mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Merge branch 'ogl-tex2d'
Conflicts: Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp
This commit is contained in:
@ -33,8 +33,6 @@ GLuint FramebufferManager::m_resolvedDepthTexture;
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GLuint FramebufferManager::m_xfbFramebuffer;
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// reinterpret pixel format
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GLuint FramebufferManager::m_pixel_format_vao;
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GLuint FramebufferManager::m_pixel_format_vbo;
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SHADER FramebufferManager::m_pixel_format_shaders[2];
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@ -79,24 +77,24 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_efbDepth = glObj[1];
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m_resolvedColorTexture = glObj[2]; // needed for pixel format convertion
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glBindTexture(getFbType(), m_efbColor);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, m_efbColor);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(getFbType(), m_efbDepth);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(GL_TEXTURE_2D, m_efbDepth);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(getFbType(), m_resolvedColorTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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// Bind target textures to the EFB framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_efbDepth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_efbDepth, 0);
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GL_REPORT_FBO_ERROR();
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}
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@ -144,20 +142,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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m_resolvedColorTexture = glObj[0];
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m_resolvedDepthTexture = glObj[1];
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glBindTexture(getFbType(), m_resolvedColorTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(getFbType(), m_resolvedDepthTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(GL_TEXTURE_2D, m_resolvedDepthTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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// Bind resolved textures to resolved framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_resolvedColorTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, getFbType(), m_resolvedDepthTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
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GL_REPORT_FBO_ERROR();
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@ -177,33 +175,18 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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// reinterpret pixel format
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glGenBuffers(1, &m_pixel_format_vbo);
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glGenVertexArrays(1, &m_pixel_format_vao);
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glBindVertexArray(m_pixel_format_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_pixel_format_vbo);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*2, NULL);
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float vertices[] = {
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-1.0, -1.0,
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1.0, -1.0,
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-1.0, 1.0,
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1.0, 1.0,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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char vs[] =
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"ATTRIN vec2 rawpos;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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char ps_rgba6_to_rgb8[] =
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"uniform sampler2DRect samp9;\n"
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"uniform sampler2D samp9;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src6 = ivec4(round(texture2DRect(samp9, gl_FragCoord.xy) * 63.f));\n"
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" ivec4 src6 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 63.f));\n"
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" ivec4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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@ -213,11 +196,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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"}";
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char ps_rgb8_to_rgba6[] =
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"uniform sampler2DRect samp9;\n"
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"uniform sampler2D samp9;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src8 = ivec4(round(texture2DRect(samp9, gl_FragCoord.xy) * 255.f));\n"
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" ivec4 src8 = ivec4(round(texelFetch(samp9, ivec2(gl_FragCoord.xy), 0) * 255.f));\n"
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" ivec4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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@ -261,8 +244,6 @@ FramebufferManager::~FramebufferManager()
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m_efbDepth = 0;
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// reinterpret pixel format
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glDeleteVertexArrays(1, &m_pixel_format_vao);
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glDeleteBuffers(1, &m_pixel_format_vbo);
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m_pixel_format_shaders[0].Destroy();
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m_pixel_format_shaders[1].Destroy();
