mirror of https://github.com/PCSX2/pcsx2.git
449 lines
13 KiB
C++
449 lines
13 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, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSTextureOGL.h"
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static int g_state_texture_unit = -1;
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static int g_state_texture_id = -1;
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GSTextureOGL::GSTextureOGL(int type, int w, int h, bool msaa, int format, GLuint fbo_read)
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: m_pbo_id(0),
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m_pbo_size(0)
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{
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// *************************************************************
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// Opengl world
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// Render work in parallal with framebuffer object (FBO) http://www.opengl.org/wiki/Framebuffer_Objects
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// render are attached to FBO through : glFramebufferRenderbuffer. You can query the number of colorattachement with GL_MAX_COLOR_ATTACHMENTS
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// FBO : constructor -> glGenFramebuffers, glDeleteFramebuffers
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// binding -> glBindFramebuffer (target can be read/write/both)
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// blit -> glBlitFramebuffer (read FB to draw FB)
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// info -> glIsFramebuffer, glGetFramebufferAttachmentParameter, glCheckFramebufferStatus
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//
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// There are two types of framebuffer-attachable images; texture images and renderbuffer images.
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// If an image of a texture object is attached to a framebuffer, OpenGL performs "render to texture".
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// And if an image of a renderbuffer object is attached to a framebuffer, then OpenGL performs "offscreen rendering".
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// Blitting:
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// glDrawBuffers
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// glReadBuffer
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// glBlitFramebuffer
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// *************************************************************
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// m_size.x = w;
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// m_size.y = h;
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// FIXME
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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_msaa = msaa;
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m_fbo_read = fbo_read;
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// Generate the buffer
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switch (m_type) {
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case GSTexture::Offscreen:
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//FIXME I not sure we need a pixel buffer object. It seems more a texture
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// glGenBuffers(1, &m_texture_id);
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// m_texture_target = GL_PIXEL_UNPACK_BUFFER;
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// assert(0);
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// Note there is also a buffer texture!!!
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// http://www.opengl.org/wiki/Buffer_Texture
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// Note: in this case it must use in GLSL
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// gvec texelFetch(gsampler sampler, ivec texCoord, int lod[, int sample]);
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// corollary we can maybe use it for multisample stuff
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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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glGenTextures(1, &m_texture_id);
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m_texture_target = GL_TEXTURE_2D;
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break;
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case GSTexture::Backbuffer:
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m_texture_target = 0;
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m_texture_id = 0;
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default:
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break;
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}
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// Extra buffer to handle various pixel transfer
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glGenBuffers(1, &m_pbo_id);
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uint msaa_level;
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if (m_msaa) {
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// FIXME which level of MSAA
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msaa_level = 1;
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} else {
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msaa_level = 0;
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}
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// Allocate the buffer
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switch (m_type) {
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case GSTexture::DepthStencil:
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EnableUnit(0);
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glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL);
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break;
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case GSTexture::Offscreen:
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// Allocate a pbo with the texture
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if (m_format == GL_RGBA8) m_pbo_size = m_size.x * m_size.y * 4;
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else if (m_format == GL_R16UI) m_pbo_size = m_size.x * m_size.y * 2;
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else {
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fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
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assert(0); // TODO Later
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}
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_pbo_id);
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glBufferData(GL_PIXEL_PACK_BUFFER, m_pbo_size, NULL, GL_STREAM_DRAW);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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case GSTexture::RenderTarget:
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case GSTexture::Texture:
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// FIXME
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// Howto allocate the texture unit !!!
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// In worst case the HW renderer seems to use 3 texture unit
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// For the moment SW renderer only use 1 so don't bother
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EnableUnit(0);
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// Did we need to setup a default sampler of the texture now?
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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if (m_format == GL_RGBA8)
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glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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else if (m_format == GL_R16UI)
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glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL);
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else if (m_format == GL_R8)
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glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
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else {
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fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
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assert(0); // TODO Later
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}
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break;
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default: break;
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}
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}
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GSTextureOGL::~GSTextureOGL()
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{
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glDeleteBuffers(1, &m_pbo_id);
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glDeleteTextures(1, &m_texture_id);
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}
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void GSTextureOGL::Attach(GLenum attachment)
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{
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//fprintf(stderr, "format %d,%x\n", m_type, m_format);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, m_texture_target, m_texture_id, 0);
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// FIXME DEBUG
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//fprintf(stderr, "FB status %x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
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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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if (m_type == GSTexture::DepthStencil || m_type == GSTexture::Offscreen) assert(0);
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// FIXME warning order of the y axis
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// FIXME I'm not confident with GL_UNSIGNED_BYTE type
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EnableUnit(0);
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// pitch could be different of width*element_size
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch>>2);
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// FIXME : it crash on colin mcrae rally 3 (others game too) when the size is 16
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//fprintf(stderr, "Texture %dx%d with a pitch of %d\n", m_size.x, m_size.y, pitch >>2);
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//fprintf(stderr, "Box (%d,%d)x(%d,%d)\n", r.x, r.y, r.width(), r.height());
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if (m_format == GL_RGBA8)
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glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RGBA, GL_UNSIGNED_BYTE, data);
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else if (m_format == GL_R16UI)
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glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RED_INTEGER, GL_R16UI, data);
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else if (m_format == GL_R8)
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glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RED, GL_R8, data);
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else {
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fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
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assert(0);
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}
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#if 0
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//if (m_size.x != 16)
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if (r.width() > 16 && r.height() > 16)
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glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RGBA, GL_UNSIGNED_BYTE, data);
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else {
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fprintf(stderr, "skip texture upload\n");
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
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return false;
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}
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#endif
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
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return true;
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#if 0
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if(m_dev && m_texture)
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{
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D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
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m_ctx->UpdateSubresource(m_texture, 0, &box, data, pitch, 0);
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return true;
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}
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return false;
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#endif
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}
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void GSTextureOGL::EnableUnit(uint unit)
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{
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if (!IsBackbuffer()) {
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// FIXME
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// Howto allocate the texture unit !!!
