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Put Plugins/ in Core/, rename to VideoBackends
This commit is contained in:
488
Source/Core/VideoBackends/OGL/Src/FramebufferManager.cpp
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488
Source/Core/VideoBackends/OGL/Src/FramebufferManager.cpp
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@ -0,0 +1,488 @@
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Globals.h"
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#include "FramebufferManager.h"
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#include "VertexShaderGen.h"
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#include "OnScreenDisplay.h"
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#include "GLFunctions.h"
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#include "TextureConverter.h"
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#include "Render.h"
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#include "HW/Memmap.h"
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namespace OGL
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{
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int FramebufferManager::m_targetWidth;
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int FramebufferManager::m_targetHeight;
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int FramebufferManager::m_msaaSamples;
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int FramebufferManager::m_msaaCoverageSamples;
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GLuint FramebufferManager::m_efbFramebuffer;
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GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
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GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
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// Only used in MSAA mode.
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GLuint FramebufferManager::m_resolvedFramebuffer;
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GLuint FramebufferManager::m_resolvedColorTexture;
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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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FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
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{
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m_efbFramebuffer = 0;
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m_efbColor = 0;
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m_efbDepth = 0;
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m_resolvedFramebuffer = 0;
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m_resolvedColorTexture = 0;
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m_resolvedDepthTexture = 0;
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m_xfbFramebuffer = 0;
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m_targetWidth = targetWidth;
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m_targetHeight = targetHeight;
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m_msaaSamples = msaaSamples;
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m_msaaCoverageSamples = msaaCoverageSamples;
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// The EFB can be set to different pixel formats by the game through the
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// BPMEM_ZCOMPARE register (which should probably have a different name).
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// They are:
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// - 24-bit RGB (8-bit components) with 24-bit Z
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// - 24-bit RGBA (6-bit components) with 24-bit Z
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// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
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// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
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// Multisampling depends on user settings.
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// The distinction becomes important for certain operations, i.e. the
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// alpha channel should be ignored if the EFB does not have one.
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// Create EFB target.
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glGenFramebuffers(1, &m_efbFramebuffer);
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glActiveTexture(GL_TEXTURE0 + 9);
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if (m_msaaSamples <= 1)
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{
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// EFB targets will be textures in non-MSAA mode.
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GLuint glObj[3];
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glGenTextures(3, glObj);
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m_efbColor = glObj[0];
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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_RGBA8, 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(getFbType(), m_resolvedColorTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_RGBA8, 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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GL_REPORT_FBO_ERROR();
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}
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else
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{
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// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
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// Resolve targets will be created to transfer EFB to RAM textures.
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// XFB framebuffer will be created to transfer EFB to XFB texture.
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// Create EFB target renderbuffers.
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GLuint glObj[2];
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glGenRenderbuffers(2, glObj);
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m_efbColor = glObj[0];
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m_efbDepth = glObj[1];
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glBindRenderbuffer(GL_RENDERBUFFER, m_efbColor);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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else
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
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glBindRenderbuffer(GL_RENDERBUFFER, m_efbDepth);
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if (m_msaaCoverageSamples)
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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else
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// Bind target renderbuffers to EFB framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_efbColor);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_efbDepth);
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GL_REPORT_FBO_ERROR();
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// Create resolved targets for transferring multisampled EFB to texture.
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glGenFramebuffers(1, &m_resolvedFramebuffer);
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glGenTextures(2, glObj);
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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_RGBA8, 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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// 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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GL_REPORT_FBO_ERROR();
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// Return to EFB framebuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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}
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// Create XFB framebuffer; targets will be created elsewhere.
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glGenFramebuffers(1, &m_xfbFramebuffer);
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// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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glScissor(0, 0, m_targetWidth, m_targetHeight);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClearDepthf(1.0f);
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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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"}\n";
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char ps_rgba6_to_rgb8[] =
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"uniform sampler2DRect samp9;\n"
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"COLOROUT(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 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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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.a = 255;\n"
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" ocol0 = float4(dst8) / 255.f;\n"
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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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"COLOROUT(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 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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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = float4(dst6) / 63.f;\n"
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"}";
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if(g_ogl_config.eSupportedGLSLVersion != GLSLES2)
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{
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// HACK: This shaders aren't glsles2 compatible as glsles2 don't support bit operations
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// it could be workaround by floor + frac + tons off additions, but I think it isn't worth
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8);
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}
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}
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FramebufferManager::~FramebufferManager()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLuint glObj[3];
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// Note: OpenGL deletion functions silently ignore parameters of "0".