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}
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@ -386,14 +367,13 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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m_resolvedColorTexture = src_texture;
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// also switch them on fbo
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_efbColor, 0);
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}
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glViewport(0,0, m_targetWidth, m_targetHeight);
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glActiveTexture(GL_TEXTURE0 + 9);
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glBindTexture(getFbType(), src_texture);
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glBindTexture(GL_TEXTURE_2D, src_texture);
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m_pixel_format_shaders[convtype ? 1 : 0].Bind();
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glBindVertexArray(m_pixel_format_vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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g_renderer->RestoreAPIState();
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@ -57,14 +57,6 @@ struct XFBSource : public XFBSourceBase
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const GLuint texture;
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};
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inline GLenum getFbType()
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{
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#ifndef USE_GLES3
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return GL_TEXTURE_RECTANGLE;
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#endif
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return GL_TEXTURE_2D;
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}
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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@ -121,8 +113,6 @@ private:
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static GLuint m_xfbFramebuffer; // Only used in MSAA mode
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// For pixel format draw
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static GLuint m_pixel_format_vbo;
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static GLuint m_pixel_format_vao;
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static SHADER m_pixel_format_shaders[2];
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};
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@ -25,18 +25,15 @@ static u32 s_width;
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static u32 s_height;
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static GLuint s_fbo;
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static GLuint s_texture;
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static GLuint s_vao;
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static GLuint s_vbo;
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static GLuint s_uniform_resolution;
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static char s_vertex_shader[] =
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"in vec2 rawpos;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" uv0 = tex0;\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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" uv0 = rawpos;\n"
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"}\n";
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void Init()
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@ -56,34 +53,14 @@ void Init()
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glBindFramebuffer(GL_FRAMEBUFFER, s_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0);
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FramebufferManager::SetFramebuffer(0);
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glGenBuffers(1, &s_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
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GLfloat vertices[] = {
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-1.f, -1.f, 0.f, 0.f,
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-1.f, 1.f, 0.f, 1.f,
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1.f, -1.f, 1.f, 0.f,
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1.f, 1.f, 1.f, 1.f
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glGenVertexArrays(1, &s_vao);
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glBindVertexArray( s_vao );
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
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glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
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glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
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}
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void Shutdown()
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{
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s_shader.Destroy();
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glDeleteFramebuffers(1, &s_vbo);
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glDeleteFramebuffers(1, &s_fbo);
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glDeleteTextures(1, &s_texture);
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glDeleteBuffers(1, &s_vbo);
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glDeleteVertexArrays(1, &s_vao);
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}
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void ReloadShader()
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@ -103,7 +80,6 @@ void BlitToScreen()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glViewport(0, 0, s_width, s_height);
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glBindVertexArray(s_vao);
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s_shader.Bind();
