mirror of https://github.com/PCSX2/pcsx2.git
611 lines
16 KiB
C++
611 lines
16 KiB
C++
/*
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* Copyright (C) 2011-2011 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include <limits.h>
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#include "GSTextureOGL.h"
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#include "GLState.h"
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#include "GSPng.h"
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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extern uint64 g_real_texture_upload_byte;
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#endif
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// FIXME find the optimal number of PBO
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#define PBO_POOL_SIZE 8
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// FIXME OGL4: investigate, only 1 unpack buffer always bound
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namespace PboPool {
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GLuint m_pool[PBO_POOL_SIZE];
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uptr m_offset[PBO_POOL_SIZE];
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char* m_map[PBO_POOL_SIZE];
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uint32 m_current_pbo = 0;
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uint32 m_size;
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bool m_texture_storage;
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GLsync m_fence[PBO_POOL_SIZE];
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const uint32 m_pbo_size = 8*1024*1024;
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// Option for buffer storage
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// XXX: actually does I really need coherent and barrier???
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// As far as I understand glTexSubImage2D is a client-server transfer so no need to make
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// the value visible to the server
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const GLbitfield common_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
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const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT;
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const GLbitfield create_flags = common_flags | GL_CLIENT_STORAGE_BIT;
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// Perf impact (test was only done on a gs dump):
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// Normal (fast): Message:Buffer detailed info: Buffer object 9 (bound to
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// GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_STREAM_COPY) will use VIDEO
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// memory as the source for buffer object operations.
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//
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// Persistent (slower): Message:Buffer detailed info: Buffer object 8
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// (bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW)
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// will use DMA CACHED memory as the source for buffer object operations
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void Init() {
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glGenBuffers(countof(m_pool), m_pool);
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m_texture_storage = GLLoader::found_GL_ARB_buffer_storage;
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// Code is really faster on MT driver. So far only nvidia support it
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if (!GLLoader::nvidia_buggy_driver)
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m_texture_storage &= (theApp.GetConfig("ogl_texture_storage", 0) == 1);
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for (size_t i = 0; i < countof(m_pool); i++) {
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BindPbo();
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if (m_texture_storage) {
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, create_flags);
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m_map[m_current_pbo] = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size, map_flags);
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m_fence[m_current_pbo] = 0;
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} else {
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glBufferData(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, GL_STREAM_COPY);
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m_map[m_current_pbo] = NULL;
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}
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NextPbo();
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}
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UnbindPbo();
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}
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char* Map(uint32 size) {
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char* map;
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m_size = size;
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if (m_size > m_pbo_size) {
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fprintf(stderr, "BUG: PBO too small %d but need %d\n", m_pbo_size, m_size);
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}
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if (m_texture_storage) {
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if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
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//NextPbo(); // For test purpose
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NextPboWithSync();
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}
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// Note: texsubimage will access currently bound buffer
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// Pbo ready let's get a pointer
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BindPbo();
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map = m_map[m_current_pbo] + m_offset[m_current_pbo];
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} else {
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GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
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if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
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NextPbo();
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flags &= ~GL_MAP_INVALIDATE_RANGE_BIT;
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flags |= GL_MAP_INVALIDATE_BUFFER_BIT;
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}
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// Pbo ready let's get a pointer
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BindPbo();
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// Be sure the map is aligned
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map = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size, flags);
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}
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return map;
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}
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void Unmap() {
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if (m_texture_storage) {
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size);
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} else {
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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}
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}
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uptr Offset() {
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return m_offset[m_current_pbo];
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}
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void Destroy() {
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if (m_texture_storage) {
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for (size_t i = 0; i < countof(m_pool); i++) {
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m_map[i] = NULL;
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m_offset[i] = 0;
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glDeleteSync(m_fence[i]);
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// Don't know if we must do it
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[i]);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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glDeleteBuffers(countof(m_pool), m_pool);
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}
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void BindPbo() {
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[m_current_pbo]);
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}
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void NextPbo() {
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m_current_pbo = (m_current_pbo + 1) & (countof(m_pool)-1);
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// Mark new PBO as free
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m_offset[m_current_pbo] = 0;
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}
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void NextPboWithSync() {
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m_fence[m_current_pbo] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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NextPbo();
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if (m_fence[m_current_pbo]) {
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#ifdef ENABLE_OGL_DEBUG_FENCE
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GLenum status = glClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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#else
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glClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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#endif
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glDeleteSync(m_fence[m_current_pbo]);
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m_fence[m_current_pbo] = 0;
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#ifdef ENABLE_OGL_DEBUG_FENCE
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if (status != GL_ALREADY_SIGNALED) {
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fprintf(stderr, "GL_PIXEL_UNPACK_BUFFER: Sync Sync! Buffer too small\n");
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}
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#endif
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}
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}
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void UnbindPbo() {
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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void EndTransfer() {
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// Note: keep offset aligned for SSE/AVX
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m_offset[m_current_pbo] = (m_offset[m_current_pbo] + m_size + 63) & ~0x3F;
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}
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}
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// FIXME: check if it possible to always use those setup by default
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// glPixelStorei(GL_PACK_ALIGNMENT, 1);
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// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
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: m_pbo_size(0), m_dirty(false), m_clean(false), m_local_buffer(NULL)
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{
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// OpenGL didn't like dimensions of size 0
