/* * 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" #include "GLState.h" #include "GSPng.h" #ifdef ENABLE_OGL_DEBUG_MEM_BW extern uint64 g_real_texture_upload_byte; #endif // FIXME find the optimal number of PBO #define PBO_POOL_SIZE 8 // FIXME OGL4: investigate, only 1 unpack buffer always bound namespace PboPool { GLuint m_pool[PBO_POOL_SIZE]; uptr m_offset[PBO_POOL_SIZE]; char* m_map[PBO_POOL_SIZE]; uint32 m_current_pbo = 0; uint32 m_size; bool m_texture_storage; GLsync m_fence[PBO_POOL_SIZE]; const uint32 m_pbo_size = 8*1024*1024; // Option for buffer storage // XXX: actually does I really need coherent and barrier??? // As far as I understand glTexSubImage2D is a client-server transfer so no need to make // the value visible to the server const GLbitfield common_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT; const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT; const GLbitfield create_flags = common_flags | GL_CLIENT_STORAGE_BIT; // Perf impact (test was only done on a gs dump): // Normal (fast): Message:Buffer detailed info: Buffer object 9 (bound to // GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_STREAM_COPY) will use VIDEO // memory as the source for buffer object operations. // // Persistent (slower): Message:Buffer detailed info: Buffer object 8 // (bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) // will use DMA CACHED memory as the source for buffer object operations void Init() { glGenBuffers(countof(m_pool), m_pool); m_texture_storage = GLLoader::found_GL_ARB_buffer_storage; for (size_t i = 0; i < countof(m_pool); i++) { BindPbo(); if (m_texture_storage) { glBufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, create_flags); m_map[m_current_pbo] = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size, map_flags); m_fence[m_current_pbo] = 0; } else { glBufferData(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, GL_STREAM_COPY); m_map[m_current_pbo] = NULL; } NextPbo(); } UnbindPbo(); } char* Map(uint32 size) { char* map; m_size = size; if (m_size > m_pbo_size) { fprintf(stderr, "BUG: PBO too small %d but need %d\n", m_pbo_size, m_size); } if (m_texture_storage) { if (m_offset[m_current_pbo] + m_size >= m_pbo_size) { //NextPbo(); // For test purpose NextPboWithSync(); } // Note: texsubimage will access currently bound buffer // Pbo ready let's get a pointer BindPbo(); map = m_map[m_current_pbo] + m_offset[m_current_pbo]; } else { GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT; if (m_offset[m_current_pbo] + m_size >= m_pbo_size) { NextPbo(); flags &= ~GL_MAP_INVALIDATE_RANGE_BIT; flags |= GL_MAP_INVALIDATE_BUFFER_BIT; } // Pbo ready let's get a pointer BindPbo(); // Be sure the map is aligned map = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size, flags); } return map; } void Unmap() { if (m_texture_storage) { glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size); } else { glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); } } uptr Offset() { return m_offset[m_current_pbo]; } void Destroy() { if (m_texture_storage) { for (size_t i = 0; i < countof(m_pool); i++) { m_map[i] = NULL; m_offset[i] = 0; glDeleteSync(m_fence[i]); // Don't know if we must do it glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[i]); glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); } glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } glDeleteBuffers(countof(m_pool), m_pool); } void BindPbo() { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[m_current_pbo]); } void NextPbo() { m_current_pbo = (m_current_pbo + 1) & (countof(m_pool)-1); // Mark new PBO as free m_offset[m_current_pbo] = 0; } void NextPboWithSync() { m_fence[m_current_pbo] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); NextPbo(); if (m_fence[m_current_pbo]) { #ifdef ENABLE_OGL_DEBUG_FENCE GLenum status = glClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED); #else glClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED); #endif glDeleteSync(m_fence[m_current_pbo]); m_fence[m_current_pbo] = 0; #ifdef ENABLE_OGL_DEBUG_FENCE if (status != GL_ALREADY_SIGNALED) { fprintf(stderr, "GL_PIXEL_UNPACK_BUFFER: Sync Sync! Buffer too small\n"); } #endif } } void