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glUniform4f(s_uniform_resolution, (float)s_width, (float)s_height, 1.0f/(float)s_width, 1.0f/(float)s_height);
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@ -111,7 +87,6 @@ void BlitToScreen()
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, s_texture);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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/* glBindFramebuffer(GL_READ_FRAMEBUFFER, s_fbo);
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@ -132,7 +107,6 @@ void Update ( u32 width, u32 height )
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, s_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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|
@ -584,16 +584,14 @@ void ProgramShaderCache::CreateHeader ( void )
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"#define float2 vec2\n"
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"#define float3 vec3\n"
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"#define float4 vec4\n"
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"#define int2 ivec2\n"
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"#define int3 ivec3\n"
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"#define int4 ivec4\n"
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// hlsl to glsl function translation
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"#define frac fract\n"
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"#define lerp mix\n"
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// texture2d hack
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"%s\n"
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"%s\n"
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"%s\n"
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, v==GLSLES3 ? "#version 300 es" : v==GLSL_130 ? "#version 130" : v==GLSL_140 ? "#version 140" : "#version 150"
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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, g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
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@ -602,10 +600,6 @@ void ProgramShaderCache::CreateHeader ( void )
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "in" : "centroid in"
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "out" : "centroid out"
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, v==GLSLES3 ? "" : v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
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, v==GLSLES3 ? "#define texture2DRect(samp, uv) texelFetch(samp, ivec2(floor(uv)), 0)" : ""
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, v==GLSLES3 ? "#define sampler2DRect sampler2D" : ""
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);
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}
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|
@ -45,6 +45,8 @@ static SHADER s_ColorMatrixProgram;
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static SHADER s_DepthMatrixProgram;
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static GLuint s_ColorMatrixUniform;
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static GLuint s_DepthMatrixUniform;
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static GLuint s_ColorCopyPositionUniform;
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static GLuint s_DepthCopyPositionUniform;
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static u32 s_ColorCbufid;
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static u32 s_DepthCbufid;
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@ -52,13 +54,6 @@ static u32 s_Textures[8];
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static u32 s_ActiveTexture;
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static u32 s_NextStage;
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struct VBOCache {
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GLuint vbo;
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GLuint vao;
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TargetRectangle targetSource;
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};
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static std::map<u64,VBOCache> s_VBO;
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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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{
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#ifndef USE_GLES3
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@ -296,7 +291,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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GL_REPORT_ERRORD();
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(getFbType(), read_texture);
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glBindTexture(GL_TEXTURE_2D, read_texture);
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glViewport(0, 0, virtual_width, virtual_height);
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@ -311,53 +306,12 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glUniform4fv(s_ColorMatrixUniform, 7, colmat);
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s_ColorCbufid = cbufid;
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}
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||||
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TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
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glUniform4f(srcFormat == PIXELFMT_Z24 ? s_DepthCopyPositionUniform : s_ColorCopyPositionUniform,
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R.left, R.top, R.right, R.bottom);
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GL_REPORT_ERRORD();
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||||
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TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
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GL_REPORT_ERRORD();
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||||
