pcsx2/plugins/GSdx/GSTextureOGL.cpp

474 lines
13 KiB
C++
Raw Normal View History

/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSTextureOGL.h"
static uint g_state_texture_unit = 0;
static uint g_state_texture_id = 0;
GSTextureOGL::GSTextureOGL(int type, int w, int h, bool msaa, int format)
: m_texture_unit(0),
m_extra_buffer_id(0),
m_extra_buffer_allocated(false)
{
// *************************************************************
// Opengl world
// http://www.opengl.org/wiki/Renderbuffer_Object
// render: constructor -> glGenRenderbuffers, glDeleteRenderbuffers
// info -> glGetRenderbufferParameteriv, glIsRenderbuffer
// binding -> glBindRenderbuffer (only 1 target), glFramebufferRenderbuffer (attach actually)
// setup param -> glRenderbufferStorageMultisample (after this call the buffer is unitialized)
//
// the only way to use a renderbuffer object is to attach it to a Framebuffer Object. After you bind that
// FBO to the context, and set up the draw or read buffers appropriately, you can use pixel transfer operations
// to read and write to it. Of course, you can also render to it. The standard glClear function will also clear the appropriate buffer.
//
// Render work in parallal with framebuffer object (FBO) http://www.opengl.org/wiki/Framebuffer_Objects
// render are attached to FBO through : glFramebufferRenderbuffer. You can query the number of colorattachement with GL_MAX_COLOR_ATTACHMENTS
// FBO : constructor -> glGenFramebuffers, glDeleteFramebuffers
// binding -> glBindFramebuffer (target can be read/write/both)
// blit -> glBlitFramebuffer (read FB to draw FB)
// info -> glIsFramebuffer, glGetFramebufferAttachmentParameter, glCheckFramebufferStatus
//
// There are two types of framebuffer-attachable images; texture images and renderbuffer images.
// If an image of a texture object is attached to a framebuffer, OpenGL performs "render to texture".
// And if an image of a renderbuffer object is attached to a framebuffer, then OpenGL performs "offscreen rendering".
// Blitting:
// glDrawBuffers
// glReadBuffer
// glBlitFramebuffer
// TODO: we can render directly into a texture so I'm not sure rendertarget are useful anymore !!!
// *************************************************************
m_size.x = w;
m_size.y = h;
m_format = format;
m_type = type;
m_msaa = msaa;
// == Then generate the texture or buffer.
// D3D11_BIND_RENDER_TARGET: Bind a texture as a render target for the output-merger stage.
// => glGenRenderbuffers with GL_COLOR_ATTACHMENTi (Hum glGenTextures might work too)
// D3D11_BIND_DEPTH_STENCIL: Bind a texture as a depth-stencil target for the output-merger stage.
// => glGenRenderbuffers with GL_DEPTH_STENCIL_ATTACHMENT
// D3D11_BIND_SHADER_RESOURCE: Bind a buffer or texture to a shader stage
// => glGenTextures
// D3D11_USAGE_STAGING: A resource that supports data transfer (copy) from the GPU to the CPU.
// glGenTextures
// glReadPixels seems to use a framebuffer. In this case you can setup the source
// with glReadBuffer(GL_COLOR_ATTACHMENTi)
// glGetTexImage: read pixels of a bound texture
// => To allow map/unmap. I think we can use a pixel buffer (target GL_PIXEL_UNPACK_BUFFER)
// http://www.opengl.org/wiki/Pixel_Buffer_Objects
// Generate the buffer
switch (m_type) {
case GSTexture::Texture:
case GSTexture::RenderTarget:
glGenTextures(1, &m_texture_id);
m_texture_target = GL_TEXTURE_2D;
break;
case GSTexture::DepthStencil:
glGenRenderbuffers(1, &m_texture_id);
m_texture_target = GL_RENDERBUFFER;
break;
case GSTexture::Offscreen:
//FIXME I not sure we need a pixel buffer object. It seems more a texture
// glGenBuffers(1, &m_texture_id);
// m_texture_target = GL_PIXEL_UNPACK_BUFFER;
assert(0);
// Note there is also a buffer texture!!!
// http://www.opengl.org/wiki/Buffer_Texture
// Note: in this case it must use in GLSL
// gvec texelFetch(gsampler sampler, ivec texCoord, int lod[, int sample]);
// corollary we can maybe use it for multisample stuff
break;
case GSTexture::Backbuffer:
m_texture_target = 0;
m_texture_id = 0;
default:
break;
}
// Extra buffer to handle various pixel transfer
glGenBuffers(1, &m_extra_buffer_id);
uint msaa_level;
if (m_msaa) {
// FIXME which level of MSAA
msaa_level = 1;
} else {
msaa_level = 0;
}
// Allocate the buffer
switch (m_type) {
case GSTexture::DepthStencil:
glBindRenderbuffer(m_texture_target, m_texture_id);
glRenderbufferStorageMultisample(m_texture_target, msaa_level, m_format, m_size.y, m_size.x);
break;
case GSTexture::RenderTarget:
case GSTexture::Texture:
// FIXME
// Howto allocate the texture unit !!!
