Custom blitter for final resolve.
This commit is contained in:
parent
2bce5ba0d9
commit
d72610ba1b
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/gl4/blitter.h"
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#include <string>
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#include "poly/assert.h"
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#include "poly/math.h"
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namespace xe {
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namespace gpu {
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namespace gl4 {
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extern "C" GLEWContext* glewGetContext();
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extern "C" WGLEWContext* wglewGetContext();
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Blitter::Blitter()
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: vertex_program_(0),
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fragment_program_(0),
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pipeline_(0),
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vbo_(0),
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vao_(0),
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nearest_sampler_(0),
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linear_sampler_(0) {}
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Blitter::~Blitter() = default;
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bool Blitter::Initialize() {
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const std::string header =
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"\n\
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#version 450 \n\
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#extension GL_ARB_explicit_uniform_location : require \n\
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#extension GL_ARB_shading_language_420pack : require \n\
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precision highp float; \n\
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precision highp int; \n\
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layout(std140, column_major) uniform; \n\
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layout(std430, column_major) buffer; \n\
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struct VertexData { \n\
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vec2 uv; \n\
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}; \n\
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";
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const std::string vs_source = header +
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"\n\
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layout(location = 0) uniform vec4 src_uv_params; \n\
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out gl_PerVertex { \n\
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vec4 gl_Position; \n\
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float gl_PointSize; \n\
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float gl_ClipDistance[]; \n\
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}; \n\
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struct VertexFetch { \n\
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vec2 pos; \n\
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};\n\
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layout(location = 0) in VertexFetch vfetch; \n\
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layout(location = 0) out VertexData vtx; \n\
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void main() { \n\
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gl_Position = vec4(vfetch.pos.xy * vec2(2.0, 2.0) - vec2(1.0, 1.0), 0.0, 1.0); \n\
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vtx.uv = vfetch.pos.xy * src_uv_params.zw + src_uv_params.xy; \n\
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} \n\
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";
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const std::string fs_source = header +
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"\n\
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layout(location = 1) uniform sampler2D src_texture; \n\
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layout(location = 0) in VertexData vtx; \n\
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layout(location = 0) out vec4 oC; \n\
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void main() { \n\
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vec4 color = texture(src_texture, vtx.uv); \n\
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oC = color; \n\
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} \n\
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";
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auto vs_source_str = vs_source.c_str();
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vertex_program_ = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs_source_str);
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auto fs_source_str = fs_source.c_str();
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fragment_program_ =
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glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fs_source_str);
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char log[2048];
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GLsizei log_length;
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glGetProgramInfoLog(vertex_program_, 2048, &log_length, log);
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glCreateProgramPipelines(1, &pipeline_);
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glUseProgramStages(pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
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glUseProgramStages(pipeline_, GL_FRAGMENT_SHADER_BIT, fragment_program_);
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glCreateBuffers(1, &vbo_);
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static const GLfloat vbo_data[] = {
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0, 0, 1, 0, 0, 1, 1, 1,
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};
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glNamedBufferStorage(vbo_, sizeof(vbo_data), vbo_data, 0);
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glCreateVertexArrays(1, &vao_);
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glEnableVertexArrayAttrib(vao_, 0);
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glVertexArrayAttribBinding(vao_, 0, 0);
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glVertexArrayAttribFormat(vao_, 0, 2, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayVertexBuffer(vao_, 0, vbo_, 0, sizeof(GLfloat) * 2);
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glCreateSamplers(1, &nearest_sampler_);
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glSamplerParameteri(nearest_sampler_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(nearest_sampler_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(nearest_sampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(nearest_sampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glCreateSamplers(1, &linear_sampler_);
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glSamplerParameteri(linear_sampler_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(linear_sampler_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return true;
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}
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void Blitter::Shutdown() {
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if (vertex_program_) {
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glDeleteProgram(vertex_program_);
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}
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if (fragment_program_) {
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glDeleteProgram(fragment_program_);
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}
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if (pipeline_) {
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glDeleteProgramPipelines(1, &pipeline_);
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}
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if (vbo_) {
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glDeleteBuffers(1, &vbo_);
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}
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if (vao_) {
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glDeleteVertexArrays(1, &vao_);
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}
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if (nearest_sampler_) {
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glDeleteSamplers(1, &nearest_sampler_);
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}
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if (linear_sampler_) {
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glDeleteSamplers(1, &linear_sampler_);
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}
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}
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void Blitter::Draw(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height, GLenum filter) {
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glDisablei(GL_BLEND, 0);
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glDisable(GL_DEPTH_TEST);
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glBindProgramPipeline(pipeline_);
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glBindVertexArray(vao_);
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glBindTextures(0, 1, &src_texture);
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switch (filter) {
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default:
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case GL_NEAREST:
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glBindSampler(0, nearest_sampler_);
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break;
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case GL_LINEAR:
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glBindSampler(0, linear_sampler_);
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break;
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}
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// TODO(benvanik): avoid this?
