mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Reformat all the things. Have fun with merge conflicts.
This commit is contained in:
@ -36,7 +36,6 @@
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namespace OGL
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{
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static SHADER s_ColorCopyProgram;
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static SHADER s_ColorMatrixProgram;
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static SHADER s_DepthMatrixProgram;
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@ -58,270 +57,250 @@ static GLuint s_palette_buffer_offset_uniform[3];
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static GLuint s_palette_multiplier_uniform[3];
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static GLuint s_palette_copy_position_uniform[3];
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
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int virtual_height, unsigned int level)
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{
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if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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return false;
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int width = std::max(virtual_width >> level, 1);
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int height = std::max(virtual_height >> level, 1);
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std::vector<u8> data(width * height * 4);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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TextureCache::SetStage();
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if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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return false;
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int width = std::max(virtual_width >> level, 1);
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int height = std::max(virtual_height >> level, 1);
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std::vector<u8> data(width * height * 4);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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TextureCache::SetStage();
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return TextureToPng(data.data(), width * 4, filename, width, height, true);
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return TextureToPng(data.data(), width * 4, filename, width, height, true);
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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if (texture)
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{
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for (auto& gtex : s_Textures)
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if (gtex == texture)
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gtex = 0;
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glDeleteTextures(1, &texture);
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texture = 0;
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}
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if (texture)
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{
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for (auto& gtex : s_Textures)
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if (gtex == texture)
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gtex = 0;
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glDeleteTextures(1, &texture);
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texture = 0;
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}
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if (framebuffer)
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{
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glDeleteFramebuffers(1, &framebuffer);
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framebuffer = 0;
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}
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if (framebuffer)
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{
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glDeleteFramebuffers(1, &framebuffer);
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framebuffer = 0;
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}
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}
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TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config)
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: TCacheEntryBase(_config)
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TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config)
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{
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glGenTextures(1, &texture);
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glGenTextures(1, &texture);
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framebuffer = 0;
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framebuffer = 0;
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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if (s_Textures[stage] != texture)
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{
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if (s_ActiveTexture != stage)
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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s_ActiveTexture = stage;
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}
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if (s_Textures[stage] != texture)
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{
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if (s_ActiveTexture != stage)
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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s_ActiveTexture = stage;
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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s_Textures[stage] = texture;
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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s_Textures[stage] = texture;
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}
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}
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bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
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{
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return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
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return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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TCacheEntry* entry = new TCacheEntry(config);
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TCacheEntry* entry = new TCacheEntry(config);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
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if (config.rendertarget)
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{
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for (u32 level = 0; level <= config.levels; level++)
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{
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, config.width, config.height, config.layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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glGenFramebuffers(1, &entry->framebuffer);
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FramebufferManager::SetFramebuffer(entry->framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, entry->texture, 0);
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}
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if (config.rendertarget)
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{
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for (u32 level = 0; level <= config.levels; level++)
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{
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, config.width, config.height, config.layers,
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0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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glGenFramebuffers(1, &entry->framebuffer);
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FramebufferManager::SetFramebuffer(entry->framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D_ARRAY, entry->texture, 0);
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}
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TextureCache::SetStage();
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return entry;
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TextureCache::SetStage();