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glObj[0] = m_efbFramebuffer;
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glObj[1] = m_resolvedFramebuffer;
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glObj[2] = m_xfbFramebuffer;
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glDeleteFramebuffers(3, glObj);
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m_efbFramebuffer = 0;
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m_xfbFramebuffer = 0;
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glObj[0] = m_resolvedColorTexture;
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glObj[1] = m_resolvedDepthTexture;
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glDeleteTextures(2, glObj);
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m_resolvedColorTexture = 0;
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m_resolvedDepthTexture = 0;
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glObj[0] = m_efbColor;
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glObj[1] = m_efbDepth;
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if (m_msaaSamples <= 1)
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glDeleteTextures(2, glObj);
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else
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glDeleteRenderbuffers(2, glObj);
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m_efbColor = 0;
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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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GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
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{
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if (m_msaaSamples <= 1)
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{
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return m_efbColor;
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}
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else
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{
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// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
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// required.
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TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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glBlitFramebuffer(
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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// Return to EFB.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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return m_resolvedColorTexture;
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}
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}
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GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
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{
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if (m_msaaSamples <= 1)
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{
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return m_efbDepth;
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}
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else
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{
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// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
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// required.
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TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
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glBlitFramebuffer(
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
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GL_DEPTH_BUFFER_BIT, GL_NEAREST
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);
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// Return to EFB.
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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return m_resolvedDepthTexture;
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}
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}
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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{
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u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
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if (!xfb_in_ram)
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{
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WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
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return;
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}
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TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
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}
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void FramebufferManager::SetFramebuffer(GLuint fb)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
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}
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// Apply AA if enabled
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GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle &source_rect)
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{
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return GetEFBColorTexture(source_rect);
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}
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GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect)
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{
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return GetEFBDepthTexture(source_rect);
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}
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||||
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||||
void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
|
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{
|
||||
if(g_ogl_config.eSupportedGLSLVersion == GLSLES2) {
|
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// This feature isn't supported by glsles2
|
||||
|
||||
// TODO: move this to InitBackendInfo
|
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// We have to disable both the active and the stored config. Else we
|
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// would either
|
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// show this line per format change in one frame or
|
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// once per frame.
|
||||
OSD::AddMessage("Format Change Emulation isn't supported by your GPU.", 10000);
|
||||
g_ActiveConfig.bEFBEmulateFormatChanges = false;
|
||||
g_Config.bEFBEmulateFormatChanges = false;
|
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return;
|
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}
|
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g_renderer->ResetAPIState();
|
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|
||||
GLuint src_texture = 0;
|
||||
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if(m_msaaSamples > 1)
|
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{
|
||||
// MSAA mode, so resolve first
|
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
|
||||
glBlitFramebuffer(
|
||||
0, 0, m_targetWidth, m_targetHeight,
|
||||
0, 0, m_targetWidth, m_targetHeight,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST
|
||||
);
|
||||
|
||||
// Return to EFB.
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_efbFramebuffer);
|
||||
|
||||
src_texture = m_resolvedColorTexture;
|
||||
}
|
||||
else
|
||||
{
|
||||
// non-MSAA mode, so switch textures
|
||||
src_texture = m_efbColor;
|
||||
m_efbColor = m_resolvedColorTexture;
|
||||
m_resolvedColorTexture = src_texture;
|
||||
|
||||
// also switch them on fbo
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0);
|
||||
}
|
||||
glViewport(0,0, m_targetWidth, m_targetHeight);
|
||||
glActiveTexture(GL_TEXTURE0 + 9);
|
||||
glBindTexture(getFbType(), src_texture);
|
||||
|
||||
m_pixel_format_shaders[convtype ? 1 : 0].Bind();
|
||||
glBindVertexArray(m_pixel_format_vao);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
g_renderer->RestoreAPIState();
|
||||
}
|
||||
|
||||
XFBSource::~XFBSource()
|
||||
{
|
||||
glDeleteTextures(1, &texture);
|
||||
}
|
||||
|
||||
|
||||
void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
|
||||
const MathUtil::Rectangle<float> &drawrc, int width, int height) const
|
||||
{
|
||||
// Texture map xfbSource->texture onto the main buffer
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
|
||||
glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
|
||||
drawrc.left, drawrc.bottom, drawrc.right, drawrc.top,
|
||||
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
||||
{
|
||||
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
|
||||
}
|
||||
|
||||
void XFBSource::CopyEFB(float Gamma)
|
||||
{
|
||||
g_renderer->ResetAPIState();
|
||||
|
||||
// Copy EFB data to XFB and restore render target again
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
|
||||
|
||||
// Bind texture.
