flycast/core/rend/gles/gltex.cpp

466 lines
13 KiB
C++

#include "glcache.h"
#include "gles.h"
#include "hw/pvr/pvr_mem.h"
#include "rend/TexCache.h"
#include <cstdio>
#include <cstdlib>
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<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);
}
}
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<u32> 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;
}
}
}