flycast/core/rend/gles/gltex.cpp

541 lines
15 KiB
C++

#include "glcache.h"
#include "gles.h"
#include "hw/pvr/pvr_mem.h"
#include "rend/TexCache.h"
#include <cstdio>
#include <cstdlib>
GlTextureCache TexCache;
static void readAsyncPixelBuffer(u32 addr);
void TextureCacheData::UploadToGPU(int width, int height, const 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))
// OpenGL 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(pvrrc.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", pvrrc.fb_W_CTRL.fb_packmode);
return 0;
case 7: //7 invalid
WARN_LOG(RENDERER, "Invalid framebuffer format: 7");
return 0;
}
u32 fbw = pvrrc.getFramebufferWidth();
u32 fbh = pvrrc.getFramebufferHeight();
u32 texAddress = pvrrc.fb_W_SOF1 & VRAM_MASK;
DEBUG_LOG(RENDERER, "RTT packmode=%d stride=%d - %d x %d @ %06x", pvrrc.fb_W_CTRL.fb_packmode, pvrrc.fb_W_LINESTRIDE * 8,
fbw, fbh, texAddress);
if (gl.rtt.texAddress != ~0u)
readAsyncPixelBuffer(gl.rtt.texAddress);
gl.rtt.texAddress = texAddress;
gl.rtt.framebuffer.reset();
u32 fbw2;
u32 fbh2;
getRenderToTextureDimensions(fbw, fbh, fbw2, fbh2);
#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
GLuint texture = glcache.GenTexture();
glcache.BindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, channels, fbw2, fbh2, 0, channels, format, 0);
gl.rtt.framebuffer = std::unique_ptr<GlFramebuffer>(new GlFramebuffer((int)fbw2, (int)fbh2, withDepthBuffer, texture));
glViewport(0, 0, fbw, fbh);
return gl.rtt.framebuffer->getFramebuffer();
}
constexpr u32 MAGIC_NUMBER = 0xbaadf00d;
void ReadRTTBuffer()
{
u32 w = pvrrc.getFramebufferWidth();
u32 h = pvrrc.getFramebufferHeight();
const u8 fb_packmode = pvrrc.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 = pvrrc.fb_W_LINESTRIDE * 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);
if (dst == nullptr)
*(u32 *)&vram[tex_addr] = MAGIC_NUMBER;
}
else
{
gl.rtt.directXfer = false;
if (gl.gl_major >= 3)
{
gl.rtt.fb_w_ctrl = pvrrc.fb_W_CTRL;
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, 0);
*(u32 *)&vram[tex_addr] = MAGIC_NUMBER;
}
else
{
PixelBuffer<u32> 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, pvrrc.fb_W_CTRL, gl.rtt.linestride);
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)
{
TextureCacheData *texture_data = TexCache.getRTTexture(gl.rtt.texAddress, fb_packmode, w, h);
glcache.DeleteTextures(1, &texture_data->texID);
texture_data->texID = gl.rtt.framebuffer->detachTexture();
texture_data->dirty = 0;
texture_data->unprotectVRam();
}
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];
// Make sure the vram region hasn't been overwritten already, otherwise we skip the copy
// (Worms World Party intro)
if (*(u32 *)dst == MAGIC_NUMBER)
{
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 *OpenGLRenderer::GetTexture(TSP tsp, TCW tcw)
{
TexCacheLookups++;
//lookup texture
TextureCacheData* tf = TexCache.getTextureCacheData(tsp, tcw);
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;
}
void glReadFramebuffer(const FramebufferInfo& info)
{
PixelBuffer<u32> pb;
ReadFramebuffer(info, pb, gl.dcfb.width, gl.dcfb.height);
if (gl.dcfb.tex == 0)
gl.dcfb.tex = glcache.GenTexture();
glcache.BindTexture(GL_TEXTURE_2D, gl.dcfb.tex);
//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, gl.dcfb.width, gl.dcfb.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pb.data());
}
GLuint init_output_framebuffer(int width, int height)
{
if (gl.ofbo.framebuffer != nullptr
&& (width != gl.ofbo.framebuffer->getWidth() || height != gl.ofbo.framebuffer->getHeight()
// if the rotate90 setting has changed
|| (gl.gl_major >= 3 && (gl.ofbo.framebuffer->getTexture() == 0) == config::Rotate90)))
{
gl.ofbo.framebuffer.reset();
}
if (gl.ofbo.framebuffer == nullptr)
{
GLuint texture = 0;
if (config::Rotate90)
{
// Create a texture for rendering to
texture = glcache.GenTexture();
glcache.BindTexture(GL_TEXTURE_2D, texture);
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);
}
gl.ofbo.framebuffer = std::unique_ptr<GlFramebuffer>(new GlFramebuffer(width, height, true, texture));
glcache.Disable(GL_SCISSOR_TEST);
glcache.ClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
}
else
gl.ofbo.framebuffer->bind();
glViewport(0, 0, width, height);
glCheck();
return gl.ofbo.framebuffer->getFramebuffer();
}
GlFramebuffer::GlFramebuffer(int width, int height, bool withDepth, GLuint texture)
: width(width), height(height), texture(texture)
{
if (this->texture == 0)
{
if (gl.gl_major < 3)
{
// Create a texture for rendering to
this->texture = glcache.GenTexture();
glcache.BindTexture(GL_TEXTURE_2D, this->texture);
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, &colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
#ifdef GL_RGBA8
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
#endif
}
}
makeFramebuffer(withDepth);
}
void GlFramebuffer::makeFramebuffer(bool withDepth)
{
// Create the framebuffer
glGenFramebuffers(1, &framebuffer);
bind();
if (withDepth)
{
// Generate and bind a render buffer which will become a depth buffer
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
// 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, 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
// Attach the depth buffer we just created to our FBO.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
if (!gl.is_gles || gl.gl_major >= 3 || gl.GL_OES_packed_depth_stencil_supported)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
}
// Attach the texture/renderbuffer to the FBO
if (texture != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
else
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
}
GlFramebuffer::GlFramebuffer(int width, int height, bool withDepth, bool withTexture)
: width(width), height(height), texture(0)
{
if (gl.gl_major < 3 || withTexture)
{
// Create a texture for rendering to
texture = glcache.GenTexture();
glcache.BindTexture(GL_TEXTURE_2D, texture);
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, &colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
#ifdef GL_RGBA8
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
#endif
}
makeFramebuffer(withDepth);
}
GlFramebuffer::~GlFramebuffer()
{
glDeleteFramebuffers(1, &framebuffer);
glDeleteRenderbuffers(1, &depthBuffer);
glcache.DeleteTextures(1, &texture);
glDeleteRenderbuffers(1, &colorBuffer);
}