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
|
||||
GL_REPORT_FBO_ERROR();
|
||||
|
||||
glBlitFramebuffer(
|
||||
0, 0, texWidth, texHeight,
|
||||
0, 0, texWidth, texHeight,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST
|
||||
);
|
||||
|
||||
// Return to EFB.
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
|
||||
g_renderer->RestoreAPIState();
|
||||
|
||||
}
|
||||
|
||||
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
|
||||
{
|
||||
GLuint texture;
|
||||
|
||||
glGenTextures(1, &texture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + 9);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, target_width, target_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
|
||||
return new XFBSource(texture);
|
||||
}
|
||||
|
||||
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
|
||||
{
|
||||
*width = m_targetWidth;
|
||||
*height = m_targetHeight;
|
||||
}
|
||||
|
||||
} // namespace OGL
|
131
Source/Core/VideoBackends/OGL/Src/FramebufferManager.h
Normal file
131
Source/Core/VideoBackends/OGL/Src/FramebufferManager.h
Normal file
@ -0,0 +1,131 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef _FRAMEBUFFERMANAGER_H_
|
||||
#define _FRAMEBUFFERMANAGER_H_
|
||||
|
||||
#include "GLUtil.h"
|
||||
#include "FramebufferManagerBase.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "Render.h"
|
||||
|
||||
// On the GameCube, the game sends a request for the graphics processor to
|
||||
// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
|
||||
// called the XFB (External Framebuffer). The size and location of the XFB is
|
||||
// decided at the time of the copy, and the format is always YUYV. The video
|
||||
// interface is given a pointer to the XFB, which will be decoded and
|
||||
// displayed on the TV.
|
||||
//
|
||||
// There are two ways for Dolphin to emulate this:
|
||||
//
|
||||
// Real XFB mode:
|
||||
//
|
||||
// Dolphin will behave like the GameCube and encode the EFB to
|
||||
// a portion of GameCube RAM. The emulated video interface will decode the data
|
||||
// for output to the screen.
|
||||
//
|
||||
// Advantages: Behaves exactly like the GameCube.
|
||||
// Disadvantages: Resolution will be limited.
|
||||
//
|
||||
// Virtual XFB mode:
|
||||
//
|
||||
// When a request is made to copy the EFB to an XFB, Dolphin
|
||||
// will remember the RAM location and size of the XFB in a Virtual XFB list.
|
||||
// The video interface will look up the XFB in the list and use the enhanced
|
||||
// data stored there, if available.
|
||||
//
|
||||
// Advantages: Enables high resolution graphics, better than real hardware.
|
||||
// Disadvantages: If the GameCube CPU writes directly to the XFB (which is
|
||||
// possible but uncommon), the Virtual XFB will not capture this information.
|
||||
|
||||
// There may be multiple XFBs in GameCube RAM. This is the maximum number to
|
||||
// virtualize.
|
||||
|
||||
namespace OGL {
|
||||
|
||||
struct XFBSource : public XFBSourceBase
|
||||
{
|
||||
XFBSource(GLuint tex) : texture(tex) {}
|
||||
~XFBSource();
|
||||
|
||||
void CopyEFB(float Gamma);
|
||||
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
|
||||
void Draw(const MathUtil::Rectangle<float> &sourcerc,
|
||||
const MathUtil::Rectangle<float> &drawrc, int width, int height) const;
|
||||
|
||||
const GLuint texture;
|
||||
};
|
||||
|
||||
inline GLenum getFbType()
|
||||
{
|
||||
#ifndef USE_GLES3
|
||||
return GL_TEXTURE_RECTANGLE;
|
||||
#endif
|
||||
return GL_TEXTURE_2D;
|
||||
}
|
||||
|
||||
class FramebufferManager : public FramebufferManagerBase
|
||||
{
|
||||
public:
|
||||
FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
|
||||
~FramebufferManager();
|
||||
|
||||
// To get the EFB in texture form, these functions may have to transfer
|
||||
// the EFB to a resolved texture first.