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m_size.x = max(1,w);
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m_size.y = max(1,h);
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m_format = format;
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m_type = type;
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m_fbo_read = fbo_read;
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m_texture_id = 0;
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// Bunch of constant parameter
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switch (m_format) {
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// 1 Channel integer
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case GL_R32UI:
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case GL_R32I:
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m_int_format = GL_RED_INTEGER;
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m_int_type = (m_format == GL_R32UI) ? GL_UNSIGNED_INT : GL_INT;
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m_int_alignment = 4;
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m_int_shift = 2;
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break;
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case GL_R16UI:
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m_int_format = GL_RED_INTEGER;
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m_int_type = GL_UNSIGNED_SHORT;
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m_int_alignment = 2;
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m_int_shift = 1;
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break;
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// 1 Channel normalized
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case GL_R8:
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m_int_format = GL_RED;
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m_int_type = GL_UNSIGNED_BYTE;
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m_int_alignment = 1;
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m_int_shift = 0;
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break;
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// 4 channel normalized
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case GL_RGBA16:
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m_int_format = GL_RGBA;
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m_int_type = GL_UNSIGNED_SHORT;
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m_int_alignment = 8;
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m_int_shift = 3;
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break;
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case GL_RGBA8:
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m_int_format = GL_RGBA;
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m_int_type = GL_UNSIGNED_BYTE;
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m_int_alignment = 4;
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m_int_shift = 2;
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break;
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// 4 channel integer
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case GL_RGBA16I:
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case GL_RGBA16UI:
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m_int_format = GL_RGBA_INTEGER;
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m_int_type = (m_format == GL_R16UI) ? GL_UNSIGNED_SHORT : GL_SHORT;
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m_int_alignment = 8;
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m_int_shift = 3;
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break;
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// 4 channel float
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case GL_RGBA32F:
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m_int_format = GL_RGBA;
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m_int_type = GL_FLOAT;
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m_int_alignment = 16;
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m_int_shift = 4;
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break;
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case GL_RGBA16F:
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m_int_format = GL_RGBA;
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m_int_type = GL_HALF_FLOAT;
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m_int_alignment = 8;
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m_int_shift = 3;
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break;
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// Special
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case 0:
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case GL_DEPTH32F_STENCIL8:
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// Backbuffer & dss aren't important
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m_int_format = 0;
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m_int_type = 0;
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m_int_alignment = 0;
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m_int_shift = 0;
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break;
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default:
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ASSERT(0);
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}
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// Generate & Allocate the buffer
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switch (m_type) {
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case GSTexture::Offscreen:
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// 8B is the worst case for depth/stencil
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// FIXME I think it is only used for color. So you can save half of the size
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m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32);
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case GSTexture::Texture:
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case GSTexture::RenderTarget:
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case GSTexture::DepthStencil:
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glCreateTextures(GL_TEXTURE_2D, 1, &m_texture_id);
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glTextureStorage2D(m_texture_id, 1+GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y);
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if (m_format == GL_R8) {
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// Emulate DX behavior, beside it avoid special code in shader to differentiate
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// palette texture from a GL_RGBA target or a GL_R texture.
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glTextureParameteri(m_texture_id, GL_TEXTURE_SWIZZLE_A, GL_RED);
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}
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break;
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case GSTexture::Backbuffer:
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default:
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break;
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}
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}
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GSTextureOGL::~GSTextureOGL()
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{
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/* Unbind the texture from our local state */
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if (m_texture_id == GLState::rt)
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GLState::rt = 0;
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if (m_texture_id == GLState::ds)
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GLState::ds = 0;
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for (size_t i = 0; i < countof(GLState::tex_unit); i++) {
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if (m_texture_id == GLState::tex_unit[i])
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GLState::tex_unit[i] = 0;
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}
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glDeleteTextures(1, &m_texture_id);
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if (m_local_buffer)
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_aligned_free(m_local_buffer);
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}
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void GSTextureOGL::Invalidate()
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{
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if (m_dirty && glInvalidateTexImage) {
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glInvalidateTexImage(m_texture_id, GL_TEX_LEVEL_0);
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m_dirty = false;
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}
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}
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bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
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{
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ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen);
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GL_PUSH("Upload Texture %d", m_texture_id);
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m_dirty = true;
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m_clean = false;
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glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
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char* src = (char*)data;
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uint32 row_byte = r.width() << m_int_shift;
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uint32 map_size = r.height() * row_byte;
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char* map = PboPool::Map(map_size);
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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g_real_texture_upload_byte += map_size;
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#endif
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// PERF: slow path of the texture upload. Dunno if we could do better maybe check if TC can keep row_byte == pitch
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// Note: row_byte != pitch
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for (int h = 0; h < r.height(); h++) {
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memcpy(map, src, row_byte);
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map += row_byte;
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src += pitch;
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}
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PboPool::Unmap();
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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());
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// FIXME OGL4: investigate, only 1 unpack buffer always bound
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PboPool::UnbindPbo();
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PboPool::EndTransfer();
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GL_POP();
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return true;
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// For reference, standard upload without pbo (Used to crash on FGLRX)
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#if 0
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// pitch is in byte wherease GL_UNPACK_ROW_LENGTH is in pixel
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glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift);
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glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data);
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// FIXME useful?
