ARRAY, m_texId, 0);
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}
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g_renderer->ResetAPIState();
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FramebufferManager::SetFramebuffer(m_framebuffer);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->m_texId);
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g_sampler_cache->BindLinearSampler(9);
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glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
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TextureCache::GetInstance()->GetColorCopyProgram().Bind();
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glUniform4f(TextureCache::GetInstance()->GetColorCopyPositionUniform(), float(srcrect.left),
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float(srcrect.top), float(srcrect.GetWidth()), float(srcrect.GetHeight()));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size)
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{
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if (level >= m_config.levels)
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PanicAlert("Texture only has %d levels, can't update level %d", m_config.levels, level);
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if (width != std::max(1u, m_config.width >> level) ||
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height != std::max(1u, m_config.height >> level))
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PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
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std::max(1u, m_config.width >> level), std::max(1u, m_config.height >> level), width,
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height);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
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if (row_length != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
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GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false);
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if (IsCompressedHostTextureFormat(m_config.format))
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{
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1,
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gl_internal_format, static_cast<GLsizei>(buffer_size), buffer);
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}
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else
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{
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glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0,
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static_cast<GLsizei>(buffer_size), buffer);
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}
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}
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else
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{
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GLenum gl_format = GetGLFormatForTextureFormat(m_config.format);
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GLenum gl_type = GetGLTypeForTextureFormat(m_config.format);
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type,
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buffer);
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}
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else
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{
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format,
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gl_type, buffer);
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}
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}
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if (row_length != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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SetStage();
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}
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void OGLTexture::DisableStage(unsigned int stage)
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{
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}
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void OGLTexture::SetStage()
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{
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// -1 is the initial value as we don't know which texture 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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} // namespace OGL
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