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GLint src_texture_width;
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glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_WIDTH,
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&src_texture_width);
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GLint src_texture_height;
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glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_HEIGHT,
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&src_texture_height);
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glProgramUniform4f(vertex_program_, 0, src_x / float(src_texture_width),
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src_y / float(src_texture_height),
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src_width / float(src_texture_width),
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src_height / float(src_texture_height));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindProgramPipeline(0);
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glBindVertexArray(0);
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GLuint zero = 0;
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glBindTextures(0, 1, &zero);
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glBindSampler(0, 0);
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}
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void Blitter::BlitTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height,
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uint32_t dest_x, uint32_t dest_y,
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uint32_t dest_width, uint32_t dest_height,
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GLenum filter) {
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glViewport(dest_x, dest_y, dest_width, dest_height);
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Draw(src_texture, src_x, src_y, src_width, src_height, filter);
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}
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void Blitter::CopyTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height,
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uint32_t dest_texture, uint32_t dest_x,
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uint32_t dest_y, uint32_t dest_width,
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uint32_t dest_height, GLenum filter) {
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glViewport(dest_x, dest_y, dest_width, dest_height);
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//
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}
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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@ -0,0 +1,57 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_GL4_BLITTER_H_
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#define XENIA_GPU_GL4_BLITTER_H_
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#include <memory>
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#include "third_party/GL/glew.h"
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#include "third_party/GL/wglew.h"
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namespace xe {
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namespace gpu {
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namespace gl4 {
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class Blitter {
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public:
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Blitter();
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~Blitter();
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bool Initialize();
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void Shutdown();
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void BlitTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height, uint32_t dest_x,
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uint32_t dest_y, uint32_t dest_width, uint32_t dest_height,
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GLenum filter);
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void CopyTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height,
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uint32_t dest_texture, uint32_t dest_x, uint32_t dest_y,
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uint32_t dest_width, uint32_t dest_height, GLenum filter);
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private:
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void Draw(GLuint src_texture, uint32_t src_x, uint32_t src_y,
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uint32_t src_width, uint32_t src_height, GLenum filter);
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GLuint vertex_program_;
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GLuint fragment_program_;
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GLuint pipeline_;
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GLuint vbo_;
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GLuint vao_;
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GLuint nearest_sampler_;
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GLuint linear_sampler_;
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};
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_GL4_BLITTER_H_
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@ -75,6 +75,7 @@ CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
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active_vertex_shader_(nullptr),
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active_pixel_shader_(nullptr),
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active_framebuffer_(nullptr),
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last_framebuffer_texture_(0),
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point_list_geometry_program_(0),
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rect_list_geometry_program_(0),
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quad_list_geometry_program_(0),
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@ -566,13 +567,7 @@ void CommandProcessor::IssueSwap() {
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// TODO(benvanik): handle dirty cases (resolved to sysmem, touched).
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// HACK: just use whatever our current framebuffer is.
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if (active_framebuffer_) {
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swap_params.framebuffer = active_framebuffer_->framebuffer;
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// TODO(benvanik): pick the right one?