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return entry;
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}
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void TextureCache::TCacheEntry::CopyRectangleFromTexture(
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const TCacheEntryBase* source,
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const MathUtil::Rectangle<int> &srcrect,
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const MathUtil::Rectangle<int> &dstrect)
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void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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{
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TCacheEntry* srcentry = (TCacheEntry*)source;
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if (srcrect.GetWidth() == dstrect.GetWidth()
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&& srcrect.GetHeight() == dstrect.GetHeight()
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&& g_ogl_config.bSupportsCopySubImage)
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{
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glCopyImageSubData(
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srcentry->texture,
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GL_TEXTURE_2D_ARRAY,
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0,
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srcrect.left,
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srcrect.top,
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0,
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texture,
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GL_TEXTURE_2D_ARRAY,
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0,
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dstrect.left,
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dstrect.top,
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0,
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dstrect.GetWidth(),
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dstrect.GetHeight(),
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srcentry->config.layers);
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return;
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}
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else if (!framebuffer)
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{
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glGenFramebuffers(1, &framebuffer);
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FramebufferManager::SetFramebuffer(framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, texture, 0);
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}
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g_renderer->ResetAPIState();
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FramebufferManager::SetFramebuffer(framebuffer);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
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g_sampler_cache->BindLinearSampler(9);
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glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
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s_ColorCopyProgram.Bind();
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glUniform4f(s_ColorCopyPositionUniform,
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float(srcrect.left),
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float(srcrect.top),
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float(srcrect.GetWidth()),
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float(srcrect.GetHeight()));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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TCacheEntry* srcentry = (TCacheEntry*)source;
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if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
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g_ogl_config.bSupportsCopySubImage)
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{
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glCopyImageSubData(srcentry->texture, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
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texture, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
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dstrect.GetWidth(), dstrect.GetHeight(), srcentry->config.layers);
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return;
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}
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else if (!framebuffer)
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{
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glGenFramebuffers(1, &framebuffer);
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FramebufferManager::SetFramebuffer(framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D_ARRAY, texture, 0);
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}
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g_renderer->ResetAPIState();
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FramebufferManager::SetFramebuffer(framebuffer);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
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g_sampler_cache->BindLinearSampler(9);
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glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
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s_ColorCopyProgram.Bind();
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glUniform4f(s_ColorCopyPositionUniform, float(srcrect.left), float(srcrect.top),
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float(srcrect.GetWidth()), float(srcrect.GetHeight()));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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unsigned int expanded_width, unsigned int level)
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{
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if (level >= config.levels)
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PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
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if (width != std::max(1u, config.width >> level) || height != std::max(1u, config.height >> level))
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PanicAlert("size of level %d must be %dx%d, but %dx%d requested",
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level, std::max(1u, config.width >> level), std::max(1u, config.height >> level), width, height);
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if (level >= config.levels)
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PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
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if (width != std::max(1u, config.width >> level) ||
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height != std::max(1u, config.height >> level))
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PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
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std::max(1u, config.width >> level), std::max(1u, config.height >> level), width,
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height);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp);
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||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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temp);
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||||
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if (expanded_width != width)
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||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
if (expanded_width != width)
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
|
||||
TextureCache::SetStage();
|
||||
TextureCache::SetStage();
|
||||
}
|
||||
|
||||
void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
|
||||
bool scaleByHalf, unsigned int cbufid, const float *colmat)
|
||||
void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::PixelFormat srcFormat,
|
||||
const EFBRectangle& srcRect, bool scaleByHalf,
|
||||
unsigned int cbufid, const float* colmat)
|
||||
{
|
||||
g_renderer->ResetAPIState(); // reset any game specific settings
|
||||
g_renderer->ResetAPIState(); // reset any game specific settings
|
||||
|
||||
// Make sure to resolve anything we need to read from.
|
||||
const GLuint read_texture = (srcFormat == PEControl::Z24) ?
|
||||
FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
|
||||
FramebufferManager::ResolveAndGetRenderTarget(srcRect);
|
||||
// Make sure to resolve anything we need to read from.
|
||||
const GLuint read_texture = (srcFormat == PEControl::Z24) ?
