#include "glcache.h" #include "gles.h" #include "hw/pvr/pvr_mem.h" #include "rend/TexCache.h" #include #include GlTextureCache TexCache; static void readAsyncPixelBuffer(u32 addr); void TextureCacheData::UploadToGPU(int width, int height, u8 *temp_tex_buffer, bool mipmapped, bool mipmapsIncluded) { //upload to OpenGL ! glcache.BindTexture(GL_TEXTURE_2D, texID); GLuint comps = tex_type == TextureType::_8 ? gl.single_channel_format : GL_RGBA; GLuint gltype; u32 bytes_per_pixel = 2; switch (tex_type) { case TextureType::_5551: gltype = GL_UNSIGNED_SHORT_5_5_5_1; break; case TextureType::_565: gltype = GL_UNSIGNED_SHORT_5_6_5; comps = GL_RGB; break; case TextureType::_4444: gltype = GL_UNSIGNED_SHORT_4_4_4_4; break; case TextureType::_8888: bytes_per_pixel = 4; gltype = GL_UNSIGNED_BYTE; break; case TextureType::_8: bytes_per_pixel = 1; gltype = GL_UNSIGNED_BYTE; break; default: die("Unsupported texture type"); gltype = 0; break; } if (mipmapsIncluded) { int mipmapLevels = 0; int dim = width; while (dim != 0) { mipmapLevels++; dim >>= 1; } #if !defined(GLES2) && (!defined(__APPLE__) || defined(TARGET_IPHONE)) // Open GL 4.2 or GLES 3.0 min if (gl.gl_major > 4 || (gl.gl_major == 4 && gl.gl_minor >= 2) || (gl.is_gles && gl.gl_major >= 3)) { GLuint internalFormat; switch (tex_type) { case TextureType::_5551: internalFormat = GL_RGB5_A1; break; case TextureType::_565: internalFormat = GL_RGB565; break; case TextureType::_4444: internalFormat = GL_RGBA4; break; case TextureType::_8888: internalFormat = GL_RGBA8; break; case TextureType::_8: internalFormat = comps; break; default: die("Unsupported texture format"); internalFormat = 0; break; } if (Updates == 1) { glTexStorage2D(GL_TEXTURE_2D, mipmapLevels, internalFormat, width, height); glCheck(); } for (int i = 0; i < mipmapLevels; i++) { glTexSubImage2D(GL_TEXTURE_2D, mipmapLevels - i - 1, 0, 0, 1 << i, 1 << i, comps, gltype, temp_tex_buffer); temp_tex_buffer += (1 << (2 * i)) * bytes_per_pixel; } } else #endif { for (int i = 0; i < mipmapLevels; i++) { glTexImage2D(GL_TEXTURE_2D, mipmapLevels - i - 1, comps, 1 << i, 1 << i, 0, comps, gltype, temp_tex_buffer); temp_tex_buffer += (1 << (2 * i)) * bytes_per_pixel; } } } else { glTexImage2D(GL_TEXTURE_2D, 0,comps, width, height, 0, comps, gltype, temp_tex_buffer); if (mipmapped) glGenerateMipmap(GL_TEXTURE_2D); } glCheck(); } bool TextureCacheData::Delete() { if (!BaseTextureCacheData::Delete()) return false; if (texID) glcache.DeleteTextures(1, &texID); return true; } GLuint BindRTT(bool withDepthBuffer) { GLenum channels, format; switch(FB_W_CTRL.fb_packmode) { case 0: //0x0 0555 KRGB 16 bit (default) Bit 15 is the value of fb_kval[7]. channels = GL_RGBA; format = GL_UNSIGNED_BYTE; break; case 1: //0x1 565 RGB 16 bit channels = GL_RGB; format = GL_UNSIGNED_SHORT_5_6_5; break; case 2: //0x2 4444 ARGB 16 bit channels = GL_RGBA; format = GL_UNSIGNED_BYTE; break; case 3://0x3 1555 ARGB 16 bit The alpha value is determined by comparison with the value of fb_alpha_threshold. channels = GL_RGBA; format = GL_UNSIGNED_BYTE; break; case 4: //0x4 888 RGB 24 bit packed case 5: //0x5 0888 KRGB 32 bit K is the value of fk_kval. case 6: //0x6 8888 ARGB 32 bit WARN_LOG(RENDERER, "Unsupported render to texture format: %d", FB_W_CTRL.fb_packmode); return 0; case 7: //7 invalid WARN_LOG(RENDERER, "Invalid framebuffer format: 7"); return 0; } u32 fbw = pvrrc.fb_X_CLIP.max + 1; u32 fbh = pvrrc.fb_Y_CLIP.max + 1; u32 texAddress = FB_W_SOF1 & VRAM_MASK; DEBUG_LOG(RENDERER, "RTT packmode=%d