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// should be unique enough, if not, vbo will "only" be uploaded to much
|
||||
u64 targetSourceHash = u64(targetSource.left)<<48 | u64(targetSource.top)<<32 | u64(targetSource.right)<<16 | u64(targetSource.bottom);
|
||||
std::map<u64, VBOCache>::iterator vbo_it = s_VBO.find(targetSourceHash);
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||||
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if(vbo_it == s_VBO.end()) {
|
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VBOCache item;
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item.targetSource.bottom = -1;
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item.targetSource.top = -1;
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item.targetSource.left = -1;
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item.targetSource.right = -1;
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glGenBuffers(1, &item.vbo);
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glGenVertexArrays(1, &item.vao);
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||||
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glBindBuffer(GL_ARRAY_BUFFER, item.vbo);
|
||||
glBindVertexArray(item.vao);
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||||
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||||
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
|
||||
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
|
||||
|
||||
vbo_it = s_VBO.insert(std::pair<u64,VBOCache>(targetSourceHash, item)).first;
|
||||
}
|
||||
if(!(vbo_it->second.targetSource == targetSource)) {
|
||||
GLfloat vertices[] = {
|
||||
-1.f, 1.f,
|
||||
(GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
|
||||
-1.f, -1.f,
|
||||
(GLfloat)targetSource.left, (GLfloat)targetSource.top,
|
||||
1.f, 1.f,
|
||||
(GLfloat)targetSource.right, (GLfloat)targetSource.bottom,
|
||||
1.f, -1.f,
|
||||
(GLfloat)targetSource.right, (GLfloat)targetSource.top
|
||||
};
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
|
||||
|
||||
vbo_it->second.targetSource = targetSource;
|
||||
}
|
||||
|
||||
glBindVertexArray(vbo_it->second.vao);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
@ -403,38 +357,39 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
||||
TextureCache::TextureCache()
|
||||
{
|
||||
const char *pColorMatrixProg =
|
||||
"uniform sampler2DRect samp9;\n"
|
||||
"uniform sampler2D samp9;\n"
|
||||
"uniform vec4 colmat[7];\n"
|
||||
"VARYIN vec2 uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture2DRect(samp9, uv0);\n"
|
||||
" vec4 texcol = texture(samp9, 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";
|
||||
|
||||
const char *pDepthMatrixProg =
|
||||
"uniform sampler2DRect samp9;\n"
|
||||
"uniform sampler2D samp9;\n"
|
||||
"uniform vec4 colmat[5];\n"
|
||||
"VARYIN vec2 uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture2DRect(samp9, uv0);\n"
|
||||
" vec4 texcol = texture(samp9, uv0);\n"
|
||||
" vec4 EncodedDepth = fract((texcol.r * (16777215.0/16777216.0)) * vec4(1.0,256.0,256.0*256.0,1.0));\n"
|
||||
" texcol = round(EncodedDepth * (16777216.0/16777215.0) * vec4(255.0,255.0,255.0,15.0)) / vec4(255.0,255.0,255.0,15.0);\n"
|
||||
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];"
|
||||
"}\n";
|
||||
|
||||
const char *VProgram =
|
||||
"ATTRIN vec2 rawpos;\n"
|
||||
"ATTRIN vec2 tex0;\n"
|
||||
"VARYOUT vec2 uv0;\n"
|
||||
"uniform sampler2D samp9;\n"
|
||||
"uniform vec4 copy_position;\n" // left, top, right, bottom
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" uv0 = tex0;\n"
|
||||
" gl_Position = vec4(rawpos,0,1);\n"
|
||||
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
|
||||
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0));\n"
|
||||
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
|
||||
@ -445,6 +400,9 @@ TextureCache::TextureCache()
|
||||
s_ColorCbufid = -1;
|
||||
s_DepthCbufid = -1;
|
||||
|
||||
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
|
||||
s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
|
||||
|
||||
s_ActiveTexture = -1;
|
||||
s_NextStage = -1;
|
||||
for(auto& gtex : s_Textures)
|
||||
@ -456,12 +414,6 @@ TextureCache::~TextureCache()
|
||||
{
|
||||
s_ColorMatrixProgram.Destroy();
|
||||
s_DepthMatrixProgram.Destroy();
|
||||
|
||||
for(auto& cache : s_VBO) {
|
||||
glDeleteBuffers(1, &cache.second.vbo);
|
||||
glDeleteVertexArrays(1, &cache.second.vao);
|
||||
}
|
||||
s_VBO.clear();
|
||||
}
|
||||
|
||||
void TextureCache::DisableStage(unsigned int stage)
|
||||
|
@ -26,7 +26,7 @@ namespace TextureConverter
|
||||
|
||||
using OGL::TextureCache;
|
||||
|
||||
static GLuint s_texConvFrameBuffer = 0;
|
||||
static GLuint s_texConvFrameBuffer[2] = {0,0};
|
||||
static GLuint s_srcTexture = 0; // for decoding from RAM
|
||||
static GLuint s_dstTexture = 0; // for encoding to RAM
|
||||
|
||||
@ -34,28 +34,16 @@ const int renderBufferWidth = 1024;
|
||||
const int renderBufferHeight = 1024;
|
||||
|
||||
static SHADER s_rgbToYuyvProgram;
|
||||
static int s_rgbToYuyvUniform_loc;
|
||||
|
||||
static SHADER s_yuyvToRgbProgram;
|
||||
|
||||
// Not all slots are taken - but who cares.
|
||||
const u32 NUM_ENCODING_PROGRAMS = 64;
|
||||
static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
|
||||
|
||||
static GLuint s_encode_VBO = 0;
|
||||
static GLuint s_encode_VAO = 0;
|
||||
static TargetRectangle s_cached_sourceRc;
|
||||
|
||||
static GLuint s_PBO = 0; // for readback with different strides
|
||||
|
||||
static const char *VProgram =
|
||||
"ATTRIN vec2 rawpos;\n"
|
||||
"ATTRIN vec2 tex0;\n"
|
||||
"VARYOUT vec2 uv0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" uv0 = tex0;\n"
|
||||
" gl_Position = vec4(rawpos, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
void CreatePrograms()
|
||||
{
|
||||
/* TODO: Accuracy Improvements
|
||||
@ -75,14 +63,24 @@ void CreatePrograms()
|
||||
* inbetween the two Pixels, and only blurs over these two pixels.
|
||||
*/
|
||||
// Output is BGRA because that is slightly faster than RGBA.