|
||||
FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
|
||||
FramebufferManager::ResolveAndGetRenderTarget(srcRect);
|
||||
|
||||
FramebufferManager::SetFramebuffer(framebuffer);
|
||||
FramebufferManager::SetFramebuffer(framebuffer);
|
||||
|
||||
OpenGL_BindAttributelessVAO();
|
||||
OpenGL_BindAttributelessVAO();
|
||||
|
||||
glActiveTexture(GL_TEXTURE9);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
|
||||
if (scaleByHalf)
|
||||
g_sampler_cache->BindLinearSampler(9);
|
||||
else
|
||||
g_sampler_cache->BindNearestSampler(9);
|
||||
glActiveTexture(GL_TEXTURE9);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
|
||||
if (scaleByHalf)
|
||||
g_sampler_cache->BindLinearSampler(9);
|
||||
else
|
||||
g_sampler_cache->BindNearestSampler(9);
|
||||
|
||||
glViewport(0, 0, config.width, config.height);
|
||||
glViewport(0, 0, config.width, config.height);
|
||||
|
||||
GLuint uniform_location;
|
||||
if (srcFormat == PEControl::Z24)
|
||||
{
|
||||
s_DepthMatrixProgram.Bind();
|
||||
if (s_DepthCbufid != cbufid)
|
||||
glUniform4fv(s_DepthMatrixUniform, 5, colmat);
|
||||
s_DepthCbufid = cbufid;
|
||||
uniform_location = s_DepthCopyPositionUniform;
|
||||
}
|
||||
else
|
||||
{
|
||||
s_ColorMatrixProgram.Bind();
|
||||
if (s_ColorCbufid != cbufid)
|
||||
glUniform4fv(s_ColorMatrixUniform, 7, colmat);
|
||||
s_ColorCbufid = cbufid;
|
||||
uniform_location = s_ColorMatrixPositionUniform;
|
||||
}
|
||||
GLuint uniform_location;
|
||||
if (srcFormat == PEControl::Z24)
|
||||
{
|
||||
s_DepthMatrixProgram.Bind();
|
||||
if (s_DepthCbufid != cbufid)
|
||||
glUniform4fv(s_DepthMatrixUniform, 5, colmat);
|
||||
s_DepthCbufid = cbufid;
|
||||
uniform_location = s_DepthCopyPositionUniform;
|
||||
}
|
||||
else
|
||||
{
|
||||
s_ColorMatrixProgram.Bind();
|
||||
if (s_ColorCbufid != cbufid)
|
||||
glUniform4fv(s_ColorMatrixUniform, 7, colmat);
|
||||
s_ColorCbufid = cbufid;
|
||||
uniform_location = s_ColorMatrixPositionUniform;
|
||||
}
|
||||
|
||||
TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
|
||||
glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
|
||||
static_cast<float>(R.right), static_cast<float>(R.bottom));
|
||||
TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
|
||||
glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
|
||||
static_cast<float>(R.right), static_cast<float>(R.bottom));
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
g_renderer->RestoreAPIState();
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
g_renderer->RestoreAPIState();
|
||||
}
|
||||
|
||||
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
|
||||
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
|
||||
bool isIntensity, bool scaleByHalf)
|
||||
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
|
||||
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
|
||||
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
|
||||
{
|
||||
TextureConverter::EncodeToRamFromTexture(
|
||||
dst,
|
||||
format,
|
||||
native_width,
|
||||
bytes_per_row,
|
||||
num_blocks_y,
|
||||
memory_stride,
|
||||
srcFormat,
|
||||
isIntensity,
|
||||
scaleByHalf,
|
||||
srcRect);
|
||||
TextureConverter::EncodeToRamFromTexture(dst, format, native_width, bytes_per_row, num_blocks_y,
|
||||
memory_stride, srcFormat, isIntensity, scaleByHalf,
|
||||
srcRect);
|
||||
}
|
||||
|
||||
TextureCache::TextureCache()
|
||||
{
|
||||
CompileShaders();
|
||||
CompileShaders();
|
||||
|
||||
s_ActiveTexture = -1;
|
||||
for (auto& gtex : s_Textures)
|
||||
gtex = -1;
|
||||
s_ActiveTexture = -1;
|
||||
for (auto& gtex : s_Textures)
|
||||
gtex = -1;
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
{
|
||||
s32 buffer_size = 1024 * 1024;
|
||||
s32 max_buffer_size = 0;
|
||||
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
{
|
||||
s32 buffer_size = 1024 * 1024;
|
||||
s32 max_buffer_size = 0;
|
||||
|
||||
// The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates
|
||||
// is 65KB, we are asking for a 1MB buffer here.