|
||||
static GLuint GetEFBColorTexture(const EFBRectangle& sourceRc);
|
||||
static GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc);
|
||||
|
||||
static GLuint GetEFBFramebuffer() { return m_efbFramebuffer; }
|
||||
static GLuint GetXFBFramebuffer() { return m_xfbFramebuffer; }
|
||||
|
||||
// Resolved framebuffer is only used in MSAA mode.
|
||||
static GLuint GetResolvedFramebuffer() { return m_resolvedFramebuffer; }
|
||||
|
||||
static void SetFramebuffer(GLuint fb);
|
||||
|
||||
// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
|
||||
// Thus, this call may be expensive. Don't repeat it unnecessarily.
|
||||
// If not in MSAA mode, will just return the render target texture ID.
|
||||
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
|
||||
static GLuint ResolveAndGetRenderTarget(const EFBRectangle &rect);
|
||||
|
||||
// Same as above but for the depth Target.
|
||||
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
|
||||
static GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect);
|
||||
|
||||
// Convert EFB content on pixel format change.
|
||||
// convtype=0 -> rgb8->rgba6, convtype=2 -> rgba6->rgb8
|
||||
static void ReinterpretPixelData(unsigned int convtype);
|
||||
|
||||
private:
|
||||
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
|
||||
void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc);
|
||||
|
||||
void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma);
|
||||
|
||||
static int m_targetWidth;
|
||||
static int m_targetHeight;
|
||||
static int m_msaaSamples;
|
||||
static int m_msaaCoverageSamples;
|
||||
|
||||
static GLuint m_efbFramebuffer;
|
||||
static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
|
||||
static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
|
||||
|
||||
// Only used in MSAA mode and to convert pixel format
|
||||
static GLuint m_resolvedFramebuffer; // will be hot swapped with m_efbColor on non-msaa pixel format change
|
||||
static GLuint m_resolvedColorTexture;
|
||||
static GLuint m_resolvedDepthTexture;
|
||||
|
||||
static GLuint m_xfbFramebuffer; // Only used in MSAA mode
|
||||
|
||||
// For pixel format draw
|
||||
static GLuint m_pixel_format_vbo;
|
||||
static GLuint m_pixel_format_vao;
|
||||
static SHADER m_pixel_format_shaders[2];
|
||||
};
|
||||
|
||||
} // namespace OGL
|
||||
|
||||
#endif
|
138
Source/Core/VideoBackends/OGL/Src/GLFunctions.cpp
Normal file
138
Source/Core/VideoBackends/OGL/Src/GLFunctions.cpp
Normal file
@ -0,0 +1,138 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "DriverDetails.h"
|
||||
#include "GLFunctions.h"
|
||||
#include "Log.h"
|
||||
#include <dlfcn.h>
|
||||
|
||||
#ifdef USE_GLES3
|
||||
PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
|
||||
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
|
||||
PFNGLBINDBUFFERRANGEPROC glBindBufferRange;
|
||||
|
||||
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
|
||||
|
||||
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
|
||||
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
|
||||
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
|
||||
|
||||
PFNGLCLIENTWAITSYNCPROC glClientWaitSync;
|
||||
PFNGLDELETESYNCPROC glDeleteSync;
|
||||
PFNGLFENCESYNCPROC glFenceSync;
|
||||
|
||||
PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf;
|
||||
PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri;
|
||||
PFNGLSAMPLERPARAMETERFVPROC glSamplerParameterfv;
|
||||
PFNGLBINDSAMPLERPROC glBindSampler;
|
||||
PFNGLDELETESAMPLERSPROC glDeleteSamplers;
|
||||
PFNGLGENSAMPLERSPROC glGenSamplers;
|
||||
|
||||
PFNGLGETPROGRAMBINARYPROC glGetProgramBinary;
|
||||
PFNGLPROGRAMBINARYPROC glProgramBinary;
|
||||
PFNGLPROGRAMPARAMETERIPROC glProgramParameteri;
|
||||
|
||||
PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements;
|
||||
|
||||
PFNGLRENDERBUFFERSTORAGEMULTISAMPLE glRenderbufferStorageMultisample;
|
||||
|
||||
PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
|
||||
PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