UnbindPbo() { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } void EndTransfer() { // Note: keep offset aligned for SSE/AVX m_offset[m_current_pbo] = (m_offset[m_current_pbo] + m_size + 63) & ~0x3F; } } // 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_size(0), m_dirty(false), m_clean(false), m_local_buffer(NULL), m_r_x(0), m_r_y(0), m_r_w(0), m_r_h(0) { // OpenGL didn't like dimensions of size 0 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) { // 1 Channel integer case GL_R32UI: case GL_R32I: m_int_format = GL_RED_INTEGER; m_int_type = (m_format == GL_R32UI) ? GL_UNSIGNED_INT : GL_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; // 1 Channel normalized case GL_R8: m_int_format = GL_RED; m_int_type = GL_UNSIGNED_BYTE; m_int_alignment = 1; m_int_shift = 0; break; // 4 channel normalized case GL_RGBA16: m_int_format = GL_RGBA; m_int_type = GL_UNSIGNED_SHORT; m_int_alignment = 8; m_int_shift = 3; break; case GL_RGBA8: m_int_format = GL_RGBA; m_int_type = GL_UNSIGNED_BYTE; m_int_alignment = 4; m_int_shift = 2; break; // 4 channel integer case GL_RGBA16I: case GL_RGBA16UI: m_int_format = GL_RGBA_INTEGER; m_int_type = (m_format == GL_R16UI) ? GL_UNSIGNED_SHORT : GL_SHORT; m_int_alignment = 8; m_int_shift = 3; break; // 4 channel float case GL_RGBA32F: m_int_format = GL_RGBA; m_int_type = GL_FLOAT; m_int_alignment = 16; m_int_shift = 4; break; case GL_RGBA16F: m_int_format = GL_RGBA; m_int_type = GL_HALF_FLOAT; m_int_alignment = 8; m_int_shift = 3; break; // Special case 0: case GL_DEPTH32F_STENCIL8: // Backbuffer & dss aren't important m_int_format = 0; m_int_type = 0; m_int_alignment = 0; m_int_shift = 0; break; default: ASSERT(0); } // Generate & Allocate the buffer switch (m_type) { case GSTexture::Offscreen: // 8B is the worst case for depth/stencil // FIXME I think it is only used for color. So you can save half of the size m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32); case GSTexture::Texture: case GSTexture::RenderTarget: case GSTexture::DepthStencil: glCreateTextures(GL_TEXTURE_2D, 1, &m_texture_id); glTextureStorage2D(m_texture_id, 1+GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y); if (m_format == GL_R8) { // Emulate DX behavior, beside it avoid special code in shader to differentiate // palette texture from a GL_RGBA target or a GL_R texture. glTextureParameteri(m_texture_id, GL_TEXTURE_SWIZZLE_A, GL_RED); } break; case GSTexture::Backbuffer: default: break; } } GSTextureOGL::~GSTextureOGL() { /* Unbind the texture from our local state */ if (m_texture_id == GLState::rt) GLState::rt = 0; if (m_texture_id == GLState::ds) GLState::ds = 0; for (size_t i = 0; i < countof(GLState::tex_unit); i++) { if (m_texture_id == GLState::tex_unit[i]) GLState::tex_unit[i] = 0; } glDeleteTextures(1, &m_texture_id); if (m_local_buffer) _aligned_free(m_local_buffer); } void GSTextureOGL::Invalidate() { if (m_dirty && glInvalidateTexImage) { glInvalidateTexImage(m_texture_id, GL_TEX_LEVEL_0); m_dirty = false; } } bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch) { ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen); // Default upload path for the texture is the Map/Unmap // This path is mostly used for palette. But also for texture that could // overflow the pbo buffer // Data upload is rather small typically 64B or 1024B. So don't bother with PBO // and directly send the data to the GL synchronously m_dirty = true; m_clean = false; uint32 row_byte = r.width() << m_int_shift; uint32 map_size = r.height() * row_byte; #ifdef ENABLE_OGL_DEBUG_MEM_BW g_real_texture_upload_byte += map_size; #endif glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment); #if 0 if (r.height() == 1) { // Palette data. Transfer is small either 64B or 1024B. // Sometimes it is faster, sometimes slower. glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data); return true; } #endif GL_PUSH("Upload Texture %d", m_texture_id); // The easy solution without PBO #if 0 // Likely a bad texture glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift); glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior #endif // The complex solution with PBO #if 1 char* src = (char*)data; char* map = PboPool::Map(map_size); // PERF: slow path of the texture upload. Dunno if we could do better maybe check if TC can keep row_byte == pitch // Note: row_byte != pitch for (int h = 0; h < r.height(); h++) { memcpy(map, src, row_byte); map += row_byte; src += pitch; } PboPool::Unmap(); glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset()); // FIXME OGL4: investigate, only 1 unpack buffer always bound PboPool::UnbindPbo(); PboPool::EndTransfer(); #endif GL_POP(); return true; } bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r) { if (!r) return false; // LOTS OF CRAP CODE!!!! PLEASE FIX ME !!! if (m_type == GSTexture::Offscreen) { // The fastest way will be to use a PBO to read the data asynchronously. Unfortunately GSdx // architecture is waiting the data right now. #if 0 // Maybe it is as good as the code below. I don't know // With openGL 4.5 you can use glGetTextureSubImage glGetTextureImage(m_texture_id, GL_TEX_LEVEL_0, m_int_format, m_int_type, 1024*1024*16, m_local_buffer); #else // Bind the texture to the read framebuffer to avoid any disturbance glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0); glPixelStorei(GL_PACK_ALIGNMENT, m_int_alignment); glReadPixels(r->x, r->y, r->width(), r->height(), m_int_format, m_int_type, m_local_buffer); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); #endif m.bits = m_local_buffer; m.pitch = m_size.x << m_int_shift; return true; } else if (m_type == GSTexture::Texture || m_type == GSTexture::RenderTarget) { GL_PUSH("Upload Texture %d", m_texture_id); // POP is in Unmap m_dirty = true; m_clean = false; uint32 row_byte = r->width() << m_int_shift; uint32 map_size = r->height() * row_byte; m.bits = (uint8*)PboPool::Map(map_size); m.pitch = row_byte; #ifdef ENABLE_OGL_DEBUG_MEM_BW g_real_texture_upload_byte += map_size; #endif // Save the area for the unmap m_r_x = r->x; m_r_y = r->y; m_r_w = r->width(); m_r_h = r->height(); return true; } return false; } void GSTextureOGL::Unmap() { if (m_type == GSTexture::Texture || m_type == GSTexture::RenderTarget) { PboPool::Unmap(); glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, m_r_x, m_r_y, m_r_w, m_r_h, m_int_format, m_int_type, (const void*)PboPool::Offset()); // FIXME OGL4: investigate, only 1 unpack buffer always bound PboPool::UnbindPbo(); PboPool::EndTransfer(); GL_POP(); // PUSH is in Map } } bool GSTextureOGL::Save(const string& fn, bool user_image, bool dds) { // Collect the texture data uint32 pitch = 4 * m_size.x; uint32 buf_size = pitch * m_size.y * 2;// Note *2 for security (depth/stencil) std::unique_ptr image(new uint8[buf_size]); #ifdef ENABLE_OGL_DEBUG GSPng::Format fmt = GSPng::RGB_A_PNG; #else GSPng::Format fmt = GSPng::RGB_PNG; #endif if (IsBackbuffer()) { glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get()); } else if(IsDss()) { glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read); glFramebufferTexture2D(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.get()); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); fmt = GSPng::RGB_A_PNG; } else if(m_format == GL_R32I) { glGetTextureImage(m_texture_id, 0, GL_RED_INTEGER, GL_INT, buf_size, image.get()); fmt = GSPng::R32I_PNG; } else { glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0); if (m_format == GL_RGBA8) { glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get()); } else if (m_format == GL_R16UI) { glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, image.get()); fmt = GSPng::R16I_PNG; } else if (m_format == GL_R8) { fmt = GSPng::R8I_PNG; glReadPixels(0, 0, m_size.x, m_size.y, GL_RED, GL_UNSIGNED_BYTE, image.get()); } glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } int compression = user_image ? Z_BEST_COMPRESSION : theApp.GetConfig("png_compression_level", Z_BEST_SPEED); return GSPng::Save(fmt, fn, image.get(), m_size.x, m_size.y, pitch, compression); } uint32 GSTextureOGL::GetMemUsage() { switch (m_type) { case GSTexture::Offscreen: return m_size.x * m_size.y * (4 + m_int_alignment); case GSTexture::Texture: case GSTexture::RenderTarget: return m_size.x * m_size.y * m_int_alignment; case GSTexture::DepthStencil: return m_size.x * m_size.y * 8; case GSTexture::Backbuffer: default: return 0; } }