|
||||
// Make sure to check the maximum size and if it is below 1MB
|
||||
// then use the maximum the hardware supports instead.
|
||||
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size);
|
||||
buffer_size = std::min(buffer_size, max_buffer_size);
|
||||
// The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates
|
||||
// is 65KB, we are asking for a 1MB buffer here.
|
||||
// Make sure to check the maximum size and if it is below 1MB
|
||||
// then use the maximum the hardware supports instead.
|
||||
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size);
|
||||
buffer_size = std::min(buffer_size, max_buffer_size);
|
||||
|
||||
s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
|
||||
glGenTextures(1, &s_palette_resolv_texture);
|
||||
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
|
||||
}
|
||||
s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
|
||||
glGenTextures(1, &s_palette_resolv_texture);
|
||||
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
TextureCache::~TextureCache()
|
||||
{
|
||||
DeleteShaders();
|
||||
DeleteShaders();
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
{
|
||||
s_palette_stream_buffer.reset();
|
||||
glDeleteTextures(1, &s_palette_resolv_texture);
|
||||
}
|
||||
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
{
|
||||
s_palette_stream_buffer.reset();
|
||||
glDeleteTextures(1, &s_palette_resolv_texture);
|
||||
}
|
||||
}
|
||||
|
||||
void TextureCache::DisableStage(unsigned int stage)
|
||||
@ -330,109 +309,117 @@ void TextureCache::DisableStage(unsigned int stage)
|
||||
|
||||
void TextureCache::SetStage()
|
||||
{
|
||||
// -1 is the initial value as we don't know which texture should be bound
|
||||
if (s_ActiveTexture != (u32)-1)
|
||||
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
|
||||
// -1 is the initial value as we don't know which texture should be bound
|
||||
if (s_ActiveTexture != (u32)-1)
|
||||
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
|
||||
}
|
||||
|
||||
void TextureCache::CompileShaders()
|
||||
{
|
||||
constexpr const char* color_copy_program =
|
||||
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"in vec3 f_uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture(samp9, f_uv0);\n"
|
||||
" ocol0 = texcol;\n"
|
||||
"}\n";
|
||||
constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"in vec3 f_uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture(samp9, f_uv0);\n"
|
||||
" ocol0 = texcol;\n"
|
||||
"}\n";
|
||||
|
||||
constexpr const char* color_matrix_program =
|
||||
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"uniform vec4 colmat[7];\n"
|
||||
"in vec3 f_uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture(samp9, f_uv0);\n"
|
||||
" texcol = round(texcol * colmat[5]) * colmat[6];\n"
|
||||
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
|
||||
"}\n";
|
||||
constexpr const char* color_matrix_program =
|
||||
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"uniform vec4 colmat[7];\n"
|
||||
"in vec3 f_uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture(samp9, f_uv0);\n"
|
||||
" texcol = round(texcol * colmat[5]) * colmat[6];\n"
|
||||
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
|
||||
"}\n";
|
||||
|
||||
constexpr const char* depth_matrix_program =
|
||||
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"uniform vec4 colmat[5];\n"
|
||||
"in vec3 f_uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
|
||||
" int depth = int(texcol.x * 16777216.0);\n"
|
||||
constexpr const char* depth_matrix_program =
|
||||
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"uniform vec4 colmat[5];\n"
|
||||
"in vec3 f_uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
|
||||
" int depth = int(texcol.x * 16777216.0);\n"
|
||||
|
||||
// Convert to Z24 format
|
||||
" ivec4 workspace;\n"
|
||||
" workspace.r = (depth >> 16) & 255;\n"
|
||||
" workspace.g = (depth >> 8) & 255;\n"
|
||||
" workspace.b = depth & 255;\n"
|
||||
