/* * 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include #include "GSTextureOGL.h" static GLuint g_tex3_state = 0; // FIXME: check if it possible to always use those setup by default // glPixelStorei(GL_PACK_ALIGNMENT, 1); // glPixelStorei(GL_UNPACK_ALIGNMENT, 1); GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read) : m_pbo_id(0), m_pbo_size(0) { // ************************************************************* // Opengl world // Render work in parallal with framebuffer object (FBO) http://www.opengl.org/wiki/Framebuffer_Objects // render are attached to FBO through : gl_FramebufferRenderbuffer. You can query the number of colorattachement with GL_MAX_COLOR_ATTACHMENTS // FBO : constructor -> gl_GenFramebuffers, gl_DeleteFramebuffers // binding -> gl_BindFramebuffer (target can be read/write/both) // blit -> gl_BlitFramebuffer (read FB to draw FB) // info -> gl_IsFramebuffer, glGetFramebufferAttachmentParameter, gl_CheckFramebufferStatus // // 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: // gl_DrawBuffers // glReadBuffer // gl_BlitFramebuffer // ************************************************************* // m_size.x = w; // m_size.y = h; // FIXME m_size.x = max(1,w); m_size.y = max(1,h); m_format = format; m_type = type; m_fbo_read = fbo_read; m_texture_id = 0; // Bunch of constant parameter switch (m_format) { case GL_R32UI: m_int_format = GL_RED_INTEGER; m_int_type = GL_UNSIGNED_INT; m_int_alignment = 4; m_int_shift = 2; break; case GL_R16UI: m_int_format = GL_RED_INTEGER; m_int_type = GL_UNSIGNED_SHORT; m_int_alignment = 2; m_int_shift = 1; break; case GL_RGBA8: m_int_format = GL_RGBA; m_int_type = GL_UNSIGNED_BYTE; m_int_alignment = 4; m_int_shift = 2; break; case GL_R8: m_int_format = GL_RED; m_int_type = GL_UNSIGNED_BYTE; m_int_alignment = 1; m_int_shift = 0; break; default: ASSERT(0); } // Generate the buffer switch (m_type) { case GSTexture::Offscreen: //FIXME I not sure we need a pixel buffer object. It seems more a texture // gl_GenBuffers(1, &m_texture_id); // 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 case GSTexture::Texture: case GSTexture::RenderTarget: case GSTexture::DepthStencil: glGenTextures(1, &m_texture_id); break; case GSTexture::Backbuffer: break; default: break; } // Extra buffer to handle various pixel transfer gl_GenBuffers(1, &m_pbo_id); // Allocate the buffer switch (m_type) { case GSTexture::Offscreen: // Allocate a pbo with the texture m_pbo_size = (m_size.x * m_size.y) << m_int_shift; gl_BindBuffer(GL_PIXEL_PACK_BUFFER, m_pbo_id); gl_BufferData(GL_PIXEL_PACK_BUFFER, m_pbo_size, NULL, GL_STREAM_DRAW); gl_BindBuffer(GL_PIXEL_PACK_BUFFER, 0); case GSTexture::DepthStencil: case GSTexture::RenderTarget: case GSTexture::Texture: EnableUnit(); gl_TexStorage2D(GL_TEXTURE_2D, 1, m_format, m_size.x, m_size.y); break; default: break; } } GSTextureOGL::~GSTextureOGL() { /* Unbind the texture from our local state */ for (uint32 i = 0; i < 5; i++) if (g_tex3_state == m_texture_id) g_tex3_state = 0; gl_DeleteBuffers(1, &m_pbo_id); glDeleteTextures(1, &m_texture_id); } void GSTextureOGL::Clear(const void *data) { #ifdef GL44 gl_ClearTexImage(m_texture_id, 0, m_format, m_int_type, const void * data); #endif } bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch) { ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen); // FIXME warning order of the y axis // FIXME I'm not confident with GL_UNSIGNED_BYTE type EnableUnit(); // pitch is in byte wherease GL_UNPACK_ROW_LENGTH is in pixel glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment); glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift); #ifdef _LINUX if (GLLoader::fglrx_buggy_driver && !GLLoader::in_replayer) { // FIXME : it crash on colin mcrae rally 3 (others game too) when the texture is small //if ((pitch >> 2) == 32 || r.width() < 32 || r.height() < 32) { if ((r.width() < 32) || (pitch == 128 && r.width() == 32)) { #ifdef ENABLE_OGL_DEBUG fprintf(stderr, "Skip Texture %dx%d with a pitch of %d pixel. Type %x\n", m_size.x, m_size.y, pitch >>2, m_format); fprintf(stderr, "Box (%d,%d)x(%d,%d)\n", r.x, r.y, r.width(), r.height()); #endif // FIXME useful? glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior return false; } } #endif glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data); // FIXME useful? glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior return true; #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() { /* Not a real texture */ ASSERT(!IsBackbuffer()); if (g_tex3_state != m_texture_id) { g_tex3_state = m_texture_id; glBindTexture(GL_TEXTURE_2D, m_texture_id); } } bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r) { if (m_type != GSTexture::Offscreen) return false; // 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 // // gl_MapBuffer — map a buffer object's data store // Can be used on GL_PIXEL_UNPACK_BUFFER or GL_TEXTURE_BUFFER // Bind the texture to the read framebuffer to avoid any disturbance EnableUnit(); gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read); gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0); glReadBuffer(GL_COLOR_ATTACHMENT0); // FIXME It might be possible to only read a subrange of the texture based on r object // Load the PBO with the data gl_BindBuffer(GL_PIXEL_PACK_BUFFER, m_pbo_id); glPixelStorei(GL_PACK_ALIGNMENT, m_int_alignment); glReadPixels(0, 0, m_size.x, m_size.y, m_int_format, m_int_type, 0); m.pitch = m_size.x << m_int_shift; gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0); // Give access from the CPU m.bits = (uint8*) gl_MapBufferRange(GL_PIXEL_PACK_BUFFER, 0, m_pbo_size, GL_MAP_READ_BIT); if ( m.bits ) { return true; } else { fprintf(stderr, "bad mapping of the pbo\n"); gl_BindBuffer(GL_PIXEL_PACK_BUFFER, 0); return false; } #if 0 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() { if (m_type == GSTexture::Offscreen) { gl_UnmapBuffer(GL_PIXEL_PACK_BUFFER); gl_BindBuffer(GL_PIXEL_PACK_BUFFER, 0); } } #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 void GSTextureOGL::Save(const string& fn, const void* image, uint32 pitch) { // Build a BMP file 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); uint8* data = (uint8*)image + (m_size.y - 1) * pitch; for(int h = m_size.y; h > 0; h--, data -= pitch) { if (false && IsDss()) { // Only get the depth and convert it to an integer uint8* better_data = data; for (int w = m_size.x; w > 0; w--, better_data += 8) { float* input = (float*)better_data; // FIXME how to dump 32 bits value into 8bits component color GLuint depth_integer = (GLuint)(*input * (float)UINT_MAX); uint8 r = (depth_integer >> 0) & 0xFF; uint8 g = (depth_integer >> 8) & 0xFF; uint8 b = (depth_integer >> 16) & 0xFF; uint8 a = (depth_integer >> 24) & 0xFF; fwrite(&r, 1, 1, fp); fwrite(&g, 1, 1, fp); fwrite(&b, 1, 1, fp); fwrite(&a, 1, 1, fp); } } else { // swap red and blue uint8* better_data = data; for (int w = m_size.x; w > 0; w--, better_data += 4) { uint8 red = better_data[2]; better_data[2] = better_data[0]; better_data[0] = red; fwrite(better_data, 1, 4, fp); } } } fclose(fp); } void GSTextureOGL::SaveRaw(const string& fn, const void* image, uint32 pitch) { // Build a raw CSV file FILE* fp = fopen(fn.c_str(), "w"); uint32* data = (uint32*)image; for(int h = m_size.y; h > 0; h--) { for (int w = m_size.x; w > 0; w--, data += 1) { if (*data == 0xffffffff) fprintf(fp, ""); else { fprintf(fp, "%x", *data); } if ( w > 1) fprintf(fp, ","); } fprintf(fp, "\n"); } fclose(fp); } bool GSTextureOGL::Save(const string& fn, bool dds) { // Collect the texture data uint32 pitch = 4 * m_size.x; char* image = (char*)malloc(pitch * m_size.y); bool status = true; // FIXME instead of swapping manually B and R maybe you can request the driver to do it // for us if (IsBackbuffer()) { //glReadBuffer(GL_BACK); //gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0); glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image); } else if(IsDss()) { gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read); gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_texture_id, 0); glReadPixels(0, 0, m_size.x, m_size.y, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image); gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0); } else if(m_format == GL_R32UI) { gl_ActiveTexture(GL_TEXTURE0 + 6); glBindTexture(GL_TEXTURE_2D, m_texture_id); glGetTexImage(GL_TEXTURE_2D, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, image); SaveRaw(fn, image, pitch); // Not supported in Save function status = false; } else { gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read); gl_ActiveTexture(GL_TEXTURE0 + 6); glBindTexture(GL_TEXTURE_2D, m_texture_id); gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0); glReadBuffer(GL_COLOR_ATTACHMENT0); if (m_format == GL_RGBA8) glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image); else if (m_format == GL_R16UI) { glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, image); // Not supported in Save function status = false; } else if (m_format == GL_R8) { glReadPixels(0, 0, m_size.x, m_size.y, GL_RED, GL_UNSIGNED_BYTE, image); // Not supported in Save function status = false; } gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0); } if (status) Save(fn, image, pitch); free(image); // Restore state gl_ActiveTexture(GL_TEXTURE0 + 3); glBindTexture(GL_TEXTURE_2D, g_tex3_state); return status; }