stride=%d - %d x %d @ %06x", FB_W_CTRL.fb_packmode, FB_W_LINESTRIDE.stride * 8, fbw, fbh, texAddress); if (gl.rtt.texAddress != ~0u) readAsyncPixelBuffer(gl.rtt.texAddress); gl.rtt.texAddress = texAddress; if (gl.rtt.fbo != 0) glDeleteFramebuffers(1, &gl.rtt.fbo); if (gl.rtt.tex != 0) glcache.DeleteTextures(1, &gl.rtt.tex); if (gl.rtt.depthb != 0) glDeleteRenderbuffers(1, &gl.rtt.depthb); // Find the smallest power of two texture that fits the viewport u32 fbh2 = 2; while (fbh2 < fbh) fbh2 *= 2; u32 fbw2 = 2; while (fbw2 < fbw) fbw2 *= 2; if (!config::RenderToTextureBuffer) { fbw *= config::RenderResolution / 480.f; fbh *= config::RenderResolution / 480.f; fbw2 *= config::RenderResolution / 480.f; fbh2 *= config::RenderResolution / 480.f; } #ifdef GL_PIXEL_PACK_BUFFER if (gl.gl_major >= 3 && config::RenderToTextureBuffer) { if (gl.rtt.pbo == 0) glGenBuffers(1, &gl.rtt.pbo); u32 glSize = fbw2 * fbh2 * 4; if (glSize > gl.rtt.pboSize) { glBindBuffer(GL_PIXEL_PACK_BUFFER, gl.rtt.pbo); glBufferData(GL_PIXEL_PACK_BUFFER, glSize, 0, GL_STREAM_READ); gl.rtt.pboSize = glSize; glCheck(); } } #endif // Create a texture for rendering to gl.rtt.tex = glcache.GenTexture(); glcache.BindTexture(GL_TEXTURE_2D, gl.rtt.tex); glTexImage2D(GL_TEXTURE_2D, 0, channels, fbw2, fbh2, 0, channels, format, 0); // Create the object that will allow us to render to the aforementioned texture glGenFramebuffers(1, &gl.rtt.fbo); glBindFramebuffer(GL_FRAMEBUFFER, gl.rtt.fbo); // Attach the texture to the FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl.rtt.tex, 0); if (withDepthBuffer) { // Generate and bind a render buffer which will become a depth buffer glGenRenderbuffers(1, &gl.rtt.depthb); glBindRenderbuffer(GL_RENDERBUFFER, gl.rtt.depthb); // Currently it is unknown to GL that we want our new render buffer to be a depth buffer. // glRenderbufferStorage will fix this and will allocate a depth buffer if (gl.is_gles) { #if defined(GL_DEPTH24_STENCIL8) if (gl.gl_major >= 3) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbw2, fbh2); else #endif #if defined(GL_DEPTH24_STENCIL8_OES) if (gl.GL_OES_packed_depth_stencil_supported) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, fbw2, fbh2); else #endif #if defined(GL_DEPTH_COMPONENT24_OES) if (gl.GL_OES_depth24_supported) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, fbw2, fbh2); else #endif glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, fbw2, fbh2); } #ifdef GL_DEPTH24_STENCIL8 else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbw2, fbh2); #endif // Attach the depth buffer we just created to our FBO. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl.rtt.depthb); if (!gl.is_gles || gl.gl_major >= 3 || gl.GL_OES_packed_depth_stencil_supported) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gl.rtt.depthb); } // Check that our FBO creation was successful GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); verify(uStatus == GL_FRAMEBUFFER_COMPLETE); glViewport(0, 0, fbw, fbh); return gl.rtt.fbo; } void ReadRTTBuffer() { u32 w = pvrrc.fb_X_CLIP.max + 1; u32 h = pvrrc.fb_Y_CLIP.max + 1; const u8 fb_packmode = FB_W_CTRL.fb_packmode; if (config::RenderToTextureBuffer) { u32 tex_addr = gl.rtt.texAddress; #ifdef TARGET_VIDEOCORE // Remove all vram locks before calling glReadPixels // (deadlock on rpi) u32 size = w * h * 2; u32 page_tex_addr = tex_addr & PAGE_MASK; u32 page_size = size + tex_addr - page_tex_addr; page_size = ((page_size - 1) / PAGE_SIZE + 1) * PAGE_SIZE; for (u32 page = page_tex_addr; page < page_tex_addr + page_size; page += PAGE_SIZE) VramLockedWriteOffset(page); #endif #ifdef GL_PIXEL_PACK_BUFFER if (gl.gl_major >= 3) glBindBuffer(GL_PIXEL_PACK_BUFFER, gl.rtt.pbo); #endif glPixelStorei(GL_PACK_ALIGNMENT, 1); gl.rtt.width = w; gl.rtt.height = h; u16 *dst = gl.gl_major >= 3 ? nullptr : (u16 *)&vram[tex_addr]; gl.rtt.linestride = FB_W_LINESTRIDE.stride * 8; if (gl.rtt.linestride == 0) gl.rtt.linestride = w * 2; GLint color_fmt, color_type; glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &color_fmt); glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &color_type); if (fb_packmode == 1 && gl.rtt.linestride == w * 2 && color_fmt == GL_RGB && color_type == GL_UNSIGNED_SHORT_5_6_5) { gl.rtt.directXfer = true; glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, dst); } else { gl.rtt.directXfer = false; if (gl.gl_major >= 3) { gl.rtt.fb_w_ctrl = FB_W_CTRL.full; glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, 0); } else { PixelBuffer tmp_buf; tmp_buf.init(w, h); u8 *p = (u8 *)tmp_buf.data(); glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, p); WriteTextureToVRam(w, h, p, dst); gl.rtt.texAddress = ~0; } } #ifdef GL_PIXEL_PACK_BUFFER glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); #endif glCheck(); } else { //memset(&vram[gl.rtt.texAddress], 0, size); if (w <= 1024 && h <= 1024) { // TexAddr : (address), Reserved : 0, StrideSel : 0, ScanOrder : 1 TCW tcw = { { gl.rtt.texAddress >> 3, 0, 0, 1 } }; switch (fb_packmode) { case 0: case 3: tcw.PixelFmt = Pixel1555; break; case 1: tcw.PixelFmt = Pixel565; break; case 2: tcw.PixelFmt = Pixel4444; break; } TSP tsp = { 0 }; for (tsp.TexU = 0; tsp.TexU <= 7 && (8u << tsp.TexU) < w; tsp.TexU++); for (tsp.TexV = 0; tsp.TexV <= 7 && (8u << tsp.TexV) < h; tsp.TexV++); TextureCacheData *texture_data = TexCache.getTextureCacheData(tsp, tcw); if (texture_data->texID != 0) glcache.DeleteTextures(1, &texture_data->texID); else texture_data->Create(); texture_data->texID = gl.rtt.tex; gl.rtt.tex = 0; texture_data->dirty = 0; libCore_vramlock_Lock(texture_data->sa_tex, texture_data->sa + texture_data->size - 1, texture_data); } gl.rtt.texAddress = ~0; } glBindFramebuffer(GL_FRAMEBUFFER, gl.ofbo.origFbo); } static void readAsyncPixelBuffer(u32 addr) { #ifndef GLES2 if (!config::RenderToTextureBuffer || gl.rtt.pbo == 0) return; u32 tex_addr = gl.rtt.texAddress; if (addr != tex_addr) return; gl.rtt.texAddress = ~0; glBindBuffer(GL_PIXEL_PACK_BUFFER, gl.rtt.pbo); u8 *ptr = (u8 *)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, gl.rtt.pboSize, GL_MAP_READ_BIT); if (ptr == nullptr) { WARN_LOG(RENDERER, "glMapBuffer failed"); return; } u16 *dst = (u16 *)&vram[tex_addr]; if (gl.rtt.directXfer) // Can be read directly into vram memcpy(dst, ptr, gl.rtt.width * gl.rtt.height * 2); else WriteTextureToVRam(gl.rtt.width, gl.rtt.height, ptr, dst, gl.rtt.fb_w_ctrl, gl.rtt.linestride); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); #endif } static int TexCacheLookups; static int TexCacheHits; //static float LastTexCacheStats; BaseTextureCacheData *gl_GetTexture(TSP tsp, TCW tcw) { TexCacheLookups++; //lookup texture TextureCacheData* tf = TexCache.getTextureCacheData(tsp, tcw); if (tf->texID == 0) { tf->Create(); tf->texID = glcache.GenTexture(); } readAsyncPixelBuffer(tf->sa_tex); //update if needed if (tf->NeedsUpdate()) tf->Update(); else { if (tf->IsCustomTextureAvailable()) { TexCache.DeleteLater(tf->texID); tf->texID = glcache.GenTexture(); tf->CheckCustomTexture(); } TexCacheHits++; } // if (os_GetSeconds() - LastTexCacheStats >= 2.0) // { // LastTexCacheStats = os_GetSeconds(); // printf("Texture cache efficiency: %.2f%% cache size %ld\n", (float)TexCacheHits / TexCacheLookups * 100, TexCache.size()); // TexCacheLookups = 0; // TexCacheHits = 0; // } //return gl texture return tf; } GLuint fbTextureId; void RenderFramebuffer() { if (FB_R_SIZE.fb_x_size == 0 || FB_R_SIZE.fb_y_size == 0) return; PixelBuffer pb; int width; int height; ReadFramebuffer(pb, width, height); if (fbTextureId == 0) fbTextureId = glcache.GenTexture(); glcache.BindTexture(GL_TEXTURE_2D, fbTextureId); //set texture repeat mode glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pb.data()); } GLuint init_output_framebuffer(int width, int height) { if (width != gl.ofbo.width || height != gl.ofbo.height // if the rotate90 setting has changed || (gl.gl_major >= 3 && (gl.ofbo.tex == 0) == config::Rotate90)) { free_output_framebuffer(); gl.ofbo.width = width; gl.ofbo.height = height; } if (gl.ofbo.fbo == 0) { // Create the depth+stencil renderbuffer glGenRenderbuffers(1, &gl.ofbo.depthb); glBindRenderbuffer(GL_RENDERBUFFER, gl.ofbo.depthb); if (gl.is_gles) { #if defined(GL_DEPTH24_STENCIL8) if (gl.gl_major >= 3) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); else #endif #if defined(GL_DEPTH24_STENCIL8_OES) if (gl.GL_OES_packed_depth_stencil_supported) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height); else #endif #if defined(GL_DEPTH_COMPONENT24_OES) if (gl.GL_OES_depth24_supported) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, width, height); else #endif glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); } #ifdef GL_DEPTH24_STENCIL8 else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); #endif if (gl.gl_major < 3 || config::Rotate90) { // Create a texture for rendering to gl.ofbo.tex = glcache.GenTexture(); glcache.BindTexture(GL_TEXTURE_2D, gl.ofbo.tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } else { // Use a renderbuffer and glBlitFramebuffer glGenRenderbuffers(1, &gl.ofbo.colorb); glBindRenderbuffer(GL_RENDERBUFFER, gl.ofbo.colorb); #ifdef GL_RGBA8 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height); #endif } // Create the framebuffer glGenFramebuffers(1, &gl.ofbo.fbo); glBindFramebuffer(GL_FRAMEBUFFER, gl.ofbo.fbo); // Attach the depth buffer to our FBO. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl.ofbo.depthb); if (!gl.is_gles || gl.gl_major >= 3 || gl.GL_OES_packed_depth_stencil_supported) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gl.ofbo.depthb); // Attach the texture/renderbuffer to the FBO if (gl.ofbo.tex != 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl.ofbo.tex, 0); else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, gl.ofbo.colorb); // Check that our FBO creation was successful GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (uStatus != GL_FRAMEBUFFER_COMPLETE) return 0; glcache.Disable(GL_SCISSOR_TEST); glcache.ClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT); } else glBindFramebuffer(GL_FRAMEBUFFER, gl.ofbo.fbo); glViewport(0, 0, width, height); glCheck(); return gl.ofbo.fbo; } void free_output_framebuffer() { if (gl.ofbo.fbo != 0) { glDeleteFramebuffers(1, &gl.ofbo.fbo); gl.ofbo.fbo = 0; glDeleteRenderbuffers(1, &gl.ofbo.depthb); gl.ofbo.depthb = 0; if (gl.ofbo.tex != 0) { glcache.DeleteTextures(1, &gl.ofbo.tex); gl.ofbo.tex = 0; } if (gl.ofbo.colorb != 0) { glDeleteRenderbuffers(1, &gl.ofbo.colorb); gl.ofbo.colorb = 0; } } }