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
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return true;
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#endif
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}
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bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
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{
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// LOTS OF CRAP CODE!!!! PLEASE FIX ME !!!
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if (m_type != GSTexture::Offscreen) return false;
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// The fastest way will be to use a PBO to read the data asynchronously. Unfortunately GSdx
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// architecture is waiting the data right now.
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#if 0
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// Maybe it is as good as the code below. I don't know
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glGetTextureImage(m_texture_id, GL_TEX_LEVEL_0, m_int_format, m_int_type, 1024*1024*16, m_local_buffer);
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#else
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// Bind the texture to the read framebuffer to avoid any disturbance
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
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glPixelStorei(GL_PACK_ALIGNMENT, m_int_alignment);
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glReadPixels(0, 0, m_size.x, m_size.y, m_int_format, m_int_type, m_local_buffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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#endif
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m.bits = m_local_buffer;
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m.pitch = m_size.x << m_int_shift;
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return true;
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}
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void GSTextureOGL::Unmap()
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{
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}
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#ifndef _WIN32
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#pragma pack(push, 1)
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struct BITMAPFILEHEADER
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{
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uint16 bfType;
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uint32 bfSize;
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uint16 bfReserved1;
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uint16 bfReserved2;
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uint32 bfOffBits;
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};
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struct BITMAPINFOHEADER
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{
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uint32 biSize;
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int32 biWidth;
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int32 biHeight;
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uint16 biPlanes;
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uint16 biBitCount;
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uint32 biCompression;
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uint32 biSizeImage;
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int32 biXPelsPerMeter;
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int32 biYPelsPerMeter;
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uint32 biClrUsed;
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uint32 biClrImportant;
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};
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#define BI_RGB 0
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#pragma pack(pop)
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#endif
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void GSTextureOGL::Save(const string& fn, const void* image, uint32 pitch)
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{
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// Build a BMP file
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FILE* fp = fopen(fn.c_str(), "wb");
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if (fp == NULL)
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return;
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BITMAPINFOHEADER bih;
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memset(&bih, 0, sizeof(bih));
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bih.biSize = sizeof(bih);
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bih.biWidth = m_size.x;
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bih.biHeight = m_size.y;
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bih.biPlanes = 1;
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bih.biBitCount = 32;
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bih.biCompression = BI_RGB;
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bih.biSizeImage = m_size.x * m_size.y << 2;
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BITMAPFILEHEADER bfh;
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memset(&bfh, 0, sizeof(bfh));
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uint8* bfType = (uint8*)&bfh.bfType;
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// bfh.bfType = 'MB';
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bfType[0] = 0x42;
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bfType[1] = 0x4d;
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bfh.bfOffBits = sizeof(bfh) + sizeof(bih);
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bfh.bfSize = bfh.bfOffBits + bih.biSizeImage;
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bfh.bfReserved1 = bfh.bfReserved2 = 0;
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|
|
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);
|
|
}
|
|
|
|
bool GSTextureOGL::Save(const string& fn, 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)
|
|
char* image = (char*)malloc(buf_size);
|
|
bool status = true;
|
|
#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);
|
|
} 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);
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
|
fmt = GSPng::DEPTH_PNG;
|
|
} else if(m_format == GL_R32I) {
|
|
glGetTextureImage(m_texture_id, 0, GL_RED_INTEGER, GL_INT, buf_size, image);
|
|
|
|
fmt = GSPng::R32I_PNG;
|
|
|
|
// Not supported in Save function
|
|
status = false;
|
|
|
|
} 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);
|
|
}
|
|
else if (m_format == GL_R16UI)
|
|
{
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, image);
|
|
fmt = GSPng::R16I_PNG;
|
|
// Not supported in Save function
|
|
status = false;
|
|
}
|
|
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);
|
|
// Not supported in Save function
|
|
status = false;
|
|
}
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
#ifdef ENABLE_OGL_PNG
|
|
GSPng::Save(fmt, fn, image, m_size.x, m_size.y, pitch);
|
|
#else
|
|
if (status) Save(fn, image, pitch);
|
|
#endif
|
|
free(image);
|
|
|
|
return status;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|