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

370 lines
11 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cmath>
#include <fstream>
#include <vector>
#ifdef _WIN32
#include <intrin.h>
#endif
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Common/Hash.h"
#include "Common/MemoryUtil.h"
#include "Common/StringUtil.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/GLInterfaceBase.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.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_ColorMatrixProgram;
static SHADER s_DepthMatrixProgram;
static GLuint s_ColorMatrixUniform;
static GLuint s_DepthMatrixUniform;
static GLuint s_ColorCopyPositionUniform;
static GLuint s_DepthCopyPositionUniform;
static u32 s_ColorCbufid;
static u32 s_DepthCbufid;
static u32 s_Textures[8];
static u32 s_ActiveTexture;
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_TEXTURE0+9);
glBindTexture(textarget, tex);
glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
glBindTexture(textarget, 0);
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_TEXTURE0+9);
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::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_TEXTURE0+9);
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(u32 dstAddr, unsigned int dstFormat,
PEControl::PixelFormat 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 == PEControl::Z24) ?
FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
FramebufferManager::ResolveAndGetRenderTarget(srcRect);
if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
{
FramebufferManager::SetFramebuffer(framebuffer);
OpenGL_BindAttributelessVAO();
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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_ColorCopyPositionUniform;
}
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);
}
if (false == g_ActiveConfig.bCopyEFBToTexture)
{
int encoded_size = TextureConverter::EncodeToRamFromTexture(
addr,
read_texture,
srcFormat == PEControl::Z24,
isIntensity,
dstFormat,
scaleByHalf,
srcRect);
u8* dst = Memory::GetPointer(addr);
u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
size_in_bytes = (u32)encoded_size;
// 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);
if (g_ActiveConfig.bDumpEFBTarget)
{
static int count = 0;
SaveTexture(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
count++), GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, 0);
}
g_renderer->RestoreAPIState();
}
TextureCache::TextureCache()
{
CompileShaders();
s_ActiveTexture = -1;
for (auto& gtex : s_Textures)
gtex = -1;
}
TextureCache::~TextureCache()
{
DeleteShaders();
}
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()
{
const char *pColorMatrixProg =
"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";
const char *pDepthMatrixProg =
"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"
// 255.99998474121 = 16777215/16777216*256
" float workspace = texcol.x * 255.99998474121;\n"
" texcol.x = floor(workspace);\n" // x component
" workspace = workspace - texcol.x;\n" // subtract x component out
" workspace = workspace * 256.0;\n" // shift left 8 bits
" texcol.y = floor(workspace);\n" // y component
" workspace = workspace - texcol.y;\n" // subtract y component out
" workspace = workspace * 256.0;\n" // shift left 8 bits
" texcol.z = floor(workspace);\n" // z component
" texcol.w = texcol.x;\n" // duplicate x into w
" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
" texcol.w = texcol.w * 15.0;\n"
" texcol.w = floor(texcol.w);\n"
" texcol.w = texcol.w / 15.0;\n" // w component
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n";
const char *VProgram =
"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 char *GProgram = 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" : nullptr;
const char* prefix = (GProgram == nullptr) ? "f" : "v";
const char* depth_layer = (g_ActiveConfig.bStereoEFBMonoDepth) ? "0.0" : "f_uv0.z";
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram);
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
s_ColorCbufid = -1;
s_DepthCbufid = -1;
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
}
void TextureCache::DeleteShaders()
{
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
}
}