// Convert to Z24 format
|
||||
" ivec4 workspace;\n"
|
||||
" workspace.r = (depth >> 16) & 255;\n"
|
||||
" workspace.g = (depth >> 8) & 255;\n"
|
||||
" workspace.b = depth & 255;\n"
|
||||
|
||||
// Convert to Z4 format
|
||||
" workspace.a = (depth >> 16) & 0xF0;\n"
|
||||
// Convert to Z4 format
|
||||
" workspace.a = (depth >> 16) & 0xF0;\n"
|
||||
|
||||
// Normalize components to [0.0..1.0]
|
||||
" texcol = vec4(workspace) / 255.0;\n"
|
||||
// Normalize components to [0.0..1.0]
|
||||
" texcol = vec4(workspace) / 255.0;\n"
|
||||
|
||||
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
|
||||
"}\n";
|
||||
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
|
||||
"}\n";
|
||||
|
||||
constexpr const char* vertex_program =
|
||||
"out vec3 %s_uv0;\n"
|
||||
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"uniform vec4 copy_position;\n" // left, top, right, bottom
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
|
||||
" %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\n"
|
||||
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
constexpr const char* vertex_program =
|
||||
"out vec3 %s_uv0;\n"
|
||||
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"uniform vec4 copy_position;\n" // left, top, right, bottom
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
|
||||
" %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
|
||||
"0).xy), 0.0);\n"
|
||||
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
const std::string geo_program = g_ActiveConfig.iStereoMode > 0 ?
|
||||
"layout(triangles) in;\n"
|
||||
"layout(triangle_strip, max_vertices = 6) out;\n"
|
||||
"in vec3 v_uv0[3];\n"
|
||||
"out vec3 f_uv0;\n"
|
||||
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" int layers = textureSize(samp9, 0).z;\n"
|
||||
" for (int layer = 0; layer < layers; ++layer) {\n"
|
||||
" for (int i = 0; i < 3; ++i) {\n"
|
||||
" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
|
||||
" gl_Position = gl_in[i].gl_Position;\n"
|
||||
" gl_Layer = layer;\n"
|
||||
" EmitVertex();\n"
|
||||
" }\n"
|
||||
" EndPrimitive();\n"
|
||||
" }\n"
|
||||
"}\n" : "";
|
||||
const std::string geo_program = g_ActiveConfig.iStereoMode > 0 ?
|
||||
"layout(triangles) in;\n"
|
||||
"layout(triangle_strip, max_vertices = 6) out;\n"
|
||||
"in vec3 v_uv0[3];\n"
|
||||
"out vec3 f_uv0;\n"
|
||||
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" int layers = textureSize(samp9, 0).z;\n"
|
||||
" for (int layer = 0; layer < layers; ++layer) {\n"
|
||||
" for (int i = 0; i < 3; ++i) {\n"
|
||||
" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
|
||||
" gl_Position = gl_in[i].gl_Position;\n"
|
||||
" gl_Layer = layer;\n"
|
||||
" EmitVertex();\n"
|
||||
" }\n"
|
||||
" EndPrimitive();\n"
|
||||
" }\n"
|
||||
"}\n" :
|
||||
"";
|
||||
|
||||
const char* prefix = geo_program.empty() ? "f" : "v";
|
||||
const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
|
||||
const char* prefix = geo_program.empty() ? "f" : "v";
|
||||
const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
|
||||
|
||||
ProgramShaderCache::CompileShader(s_ColorCopyProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(), color_copy_program, geo_program);
|
||||
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(), color_matrix_program, geo_program);
|
||||
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(), StringFromFormat(depth_matrix_program, depth_layer).c_str(), geo_program);
|
||||
ProgramShaderCache::CompileShader(s_ColorCopyProgram,
|
||||
StringFromFormat(vertex_program, prefix, prefix).c_str(),
|
||||
color_copy_program, geo_program);
|
||||
ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
|
||||
StringFromFormat(vertex_program, prefix, prefix).c_str(),
|
||||
color_matrix_program, geo_program);
|
||||
ProgramShaderCache::CompileShader(
|
||||
s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(),
|
||||
StringFromFormat(depth_matrix_program, depth_layer).c_str(), geo_program);
|
||||
|
||||