|
||||
const char *VProgramRgbToYuyv =
|
||||
"VARYOUT vec2 uv0;\n"
|
||||
"uniform vec4 copy_position;\n" // left, top, right, bottom
|
||||
"uniform sampler2D samp9;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
|
||||
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
|
||||
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0));\n"
|
||||
"}\n";
|
||||
const char *FProgramRgbToYuyv =
|
||||
"uniform sampler2DRect samp9;\n"
|
||||
"uniform sampler2D samp9;\n"
|
||||
"VARYIN vec2 uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec3 c0 = texture2DRect(samp9, uv0 - dFdx(uv0) * 0.25).rgb;\n"
|
||||
" vec3 c1 = texture2DRect(samp9, uv0 + dFdx(uv0) * 0.25).rgb;\n"
|
||||
" vec3 c0 = texture(samp9, (uv0 - dFdx(uv0) * 0.25)).rgb;\n"
|
||||
" vec3 c1 = texture(samp9, (uv0 + dFdx(uv0) * 0.25)).rgb;\n"
|
||||
" vec3 c01 = (c0 + c1) * 0.5;\n"
|
||||
" vec3 y_const = vec3(0.257,0.504,0.098);\n"
|
||||
" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
|
||||
@ -90,6 +88,8 @@ void CreatePrograms()
|
||||
" vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
|
||||
" ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
|
||||
"}\n";
|
||||
ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgramRgbToYuyv, FProgramRgbToYuyv);
|
||||
s_rgbToYuyvUniform_loc = glGetUniformLocation(s_rgbToYuyvProgram.glprogid, "copy_position");
|
||||
|
||||
/* TODO: Accuracy Improvements
|
||||
*
|
||||
@ -105,20 +105,15 @@ void CreatePrograms()
|
||||
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
const char *FProgramYuyvToRgb =
|
||||
"uniform sampler2DRect samp9;\n"
|
||||
"uniform sampler2D samp9;\n"
|
||||
"VARYIN vec2 uv0;\n"
|
||||
"out vec4 ocol0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" ivec2 uv = ivec2(gl_FragCoord.xy);\n"
|
||||
#ifdef USE_GLES3
|
||||
// We switch top/bottom here. TODO: move this to screen blit.
|
||||
" ivec2 ts = textureSize(samp9, 0);\n"
|
||||
" vec4 c0 = texelFetch(samp9, ivec2(uv.x/2, ts.y-uv.y-1), 0);\n"
|
||||
#else
|
||||
" ivec2 ts = textureSize(samp9);\n"
|
||||
" vec4 c0 = texelFetch(samp9, ivec2(uv.x/2, ts.y-uv.y-1));\n"
|
||||
#endif
|
||||
" float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n"
|
||||
" float yComp = 1.164 * (y - 0.0625);\n"
|
||||
" float uComp = c0.g - 0.5;\n"
|
||||
@ -128,8 +123,6 @@ void CreatePrograms()
|
||||
" yComp + (2.018 * uComp),\n"
|
||||
" 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgram, FProgramRgbToYuyv);
|
||||
ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
|
||||
}
|
||||
|
||||
@ -156,6 +149,13 @@ SHADER &GetOrCreateEncodingShader(u32 format)
|
||||
}
|
||||
#endif
|
||||
|
||||
const char *VProgram =
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
|
||||
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
|
||||
}
|
||||
return s_encodingPrograms[format];
|
||||
@ -163,30 +163,22 @@ SHADER &GetOrCreateEncodingShader(u32 format)
|
||||
|
||||
void Init()
|
||||
{
|
||||
glGenFramebuffers(1, &s_texConvFrameBuffer);
|
||||
|
||||
glGenBuffers(1, &s_encode_VBO );
|
||||
glGenVertexArrays(1, &s_encode_VAO );
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
|
||||
glBindVertexArray( s_encode_VAO );
|
||||
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
|
||||
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
|
||||
s_cached_sourceRc.top = -1;
|
||||
s_cached_sourceRc.bottom = -1;
|
||||
s_cached_sourceRc.left = -1;
|
||||
s_cached_sourceRc.right = -1;
|
||||
glGenFramebuffers(2, s_texConvFrameBuffer);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + 9);
|
||||
glGenTextures(1, &s_srcTexture);
|
||||
glBindTexture(getFbType(), s_srcTexture);
|
||||
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, s_srcTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
|
||||
glGenTextures(1, &s_dstTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, s_dstTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
|
||||
|
||||
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
|
||||
glGenBuffers(1, &s_PBO);
|
||||
|
||||
@ -197,10 +189,8 @@ void Shutdown()
|
||||
{
|
||||
glDeleteTextures(1, &s_srcTexture);