|
||||
|
||||
PFNGLBEGINQUERYPROC glBeginQuery;
|
||||
PFNGLENDQUERYPROC glEndQuery;
|
||||
PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv;
|
||||
PFNGLDELETEQUERIESPROC glDeleteQueries;
|
||||
PFNGLGENQUERIESPROC glGenQueries;
|
||||
#endif
|
||||
namespace GLFunc
|
||||
{
|
||||
void *self;
|
||||
void LoadFunction(const char *name, void **func)
|
||||
{
|
||||
#ifdef USE_GLES3
|
||||
*func = (void*)eglGetProcAddress(name);
|
||||
if (*func == NULL)
|
||||
{
|
||||
// Fall back to trying dlsym
|
||||
if (self) // Just in case dlopen fails
|
||||
*func = dlsym(self, name);
|
||||
if (*func == NULL)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Couldn't load function %s", name);
|
||||
exit(0);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
self = dlopen(NULL, RTLD_LAZY);
|
||||
|
||||
LoadFunction("glUnmapBuffer", (void**)&glUnmapBuffer);
|
||||
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA))
|
||||
{
|
||||
LoadFunction("glBeginQueryEXT", (void**)&glBeginQuery);
|
||||
LoadFunction("glEndQueryEXT", (void**)&glEndQuery);
|
||||
LoadFunction("glGetQueryObjectuivEXT", (void**)&glGetQueryObjectuiv);
|
||||
LoadFunction("glDeleteQueriesEXT", (void**)&glDeleteQueries);
|
||||
LoadFunction("glGenQueriesEXT", (void**)&glGenQueries);
|
||||
|
||||
LoadFunction("glMapBufferRangeNV", (void**)&glMapBufferRange);
|
||||
LoadFunction("glBindBufferRangeNV", (void**)&glBindBufferRange);
|
||||
LoadFunction("glBlitFramebufferNV", (void**)&glBlitFramebuffer);
|
||||
|
||||
LoadFunction("glGenVertexArraysOES", (void**)&glGenVertexArrays);
|
||||
LoadFunction("glDeleteVertexArraysOES", (void**)&glDeleteVertexArrays);
|
||||
LoadFunction("glBindVertexArrayOES", (void**)&glBindVertexArray);
|
||||
|
||||
LoadFunction("glRenderbufferStorageMultisampleNV", (void**)&glRenderbufferStorageMultisample);
|
||||
|
||||
LoadFunction("glGetUniformBlockIndexNV", (void**)&glGetUniformBlockIndex);
|
||||
LoadFunction("glUniformBlockBindingNV", (void**)&glUniformBlockBinding);
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadFunction("glBeginQuery", (void**)&glBeginQuery);
|
||||
LoadFunction("glEndQuery", (void**)&glEndQuery);
|
||||
LoadFunction("glGetQueryObjectuiv", (void**)&glGetQueryObjectuiv);
|
||||
LoadFunction("glDeleteQueries", (void**)&glDeleteQueries);
|
||||
LoadFunction("glGenQueries", (void**)&glGenQueries);
|
||||
|
||||
LoadFunction("glMapBufferRange", (void**)&glMapBufferRange);
|
||||
LoadFunction("glBindBufferRange", (void**)&glBindBufferRange);
|
||||
LoadFunction("glBlitFramebuffer", (void**)&glBlitFramebuffer);
|
||||
|
||||
LoadFunction("glGenVertexArrays", (void**)&glGenVertexArrays);
|
||||
LoadFunction("glDeleteVertexArrays", (void**)&glDeleteVertexArrays);
|
||||
LoadFunction("glBindVertexArray", (void**)&glBindVertexArray);
|
||||
|
||||
LoadFunction("glClientWaitSync", (void**)&glClientWaitSync);
|
||||
LoadFunction("glDeleteSync", (void**)&glDeleteSync);
|
||||
LoadFunction("glFenceSync", (void**)&glFenceSync);
|
||||
|
||||
LoadFunction("glSamplerParameterf", (void**)&glSamplerParameterf);
|
||||
LoadFunction("glSamplerParameteri", (void**)&glSamplerParameteri);
|
||||
LoadFunction("glSamplerParameterfv", (void**)&glSamplerParameterfv);
|
||||
LoadFunction("glBindSampler", (void**)&glBindSampler);
|
||||
LoadFunction("glDeleteSamplers", (void**)&glDeleteSamplers);
|
||||
LoadFunction("glGenSamplers", (void**)&glGenSamplers);
|
||||
|
||||
LoadFunction("glGetProgramBinary", (void**)&glGetProgramBinary);
|
||||
LoadFunction("glProgramBinary", (void**)&glProgramBinary);
|
||||
LoadFunction("glProgramParameteri", (void**)&glProgramParameteri);
|
||||
|
||||
LoadFunction("glDrawRangeElements", (void**)&glDrawRangeElements);
|
||||
|
||||
LoadFunction("glRenderbufferStorageMultisample", (void**)&glRenderbufferStorageMultisample);
|
||||
|
||||
LoadFunction("glGetUniformBlockIndex", (void**)&glGetUniformBlockIndex);
|
||||
LoadFunction("glUniformBlockBinding", (void**)&glUniformBlockBinding);
|
||||
|