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
|
||||
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
|
||||
s_ColorCbufid = -1;
|
||||
s_DepthCbufid = -1;
|
||||
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
|
||||
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
|
||||
s_ColorCbufid = -1;
|
||||
s_DepthCbufid = -1;
|
||||
|
||||
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
|
||||
s_ColorMatrixPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
|
||||
s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
|
||||
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
|
||||
s_ColorMatrixPositionUniform =
|
||||
glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
|
||||
s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
|
||||
|
||||
std::string palette_shader =
|
||||
R"GLSL(
|
||||
std::string palette_shader =
|
||||
R"GLSL(
|
||||
uniform int texture_buffer_offset;
|
||||
uniform float multiplier;
|
||||
SAMPLER_BINDING(9) uniform sampler2DArray samp9;
|
||||
@ -511,83 +498,88 @@ void TextureCache::CompileShaders()
|
||||
}
|
||||
)GLSL";
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
{
|
||||
ProgramShaderCache::CompileShader(
|
||||
s_palette_pixel_shader[GX_TL_IA8],
|
||||
StringFromFormat(vertex_program, prefix, prefix),
|
||||
"#define DECODE DecodePixel_IA8" + palette_shader,
|
||||
geo_program);
|
||||
s_palette_buffer_offset_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
|
||||
s_palette_multiplier_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "multiplier");
|
||||
s_palette_copy_position_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
|
||||
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
{
|
||||
ProgramShaderCache::CompileShader(
|
||||
s_palette_pixel_shader[GX_TL_IA8], StringFromFormat(vertex_program, prefix, prefix),
|
||||
"#define DECODE DecodePixel_IA8" + palette_shader, geo_program);
|
||||
s_palette_buffer_offset_uniform[GX_TL_IA8] =
|
||||
glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
|
||||
s_palette_multiplier_uniform[GX_TL_IA8] =
|
||||
glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "multiplier");
|
||||
s_palette_copy_position_uniform[GX_TL_IA8] =
|
||||
glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
|
||||
|
||||
ProgramShaderCache::CompileShader(
|
||||
s_palette_pixel_shader[GX_TL_RGB565],
|
||||
StringFromFormat(vertex_program, prefix, prefix),
|
||||
"#define DECODE DecodePixel_RGB565" + palette_shader,
|
||||
geo_program);
|
||||
s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
|
||||
s_palette_multiplier_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "multiplier");
|
||||
s_palette_copy_position_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
|
||||
ProgramShaderCache::CompileShader(
|
||||
s_palette_pixel_shader[GX_TL_RGB565], StringFromFormat(vertex_program, prefix, prefix),
|
||||
"#define DECODE DecodePixel_RGB565" + palette_shader, geo_program);
|
||||
s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(
|
||||
s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
|
||||
s_palette_multiplier_uniform[GX_TL_RGB565] =
|
||||
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "multiplier");
|
||||
s_palette_copy_position_uniform[GX_TL_RGB565] =
|
||||
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
|
||||
|
||||
ProgramShaderCache::CompileShader(
|
||||
s_palette_pixel_shader[GX_TL_RGB5A3],
|
||||
StringFromFormat(vertex_program, prefix, prefix),
|
||||
"#define DECODE DecodePixel_RGB5A3" + palette_shader,
|
||||
geo_program);
|
||||
s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
|
||||
s_palette_multiplier_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "multiplier");
|
||||
s_palette_copy_position_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
|
||||
}
|
||||
ProgramShaderCache::CompileShader(
|
||||
s_palette_pixel_shader[GX_TL_RGB5A3], StringFromFormat(vertex_program, prefix, prefix),
|
||||
"#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program);