// In worst case the HW renderer seems to use 3 texture unit
// For the moment SW renderer only use 1 so don't bother
EnableUnit(0);
if (m_format == GL_RGBA8) {
glTexImage2D(m_texture_target, 0, m_format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
else
assert(0); // TODO Later
break;
case GSTexture::Offscreen:
assert(0);
break;
default: break;
}
}
GSTextureOGL::~GSTextureOGL()
{
glDeleteBuffers(1, &m_extra_buffer_id);
switch (m_type) {
case GSTexture::Texture:
case GSTexture::RenderTarget:
glDeleteTextures(1, &m_texture_id);
break;
case GSTexture::DepthStencil:
glDeleteRenderbuffers(1, &m_texture_id);
break;
case GSTexture::Offscreen:
assert(0);
break;
default:
break;
}
}
void GSTextureOGL::Attach(GLenum attachment)
{
if (m_type == GSTexture::DepthStencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, m_texture_target, m_texture_id);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, m_texture_target, m_texture_id, 0);
}
bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
{
// static int update_count = 0;
// update_count++;
// To update only a part of the texture you can use:
// glTexSubImage2D — specify a two-dimensional texture subimage
if (m_type == GSTexture::DepthStencil || m_type == GSTexture::Offscreen) assert(0);
// glTexSubImage2D specifies a two-dimensional subtexture for the current texture unit, specified with glActiveTexture.
// If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target
//(see glBindBuffer) while a texture image is
// specified, data is treated as a byte offset into the buffer object's data store
// FIXME warning order of the y axis
// FIXME I'm not confident with GL_UNSIGNED_BYTE type
// FIXME add a state check
EnableUnit(0);
if (m_format != GL_RGBA8) assert(0);
// FIXME. That suck but I don't know how to do better for now. I think we need to create a texture buffer and directly upload the copy
// The case appears on SW mode. Src pitch is 2x dst pitch.
int rowbytes = r.width() << 2;
if (pitch != rowbytes) {
uint32 pbo_size = m_size.x * m_size.y * 4;
uint32 map_flags = GL_MAP_WRITE_BIT;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_extra_buffer_id);
if (!m_extra_buffer_allocated) {
glBufferData(GL_PIXEL_UNPACK_BUFFER, pbo_size, NULL, GL_STREAM_DRAW);
m_extra_buffer_allocated = true;
} else {
GL_MAP_INVALIDATE_BUFFER_BIT;
}
uint8* src = (uint8*) data;
uint8* dst = (uint8*) glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, pbo_size, map_flags);
for(int h = r.height(); h > 0; h--, src += pitch, dst += rowbytes)
{
memcpy(dst, src, rowbytes);
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RGBA, GL_UNSIGNED_BYTE, 0 /* offset in UNPACK BUFFER */);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
} else {
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RGBA, GL_UNSIGNED_BYTE, data);
}
#if 0
if(m_dev && m_texture)
{
D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
m_ctx->UpdateSubresource(m_texture, 0, &box, data, pitch, 0);
return true;
}
return false;
#endif
}
void GSTextureOGL::EnableUnit(uint unit)
{
switch (m_type) {
case GSTexture::DepthStencil:
case GSTexture::Offscreen:
assert(0);
break;
case GSTexture::RenderTarget:
case GSTexture::Texture:
// FIXME
// Howto allocate the texture unit !!!