||||
}
|
||||
dlclose(self);
|
||||
}
|
||||
}
|
99
Source/Core/VideoBackends/OGL/Src/GLFunctions.h
Normal file
99
Source/Core/VideoBackends/OGL/Src/GLFunctions.h
Normal file
@ -0,0 +1,99 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
#ifndef GLFUNCTIONS_H_
|
||||
#define GLFUNCTIONS_H_
|
||||
#include "GLInterface.h"
|
||||
|
||||
#ifdef USE_GLES3
|
||||
typedef GLvoid* (*PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
|
||||
typedef GLvoid* (*PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
|
||||
typedef void (*PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
|
||||
typedef GLboolean (*PFNGLUNMAPBUFFERPROC) (GLenum target);
|
||||
|
||||
typedef void (*PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
|
||||
// VAOS
|
||||
typedef void (*PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);
|
||||
typedef void (*PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays);
|
||||
typedef void (*PFNGLBINDVERTEXARRAYPROC) (GLuint array);
|
||||
|
||||
// Sync
|
||||
typedef GLenum (*PFNGLCLIENTWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);
|
||||
typedef void (*PFNGLDELETESYNCPROC) (GLsync GLsync);
|
||||
typedef GLsync (*PFNGLFENCESYNCPROC) (GLenum condition,GLbitfield flags);
|
||||
|
||||
//Sampler
|
||||
typedef void (*PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param);
|
||||
typedef void (*PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
|
||||
typedef void (*PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat* params);
|
||||
typedef void (*PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
|
||||
typedef void (*PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint * samplers);
|
||||
typedef void (*PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint* samplers);
|
||||
|
||||
//Program binary
|
||||
typedef void (*PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum *binaryFormat, GLvoid*binary);
|
||||
typedef void (*PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void* binary, GLsizei length);
|
||||
typedef void (*PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value);
|
||||
|
||||
typedef GLuint (*PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar* uniformBlockName);
|
||||
typedef void (*PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
|
||||
|
||||
//Query
|
||||
typedef void (*PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
|
||||
typedef void (*PFNGLENDQUERYPROC) (GLenum target);
|
||||
typedef void (*PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint* params);
|
||||
typedef void (*PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint* ids);
|
||||
typedef void (*PFNGLGENQUERIESPROC) (GLsizei n, GLuint* ids);
|
||||
|
||||
// glDraw*
|
||||
typedef void (*PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices);
|
||||
|
||||
// Multisample buffer
|
||||
typedef void (*PFNGLRENDERBUFFERSTORAGEMULTISAMPLE) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
|
||||
|
||||
// ptrs
|
||||
extern PFNGLBEGINQUERYPROC glBeginQuery;
|
||||
extern PFNGLENDQUERYPROC glEndQuery;
|
||||
extern PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv;
|
||||
extern PFNGLDELETEQUERIESPROC glDeleteQueries;
|
||||
extern PFNGLGENQUERIESPROC glGenQueries;
|
||||
|
||||
extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
|
||||
extern PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
|
||||
extern PFNGLBINDBUFFERRANGEPROC glBindBufferRange;
|
||||
|
||||
extern PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
|
||||
|
||||
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
|
||||
extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
|
||||
extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
|
||||
|
||||
extern PFNGLCLIENTWAITSYNCPROC glClientWaitSync;
|
||||
extern PFNGLDELETESYNCPROC glDeleteSync;
|
||||
extern PFNGLFENCESYNCPROC glFenceSync;
|
||||
|
||||
extern PFNGLGETPROGRAMBINARYPROC glGetProgramBinary;
|
||||
extern PFNGLPROGRAMBINARYPROC glProgramBinary;
|
||||
extern PFNGLPROGRAMPARAMETERIPROC glProgramParameteri;