|
||||
glDeleteTextures(1, &s_dstTexture);
|
||||
glDeleteFramebuffers(1, &s_texConvFrameBuffer);
|
||||
glDeleteBuffers(1, &s_encode_VBO );
|
||||
glDeleteVertexArrays(1, &s_encode_VAO );
|
||||
glDeleteBuffers(1, &s_PBO);
|
||||
glDeleteFramebuffers(2, s_texConvFrameBuffer);
|
||||
|
||||
s_rgbToYuyvProgram.Destroy();
|
||||
s_yuyvToRgbProgram.Destroy();
|
||||
@ -210,8 +200,9 @@ void Shutdown()
|
||||
|
||||
s_srcTexture = 0;
|
||||
s_dstTexture = 0;
|
||||
s_texConvFrameBuffer = 0;
|
||||
s_PBO = 0;
|
||||
s_texConvFrameBuffer[0] = 0;
|
||||
s_texConvFrameBuffer[1] = 0;
|
||||
}
|
||||
|
||||
void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
|
||||
@ -222,49 +213,28 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
|
||||
|
||||
// switch to texture converter frame buffer
|
||||
// attach render buffer as color destination
|
||||
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
|
||||
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// set source texture
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(getFbType(), srcTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, srcTexture);
|
||||
|
||||
if (linearFilter)
|
||||
{
|
||||
glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
if(!(s_cached_sourceRc == sourceRc)) {
|
||||
GLfloat vertices[] = {
|
||||
-1.f, -1.f,
|
||||
(float)sourceRc.left, (float)sourceRc.top,
|
||||
-1.f, 1.f,
|
||||
(float)sourceRc.left, (float)sourceRc.bottom,
|
||||
1.f, -1.f,
|
||||
(float)sourceRc.right, (float)sourceRc.top,
|
||||
1.f, 1.f,
|
||||
(float)sourceRc.right, (float)sourceRc.bottom
|
||||
};
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
|
||||
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
|
||||
|
||||
s_cached_sourceRc = sourceRc;
|
||||
}
|
||||
|
||||
glBindVertexArray( s_encode_VAO );
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
@ -342,17 +312,10 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
|
||||
s32 expandedWidth = (width + blkW) & (~blkW);
|
||||
s32 expandedHeight = (height + blkH) & (~blkH);
|
||||
|
||||
float sampleStride = bScaleByHalf ? 2.f : 1.f;
|
||||
|
||||
float params[] = {
|
||||
Renderer::EFBToScaledXf(sampleStride), Renderer::EFBToScaledYf(sampleStride),
|
||||
0.0f, 0.0f,
|
||||
(float)expandedWidth, (float)Renderer::EFBToScaledY(expandedHeight)-1,
|
||||
(float)Renderer::EFBToScaledX(source.left), (float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight)
|
||||
};
|
||||
|
||||
texconv_shader.Bind();
|
||||
glUniform4fv(texconv_shader.UniformLocations[0], 2, params);
|
||||
glUniform4i(texconv_shader.UniformLocations[0],
|
||||
source.left, source.top,
|
||||
expandedWidth, bScaleByHalf ? 2 : 1);
|
||||
|
||||
TargetRectangle scaledSource;
|
||||
scaledSource.top = 0;
|
||||
@ -378,6 +341,8 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
|
||||
|
||||
s_rgbToYuyvProgram.Bind();
|
||||
|
||||
glUniform4f(s_rgbToYuyvUniform_loc, sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);
|
||||
|
||||
// We enable linear filtering, because the gamecube does filtering in the vertical direction when
|
||||
// yscale is enabled.
|
||||
// Otherwise we get jaggies when a game uses yscaling (most PAL games)
|
||||
@ -403,7 +368,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
||||
|
||||
// switch to texture converter frame buffer
|
||||
// attach destTexture as color destination
|
||||
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
|
||||
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
|
||||
|
||||
GL_REPORT_FBO_ERROR();
|
||||
@ -411,8 +376,8 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
||||
// activate source texture
|
||||
// set srcAddr as data for source texture
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(getFbType(), s_srcTexture);
|
||||
glTexImage2D(getFbType(), 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
||||
glBindTexture(GL_TEXTURE_2D, s_srcTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
||||
|
||||
glViewport(0, 0, srcWidth, srcHeight);
|
||||
s_yuyvToRgbProgram.Bind();
|
||||
|
Reference in New Issue
Block a user