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// In worst case the HW renderer seems to use 3 texture unit
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// For the moment SW renderer only use 1 so don't bother
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if (g_state_texture_unit != unit) {
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g_state_texture_unit = unit;
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glActiveTexture(GL_TEXTURE0 + unit);
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// When you change the texture unit, texture must be rebinded
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g_state_texture_id = m_texture_id;
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glBindTexture(m_texture_target, m_texture_id);
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} else if (g_state_texture_id != m_texture_id) {
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g_state_texture_id = m_texture_id;
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glBindTexture(m_texture_target, m_texture_id);
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}
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}
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}
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bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
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{
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// The function allow to modify the texture from the CPU
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// Set m.bits <- pointer to the data
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// Set m.pitch <- size of a row
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// I think in opengl we need to copy back the data to the RAM: glReadPixels — read a block of pixels from the frame buffer
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//
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// glMapBuffer — map a buffer object's data store
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// Can be used on GL_PIXEL_UNPACK_BUFFER or GL_TEXTURE_BUFFER
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if (m_type == GSTexture::Offscreen) {
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// Bind the texture to the read framebuffer to avoid any disturbance
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EnableUnit(0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texture_target, m_texture_id, 0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// FIXME It might be possible to only read a subrange of the texture based on r object
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// Load the PBO with the data
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_pbo_id);
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if (m_format == GL_RGBA8) {
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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} else if (m_format == GL_R16UI) {
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glPixelStorei(GL_PACK_ALIGNMENT, 2);
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glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0);
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} else if (m_format == GL_R8) {
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0, 0, m_size.x, m_size.y, GL_RED, GL_UNSIGNED_BYTE, 0);
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} else {
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fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
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assert(0);
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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// Give access from the CPU
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m.bits = (uint8*) glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, m_pbo_size, GL_MAP_READ_BIT);
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m.pitch = m_size.x;
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if ( m.bits ) {
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return true;
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} else {
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fprintf(stderr, "bad mapping of the pbo\n");
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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return false;
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}
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}
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return false;
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#if 0
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if(m_texture && m_desc.Usage == D3D11_USAGE_STAGING)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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if(SUCCEEDED(m_ctx->Map(m_texture, 0, D3D11_MAP_READ_WRITE, 0, &map)))
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{
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m.bits = (uint8*)map.pData;
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m.pitch = (int)map.RowPitch;
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return true;
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}
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}
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return false;
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#endif
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}
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void GSTextureOGL::Unmap()
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{
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if (m_type == GSTexture::Offscreen) {
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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}
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#ifndef _WINDOWS
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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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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);
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fwrite(&bih, 1, sizeof(bih), fp);
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uint8* data = (uint8*)image + (m_size.y - 1) * pitch;
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for(int h = m_size.y; h > 0; h--, data -= pitch)
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{
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if (IsDss()) {
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// Only get the depth and convert it to an integer
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uint8* better_data = data;
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for (int w = m_size.x; w > 0; w--, better_data += 8) {
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float* input = (float*)better_data;
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// FIXME how to dump 32 bits value into 8bits component color
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uint32 depth = (uint32)ldexpf(*input, 32);
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uint8 small_depth = depth >> 24;
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uint8 better_data[4] = {small_depth, small_depth, small_depth, 0 };
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fwrite(&better_data, 1, 4, fp);
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}
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} else {
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// swap red and blue
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uint8* better_data = data;
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for (int w = m_size.x; w > 0; w--, better_data += 4) {
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uint8 red = better_data[2];
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better_data[2] = better_data[0];
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better_data[0] = red;
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fwrite(better_data, 1, 4, fp);
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}
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}
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}
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fclose(fp);
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}
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bool GSTextureOGL::Save(const string& fn, bool dds)
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{
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// Collect the texture data
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uint32 pitch = 4 * m_size.x;
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if (IsDss()) pitch *= 2;
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char* image = (char*)malloc(pitch * m_size.y);
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bool status = true;
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// FIXME instead of swapping manually B and R maybe you can request the driver to do it
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// for us
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if (IsBackbuffer()) {
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//glReadBuffer(GL_BACK);
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//glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
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} else if(IsDss()) {
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EnableUnit(0);
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glGetTexImage(m_texture_target, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, image);
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} else {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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EnableUnit(0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texture_target, m_texture_id, 0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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if (m_format == GL_RGBA8)
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glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
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else if (m_format == GL_R16UI)
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{
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glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, image);
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// Not supported in Save function
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status = false;
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}
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else if (m_format == GL_R8)
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{
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glReadPixels(0, 0, m_size.x, m_size.y, GL_RED, GL_UNSIGNED_BYTE, image);
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// Not supported in Save function
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status = false;
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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if (status) Save(fn, image, pitch);
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free(image);
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return status;
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}
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