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swap_params.attachment = GL_COLOR_ATTACHMENT0;
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} else {
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swap_params.framebuffer = 0;
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}
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swap_params.framebuffer_texture = last_framebuffer_texture_;
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// Guess frontbuffer dimensions.
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// Command buffer seems to set these right before the XE_SWAP.
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@ -2513,7 +2508,7 @@ bool CommandProcessor::IssueCopy() {
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glNamedFramebufferReadBuffer(source_framebuffer->framebuffer,
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GL_COLOR_ATTACHMENT0 + copy_src_select);
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// TODO(benvanik): RAW copy.
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texture_cache_.CopyReadBufferTexture(
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last_framebuffer_texture_ = texture_cache_.CopyReadBufferTexture(
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copy_dest_base, x, y, w, h,
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ColorFormatToTextureFormat(copy_dest_format),
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copy_dest_swap ? true : false);
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GL_COLOR_ATTACHMENT0 + copy_src_select);
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// Either copy the readbuffer into an existing texture or create a new
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// one in the cache so we can service future upload requests.
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texture_cache_.CopyReadBufferTexture(
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last_framebuffer_texture_ = texture_cache_.CopyReadBufferTexture(
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copy_dest_base, x, y, w, h,
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ColorFormatToTextureFormat(copy_dest_format),
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copy_dest_swap ? true : false);
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@ -40,8 +40,7 @@ struct SwapParameters {
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uint32_t width;
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uint32_t height;
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GLuint framebuffer;
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GLenum attachment;
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GLuint framebuffer_texture;
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};
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enum class SwapMode {
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GL4Shader* active_vertex_shader_;
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GL4Shader* active_pixel_shader_;
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CachedFramebuffer* active_framebuffer_;
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GLuint last_framebuffer_texture_;
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std::vector<CachedFramebuffer> cached_framebuffers_;
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std::vector<CachedColorRenderTarget> cached_color_render_targets_;
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@ -258,11 +258,10 @@ void GL4GraphicsSystem::SwapHandler(const SwapParameters& swap_params) {
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// Swap requested. Synchronously post a request to the loop so that
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// we do the swap in the right thread.
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control_->SynchronousRepaint([&]() {
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glBlitNamedFramebuffer(swap_params.framebuffer, 0, swap_params.x,
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swap_params.y, swap_params.x + swap_params.width,
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swap_params.y + swap_params.height, 0, 0,
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control_->width(), control_->height(),
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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control_->context()->blitter()->BlitTexture2D(
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swap_params.framebuffer_texture, swap_params.x, swap_params.y,
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swap_params.width, swap_params.height, 0, 0, control_->width(),
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control_->height(), GL_LINEAR);
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});
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}
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@ -244,14 +244,14 @@ bool GL4ProfilerDisplay::SetupShaders() {
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const std::string header =
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"\n\
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#version 450 \n\
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#extension GL_ARB_bindless_texture : require\n\
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#extension GL_ARB_explicit_uniform_location : require\n\
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#extension GL_ARB_shading_language_420pack : require\n\
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#extension GL_ARB_bindless_texture : require \n\
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#extension GL_ARB_explicit_uniform_location : require \n\
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#extension GL_ARB_shading_language_420pack : require \n\
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precision highp float; \n\
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precision highp int;\n\
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layout(std140, column_major) uniform;\n\
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layout(std430, column_major) buffer;\n\
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struct VertexData {\n\
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precision highp int; \n\
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layout(std140, column_major) uniform; \n\
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layout(std430, column_major) buffer; \n\
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struct VertexData { \n\
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vec4 color; \n\
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vec2 uv; \n\
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};\n\
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@ -36,7 +36,9 @@ GLContext::GLContext(HWND hwnd, HGLRC glrc)
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}
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GLContext::~GLContext() {
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wglMakeCurrent(nullptr, nullptr);
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MakeCurrent();
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blitter_.Shutdown();
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ClearCurrent();
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if (glrc_) {
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wglDeleteContext(glrc_);
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}
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@ -119,6 +121,12 @@ bool GLContext::Initialize(HWND hwnd) {
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SetupDebugging();
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if (!blitter_.Initialize()) {
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PLOGE("Unable to initialize blitter");
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ClearCurrent();
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return false;
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}
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ClearCurrent();
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return true;
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@ -169,6 +177,11 @@ std::unique_ptr<GLContext> GLContext::CreateShared() {
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SetupDebugging();
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if (!new_context->blitter_.Initialize()) {
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PLOGE("Unable to initialize blitter");
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return nullptr;
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}
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new_context->ClearCurrent();
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return new_context;
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@ -12,6 +12,8 @@
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#include <memory>
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#include "xenia/gpu/gl4/blitter.h"
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#include "third_party/GL/glew.h"
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#include "third_party/GL/wglew.h"
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@ -34,6 +36,8 @@ class GLContext {
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bool MakeCurrent();
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void ClearCurrent();
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Blitter* blitter() { return &blitter_; }
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private:
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void SetupDebugging();
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void DebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity,
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@ -48,6 +52,8 @@ class GLContext {
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GLEWContext glew_context_;
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WGLEWContext wglew_context_;
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Blitter blitter_;
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};
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struct GLContextLock {
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@ -1,6 +1,8 @@
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# Copyright 2014 Ben Vanik. All Rights Reserved.
