pcsx2/plugins/GSdx/GSTextureOGL.cpp

449 lines
13 KiB
C++

/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSTextureOGL.h"
static int g_state_texture_unit = -1;
static int g_state_texture_id = -1;
GSTextureOGL::GSTextureOGL(int type, int w, int h, bool msaa, 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 : glFramebufferRenderbuffer. You can query the number of colorattachement with GL_MAX_COLOR_ATTACHMENTS
// FBO : constructor -> glGenFramebuffers, glDeleteFramebuffers
// binding -> glBindFramebuffer (target can be read/write/both)
// blit -> glBlitFramebuffer (read FB to draw FB)
// info -> glIsFramebuffer, glGetFramebufferAttachmentParameter, glCheckFramebufferStatus
//
// There are two types of framebuffer-attachable images; texture images and renderbuffer images.
// If an image of a texture object is attached to a framebuffer, OpenGL performs "render to texture".
// And if an image of a renderbuffer object is attached to a framebuffer, then OpenGL performs "offscreen rendering".
// Blitting:
// glDrawBuffers
// glReadBuffer
// glBlitFramebuffer
// *************************************************************
// 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_msaa = msaa;
m_fbo_read = fbo_read;
// Generate the buffer
switch (m_type) {
case GSTexture::Offscreen:
//FIXME I not sure we need a pixel buffer object. It seems more a texture
// glGenBuffers(1, &m_texture_id);
// m_texture_target = GL_PIXEL_UNPACK_BUFFER;
// assert(0);
// Note there is also a buffer texture!!!
// http://www.opengl.org/wiki/Buffer_Texture
// Note: in this case it must use in GLSL
// gvec texelFetch(gsampler sampler, ivec texCoord, int lod[, int sample]);
// corollary we can maybe use it for multisample stuff
case GSTexture::Texture:
case GSTexture::RenderTarget:
case GSTexture::DepthStencil:
glGenTextures(1, &m_texture_id);
m_texture_target = GL_TEXTURE_2D;
break;
case GSTexture::Backbuffer:
m_texture_target = 0;
m_texture_id = 0;
default:
break;
}
// Extra buffer to handle various pixel transfer
glGenBuffers(1, &m_pbo_id);
uint msaa_level;
if (m_msaa) {
// FIXME which level of MSAA
msaa_level = 1;
} else {
msaa_level = 0;
}
// Allocate the buffer
switch (m_type) {
case GSTexture::DepthStencil:
EnableUnit(0);
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);
break;
case GSTexture::Offscreen:
// Allocate a pbo with the texture
if (m_format == GL_RGBA8) m_pbo_size = m_size.x * m_size.y * 4;
else if (m_format == GL_R16UI) m_pbo_size = m_size.x * m_size.y * 2;
else {
fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
assert(0); // TODO Later
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_pbo_id);
glBufferData(GL_PIXEL_PACK_BUFFER, m_pbo_size, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
case GSTexture::RenderTarget:
case GSTexture::Texture:
// FIXME
// Howto allocate the texture unit !!!
// In worst case the HW renderer seems to use 3 texture unit
// For the moment SW renderer only use 1 so don't bother
EnableUnit(0);
// Did we need to setup a default sampler of the texture now?
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
if (m_format == GL_RGBA8)
glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else if (m_format == GL_R16UI)
glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL);
else if (m_format == GL_R8)
glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
else {
fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
assert(0); // TODO Later
}
break;
default: break;
}
}
GSTextureOGL::~GSTextureOGL()
{
glDeleteBuffers(1, &m_pbo_id);
glDeleteTextures(1, &m_texture_id);
}
void GSTextureOGL::Attach(GLenum attachment)
{
//fprintf(stderr, "format %d,%x\n", m_type, m_format);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, m_texture_target, m_texture_id, 0);
// FIXME DEBUG
//fprintf(stderr, "FB status %x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
{
if (m_type == GSTexture::DepthStencil || m_type == GSTexture::Offscreen) assert(0);
// FIXME warning order of the y axis
// FIXME I'm not confident with GL_UNSIGNED_BYTE type
EnableUnit(0);
// pitch could be different of width*element_size
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch>>2);
// FIXME : it crash on colin mcrae rally 3 (others game too) when the size is 16
//fprintf(stderr, "Texture %dx%d with a pitch of %d\n", m_size.x, m_size.y, pitch >>2);
//fprintf(stderr, "Box (%d,%d)x(%d,%d)\n", r.x, r.y, r.width(), r.height());
if (m_format == GL_RGBA8)
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RGBA, GL_UNSIGNED_BYTE, data);
else if (m_format == GL_R16UI)
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RED_INTEGER, GL_R16UI, data);
else if (m_format == GL_R8)
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RED, GL_R8, data);
else {
fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
assert(0);
}
#if 0
//if (m_size.x != 16)
if (r.width() > 16 && r.height() > 16)
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RGBA, GL_UNSIGNED_BYTE, data);
else {
fprintf(stderr, "skip texture upload\n");
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
return false;
}
#endif
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(uint unit)
{
if (!IsBackbuffer()) {
// FIXME
// Howto allocate the texture unit !!!
// In worst case the HW renderer seems to use 3 texture unit
// For the moment SW renderer only use 1 so don't bother
if (g_state_texture_unit != unit) {
g_state_texture_unit = unit;
glActiveTexture(GL_TEXTURE0 + unit);
// When you change the texture unit, texture must be rebinded
g_state_texture_id = m_texture_id;
glBindTexture(m_texture_target, m_texture_id);
} else if (g_state_texture_id != m_texture_id) {
g_state_texture_id = m_texture_id;
glBindTexture(m_texture_target, m_texture_id);
}
}
}
bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
{
// The function allow to modify the texture from the CPU
// Set m.bits <- pointer to the data
// Set m.pitch <- size of a row
// I think in opengl we need to copy back the data to the RAM: glReadPixels — read a block of pixels from the frame buffer
//
// glMapBuffer — map a buffer object's data store
// Can be used on GL_PIXEL_UNPACK_BUFFER or GL_TEXTURE_BUFFER
if (m_type == GSTexture::Offscreen) {
// Bind the texture to the read framebuffer to avoid any disturbance
EnableUnit(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texture_target, 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
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_pbo_id);
if (m_format == GL_RGBA8) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, 0);
} else if (m_format == GL_R16UI) {
glPixelStorei(GL_PACK_ALIGNMENT, 2);
glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0);
} else if (m_format == GL_R8) {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, m_size.x, m_size.y, GL_RED, GL_UNSIGNED_BYTE, 0);
} else {
fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
assert(0);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// Give access from the CPU
m.bits = (uint8*) glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, m_pbo_size, GL_MAP_READ_BIT);
m.pitch = m_size.x;
if ( m.bits ) {
return true;
} else {
fprintf(stderr, "bad mapping of the pbo\n");
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
return false;
}
}
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) {
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(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 (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
uint32 depth = (uint32)ldexpf(*input, 32);
uint8 small_depth = depth >> 24;
uint8 better_data[4] = {small_depth, small_depth, small_depth, 0 };
fwrite(&better_data, 1, 4, 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;
if (IsDss()) pitch *= 2;
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);
//glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
} else if(IsDss()) {
EnableUnit(0);
glGetTexImage(m_texture_target, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, image);
} else {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
EnableUnit(0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texture_target, 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;
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
if (status) Save(fn, image, pitch);
free(image);
return status;
}