// In worst case the HW renderer seems to use 3 texture unit
// For the moment SW renderer only use 1 so don't bother
if (g_state_texture_unit != unit) {
g_state_texture_unit = unit;
glActiveTexture(GL_TEXTURE0 + unit);
// When you change the texture unit, texture must be rebinded
g_state_texture_id = m_texture_id;
glBindTexture(m_texture_target, m_texture_id);
} else if (g_state_texture_id != m_texture_id) {
g_state_texture_id = m_texture_id;
glBindTexture(m_texture_target, m_texture_id);
}
break;
}
}
bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
{
// The function allow to modify the texture from the CPU
// Set m.bits <- pointer to the data
// Set m.pitch <- size of a row
// I think in opengl we need to copy back the data to the RAM: glReadPixels — read a block of pixels from the frame buffer
//
// glMapBuffer — map a buffer object's data store
// Can be used on GL_PIXEL_UNPACK_BUFFER or GL_TEXTURE_BUFFER
return false;
#if 0
if(r != NULL)
{
// ASSERT(0); // not implemented
return false;
}
if(m_texture && m_desc.Usage == D3D11_USAGE_STAGING)
{
D3D11_MAPPED_SUBRESOURCE map;
if(SUCCEEDED(m_ctx->Map(m_texture, 0, D3D11_MAP_READ_WRITE, 0, &map)))
{
m.bits = (uint8*)map.pData;
m.pitch = (int)map.RowPitch;
return true;
}
}
return false;
#endif
}
void GSTextureOGL::Unmap()
{
// copy the texture to the GPU
// GLboolean glUnmapBuffer(GLenum target);
#if 0
if(m_texture)
{
m_ctx->Unmap(m_texture, 0);
}
#endif
}
#ifndef _WINDOWS
#pragma pack(push, 1)
struct BITMAPFILEHEADER
{
uint16 bfType;
uint32 bfSize;
uint16 bfReserved1;
uint16 bfReserved2;
uint32 bfOffBits;
};
struct BITMAPINFOHEADER
{
uint32 biSize;
int32 biWidth;
int32 biHeight;
uint16 biPlanes;
uint16 biBitCount;
uint32 biCompression;
uint32 biSizeImage;
int32 biXPelsPerMeter;
int32 biYPelsPerMeter;
uint32 biClrUsed;
uint32 biClrImportant;
};
#define BI_RGB 0
#pragma pack(pop)
#endif
bool GSTextureOGL::Save(const string& fn, bool dds)
{
switch (m_type) {
case GSTexture::DepthStencil:
case GSTexture::Offscreen:
ASSERT(0);
break;
default: break;
}
// Collect the texture data
char* image = (char*)malloc(4 * m_size.x * m_size.y);
if (m_type) {
EnableUnit(0);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
} else {
// TODO backbuffer
glReadBuffer(GL_BACK);
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
}
// Build a BMP file
if(FILE* fp = fopen(fn.c_str(), "wb"))
{
BITMAPINFOHEADER bih;
memset(&bih, 0, sizeof(bih));
bih.biSize = sizeof(bih);
bih.biWidth = m_size.x;
bih.biHeight = m_size.y;
bih.biPlanes = 1;
bih.biBitCount = 32;
bih.biCompression = BI_RGB;
bih.biSizeImage = m_size.x * m_size.y << 2;
BITMAPFILEHEADER bfh;
memset(&bfh, 0, sizeof(bfh));
uint8* bfType = (uint8*)&bfh.bfType;
// bfh.bfType = 'MB';
bfType[0] = 0x42;
bfType[1] = 0x4d;
bfh.bfOffBits = sizeof(bfh) + sizeof(bih);
bfh.bfSize = bfh.bfOffBits + bih.biSizeImage;
bfh.bfReserved1 = bfh.bfReserved2 = 0;
fwrite(&bfh, 1, sizeof(bfh), fp);
fwrite(&bih, 1, sizeof(bih), fp);
uint32 pitch = 4 * m_size.x;
uint8* data = (uint8*)image + (m_size.y - 1) * pitch;
for(int h = m_size.y; h > 0; h--, data -= pitch)
{
fwrite(data, 1, m_size.x << 2, fp); // TODO: swap red-blue?
}
fclose(fp);
free(image);
return true;
}
return false;
#if 0
CComPtr<ID3D11Resource> res;
if(m_desc.BindFlags & D3D11_BIND_DEPTH_STENCIL)
{
HRESULT hr;
D3D11_TEXTURE2D_DESC desc;
memset(&desc, 0, sizeof(desc));
m_texture->GetDesc(&desc);
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
CComPtr<ID3D11Texture2D> src, dst;
hr = m_dev->CreateTexture2D(&desc, NULL, &src);
m_ctx->CopyResource(src, m_texture);
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = m_dev->CreateTexture2D(&desc, NULL, &dst);
D3D11_MAPPED_SUBRESOURCE sm, dm;
hr = m_ctx->Map(src, 0, D3D11_MAP_READ, 0, &sm);
hr = m_ctx->Map(dst, 0, D3D11_MAP_WRITE, 0, &dm);
uint8* s = (uint8*)sm.pData;
uint8* d = (uint8*)dm.pData;
for(uint32 y = 0; y < desc.Height; y++, s += sm.RowPitch, d += dm.RowPitch)
{
for(uint32 x = 0; x < desc.Width; x++)
{
((uint32*)d)[x] = (uint32)(ldexpf(((float*)s)[x*2], 32));
}
}
m_ctx->Unmap(src, 0);
m_ctx->Unmap(dst, 0);
res = dst;
}
else
{
res = m_texture;
}
return SUCCEEDED(D3DX11SaveTextureToFile(m_ctx, res, dds ? D3DX11_IFF_DDS : D3DX11_IFF_BMP, fn.c_str()));
#endif
}