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{
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'sources': [
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'blitter.cc',
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'blitter.h',
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'circular_buffer.cc',
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'circular_buffer.h',
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'command_processor.cc',
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@ -526,7 +526,7 @@ TextureCache::TextureEntry* TextureCache::LookupAddress(uint32_t guest_address,
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return nullptr;
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}
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void TextureCache::CopyReadBufferTexture(uint32_t guest_address, uint32_t x,
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GLuint TextureCache::CopyReadBufferTexture(uint32_t guest_address, uint32_t x,
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uint32_t y, uint32_t width,
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uint32_t height,
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TextureFormat format,
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@ -546,7 +546,7 @@ void TextureCache::CopyReadBufferTexture(uint32_t guest_address, uint32_t x,
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memory_->CancelWriteWatch(texture_entry->write_watch_handle);
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texture_entry->write_watch_handle = 0;
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}
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return;
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return texture_entry->handle;
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}
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// Check pending read buffer textures (for multiple resolves with no
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||||
|
@ -558,14 +558,14 @@ void TextureCache::CopyReadBufferTexture(uint32_t guest_address, uint32_t x,
|
|||
entry->height == height && entry->format == format) {
|
||||
// Found an existing entry - just reupload.
|
||||
glCopyTextureSubImage2D(entry->handle, 0, 0, 0, x, y, width, height);
|
||||
return;
|
||||
return entry->handle;
|
||||
}
|
||||
}
|
||||
|
||||
const auto& config = texture_configs[uint32_t(format)];
|
||||
if (config.format == GL_INVALID_ENUM) {
|
||||
assert_always("Unhandled destination texture format");
|
||||
return;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Need to create a new texture.
|
||||
|
@ -584,7 +584,9 @@ void TextureCache::CopyReadBufferTexture(uint32_t guest_address, uint32_t x,
|
|||
glTextureStorage2D(entry->handle, 1, config.internal_format, width, height);
|
||||
glCopyTextureSubImage2D(entry->handle, 0, 0, 0, x, y, width, height);
|
||||
|
||||
GLuint handle = entry->handle;
|
||||
read_buffer_textures_.push_back(entry.release());
|
||||
return handle;
|
||||
}
|
||||
|
||||
void TextureCache::EvictTexture(TextureEntry* entry) {
|
||||
|
|
|
@ -57,7 +57,7 @@ class TextureCache {
|
|||
|
||||
TextureEntryView* Demand(const TextureInfo& texture_info,
|
||||
const SamplerInfo& sampler_info);
|
||||
void CopyReadBufferTexture(uint32_t guest_address, uint32_t x, uint32_t y,
|
||||
GLuint CopyReadBufferTexture(uint32_t guest_address, uint32_t x, uint32_t y,
|
||||
uint32_t width, uint32_t height,
|
||||
TextureFormat format, bool swap_channels);
|
||||
|
||||
|
|
Loading…
Reference in New Issue