|
||||
s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(
|
||||
s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
|
||||
s_palette_multiplier_uniform[GX_TL_RGB5A3] =
|
||||
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "multiplier");
|
||||
s_palette_copy_position_uniform[GX_TL_RGB5A3] =
|
||||
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
|
||||
}
|
||||
}
|
||||
|
||||
void TextureCache::DeleteShaders()
|
||||
{
|
||||
s_ColorMatrixProgram.Destroy();
|
||||
s_DepthMatrixProgram.Destroy();
|
||||
s_ColorMatrixProgram.Destroy();
|
||||
s_DepthMatrixProgram.Destroy();
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
for (auto& shader : s_palette_pixel_shader)
|
||||
shader.Destroy();
|
||||
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
for (auto& shader : s_palette_pixel_shader)
|
||||
shader.Destroy();
|
||||
}
|
||||
|
||||
void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted, void* palette, TlutFormat format)
|
||||
void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted,
|
||||
void* palette, TlutFormat format)
|
||||
{
|
||||
if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
return;
|
||||
if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
||||
return;
|
||||
|
||||
g_renderer->ResetAPIState();
|
||||
g_renderer->ResetAPIState();
|
||||
|
||||
TCacheEntry* entry = (TCacheEntry*) _entry;
|
||||
TCacheEntry* unconverted = (TCacheEntry*) _unconverted;
|
||||
TCacheEntry* entry = (TCacheEntry*)_entry;
|
||||
TCacheEntry* unconverted = (TCacheEntry*)_unconverted;
|
||||
|
||||
glActiveTexture(GL_TEXTURE9);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
|
||||
g_sampler_cache->BindNearestSampler(9);
|
||||
glActiveTexture(GL_TEXTURE9);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
|
||||
g_sampler_cache->BindNearestSampler(9);
|
||||
|
||||
FramebufferManager::SetFramebuffer(entry->framebuffer);
|
||||
glViewport(0, 0, entry->config.width, entry->config.height);
|
||||
s_palette_pixel_shader[format].Bind();
|
||||
FramebufferManager::SetFramebuffer(entry->framebuffer);
|
||||
glViewport(0, 0, entry->config.width, entry->config.height);
|
||||
s_palette_pixel_shader[format].Bind();
|
||||
|
||||
// C14 textures are currently unsupported
|
||||
int size = (unconverted->format & 0xf) == GX_TF_I4 ? 32 : 512;
|
||||
auto buffer = s_palette_stream_buffer->Map(size);
|
||||
memcpy(buffer.first, palette, size);
|
||||
s_palette_stream_buffer->Unmap(size);
|
||||
glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
|
||||
glUniform1f(s_palette_multiplier_uniform[format], (unconverted->format & 0xf) == 0 ? 15.0f : 255.0f);
|
||||
glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width, (float)unconverted->config.height);
|
||||
// C14 textures are currently unsupported
|
||||
int size = (unconverted->format & 0xf) == GX_TF_I4 ? 32 : 512;
|
||||
auto buffer = s_palette_stream_buffer->Map(size);
|
||||
memcpy(buffer.first, palette, size);
|
||||
s_palette_stream_buffer->Unmap(size);
|
||||
glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
|
||||
glUniform1f(s_palette_multiplier_uniform[format],
|
||||
(unconverted->format & 0xf) == 0 ? 15.0f : 255.0f);
|
||||
glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width,
|
||||
(float)unconverted->config.height);
|
||||
|
||||
glActiveTexture(GL_TEXTURE10);
|
||||
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
|
||||
g_sampler_cache->BindNearestSampler(10);
|
||||
glActiveTexture(GL_TEXTURE10);
|
||||
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
|
||||
g_sampler_cache->BindNearestSampler(10);
|
||||
|
||||
OpenGL_BindAttributelessVAO();
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
OpenGL_BindAttributelessVAO();
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
g_renderer->RestoreAPIState();
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
g_renderer->RestoreAPIState();
|
||||
}
|
||||
|
||||
}
|
||||
|
Reference in New Issue
Block a user