#include "glcache.h" #include "gles.h" #include "hw/pvr/pvr_mem.h" #include "rend/TexCache.h" #include #include TextureCache TexCache; 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 = GL_RGBA; GLuint gltype; 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: 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) && HOST_OS != OS_DARWIN // 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; 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)) * (tex_type == TextureType::_8888 ? 4 : 2); } } else #endif { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapLevels - 1); 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)) * (tex_type == TextureType::_8888 ? 4 : 2); } } } 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; } void BindRTT(u32 addy, u32 fbw, u32 fbh, u32 channels, u32 fmt) { if (gl.rtt.fbo) glDeleteFramebuffers(1,&gl.rtt.fbo); if (gl.rtt.tex) glcache.DeleteTextures(1,&gl.rtt.tex); if (gl.rtt.depthb) glDeleteRenderbuffers(1,&gl.rtt.depthb); gl.rtt.TexAddr=addy>>3; // 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 (settings.rend.RenderToTextureUpscale > 1 && !settings.rend.RenderToTextureBuffer) { fbw *= settings.rend.RenderToTextureUpscale; fbh *= settings.rend.RenderToTextureUpscale; fbw2 *= settings.rend.RenderToTextureUpscale; fbh2 *= settings.rend.RenderToTextureUpscale; } // Get the currently bound frame buffer object. On most platforms this just gives 0. //glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_i32OriginalFbo); // Generate and bind a render buffer which will become a depth buffer shared between our two FBOs 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 in this case will allocate a depth buffer m_i32TexSize by m_i32TexSize. */ if (gl.is_gles) { #if defined(GL_DEPTH24_STENCIL8_OES) && defined(GL_DEPTH_COMPONENT24_OES) if (gl.GL_OES_packed_depth_stencil_supported) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, fbw2, fbh2); else 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); } else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbw2, fbh2); // 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, fmt, 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); // 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); // Attach the depth buffer we created earlier to our FBO. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl.rtt.depthb); if (!gl.is_gles || 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); // TODO CLIP_X/Y min? } void ReadRTTBuffer() { u32 w = pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1; u32 h = pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1; u32 stride = FB_W_LINESTRIDE.stride * 8; if (stride == 0) stride = w * 2; else if (w * 2 > stride) { // Happens for Virtua Tennis w = stride / 2; } u32 size = w * h * 2; const u8 fb_packmode = FB_W_CTRL.fb_packmode; if (settings.rend.RenderToTextureBuffer) { u32 tex_addr = gl.rtt.TexAddr << 3; // Remove all vram locks before calling glReadPixels // (deadlock on rpi) 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); glPixelStorei(GL_PACK_ALIGNMENT, 1); u16 *dst = (u16 *)&vram[tex_addr]; 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 && stride == w * 2 && color_fmt == GL_RGB && color_type == GL_UNSIGNED_SHORT_5_6_5) { // Can be read directly into vram glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, dst); } 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); } } else { //memset(&vram[fb_rtt.TexAddr << 3], '\0', size); } //dumpRtTexture(fb_rtt.TexAddr, w, h); if (w > 1024 || h > 1024 || settings.rend.RenderToTextureBuffer) { glcache.DeleteTextures(1, &gl.rtt.tex); } else { // TexAddr : fb_rtt.TexAddr, Reserved : 0, StrideSel : 0, ScanOrder : 1 TCW tcw = { { gl.rtt.TexAddr, 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; texture_data->dirty = 0; if (texture_data->lock_block == NULL) texture_data->lock_block = libCore_vramlock_Lock(texture_data->sa_tex, texture_data->sa + texture_data->size - 1, texture_data); } gl.rtt.tex = 0; if (gl.rtt.fbo) { glDeleteFramebuffers(1,&gl.rtt.fbo); gl.rtt.fbo = 0; } if (gl.rtt.depthb) { glDeleteRenderbuffers(1,&gl.rtt.depthb); gl.rtt.depthb = 0; } } static int TexCacheLookups; static int TexCacheHits; //static float LastTexCacheStats; u64 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(); } //update if needed if (tf->NeedsUpdate()) tf->Update(); else { if (tf->IsCustomTextureAvailable()) { glcache.DeleteTextures(1, &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->texID; } void DoCleanup() { } 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) { 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_OES) && defined(GL_DEPTH_COMPONENT24_OES) if (gl.GL_OES_packed_depth_stencil_supported) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height); else 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); } else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); if (gl.gl_major < 3) { // 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); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height); } // 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_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.gl_major < 3) 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); verify(uStatus == GL_FRAMEBUFFER_COMPLETE); 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; } } }