|
||||
|
||||
extern PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements;
|
||||
|
||||
extern PFNGLRENDERBUFFERSTORAGEMULTISAMPLE glRenderbufferStorageMultisample;
|
||||
|
||||
//Sampler
|
||||
extern PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf;
|
||||
extern PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri;
|
||||
extern PFNGLSAMPLERPARAMETERFVPROC glSamplerParameterfv;
|
||||
extern PFNGLBINDSAMPLERPROC glBindSampler;
|
||||
extern PFNGLDELETESAMPLERSPROC glDeleteSamplers;
|
||||
extern PFNGLGENSAMPLERSPROC glGenSamplers;
|
||||
|
||||
extern PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
|
||||
extern PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
|
||||
#endif
|
||||
|
||||
namespace GLFunc
|
||||
{
|
||||
void Init();
|
||||
}
|
||||
#endif
|
174
Source/Core/VideoBackends/OGL/Src/GLUtil.cpp
Normal file
174
Source/Core/VideoBackends/OGL/Src/GLUtil.cpp
Normal file
@ -0,0 +1,174 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "Globals.h"
|
||||
#include "VideoConfig.h"
|
||||
#include "IniFile.h"
|
||||
#include "Core.h"
|
||||
#include "Host.h"
|
||||
#include "VideoBackend.h"
|
||||
#include "ConfigManager.h"
|
||||
|
||||
#include "Render.h"
|
||||
#include "VertexShaderManager.h"
|
||||
|
||||
#include "GLUtil.h"
|
||||
|
||||
GLWindow GLWin;
|
||||
cInterfaceBase *GLInterface;
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
// Draw messages on top of the screen
|
||||
unsigned int VideoBackend::PeekMessages()
|
||||
{
|
||||
return GLInterface->PeekMessages();
|
||||
}
|
||||
|
||||
// Show the current FPS
|
||||
void VideoBackend::UpdateFPSDisplay(const char *text)
|
||||
{
|
||||
char temp[100];
|
||||
snprintf(temp, sizeof temp, "%s | OpenGL | %s", scm_rev_str, text);
|
||||
return GLInterface->UpdateFPSDisplay(temp);
|
||||
}
|
||||
|
||||
}
|
||||
void InitInterface()
|
||||
{
|
||||
#if defined(USE_EGL) && USE_EGL
|
||||
GLInterface = new cInterfaceEGL;
|
||||
#elif defined(__APPLE__)
|
||||
GLInterface = new cInterfaceAGL;
|
||||
#elif defined(_WIN32)
|
||||
GLInterface = new cInterfaceWGL;
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
GLInterface = new cInterfaceGLX;
|
||||
#endif
|
||||
}
|
||||
|
||||
GLuint OpenGL_CompileProgram ( const char* vertexShader, const char* fragmentShader )
|
||||
{
|
||||
// generate objects
|
||||
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
GLuint programID = glCreateProgram();
|
||||
|
||||
// compile vertex shader
|
||||
glShaderSource(vertexShaderID, 1, &vertexShader, NULL);
|
||||
glCompileShader(vertexShaderID);
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
|
||||
GLint Result = GL_FALSE;
|
||||
char stringBuffer[1024];
|
||||
GLsizei stringBufferUsage = 0;
|
||||
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
|
||||
if(Result && stringBufferUsage) {
|
||||
ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
|
||||
} else if(!Result) {
|
||||
ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
|
||||
} else {
|
||||
DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
|
||||
}
|
||||
bool shader_errors = !Result;
|
||||
#endif
|
||||
|
||||
// compile fragment shader
|
||||
glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL);
|
||||
glCompileShader(fragmentShaderID);
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
|
||||
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
|
||||
if(Result && stringBufferUsage) {
|
||||
ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
|
||||
} else if(!Result) {
|
||||
ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
|
||||
} else {
|
||||
DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
|
||||
}
|
||||
shader_errors |= !Result;
|
||||
#endif
|
||||
|
||||
// link them
|
||||
glAttachShader(programID, vertexShaderID);
|
||||
glAttachShader(programID, fragmentShaderID);
|
||||
glLinkProgram(programID);
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
|
||||
glGetProgramiv(programID, GL_LINK_STATUS, &Result);
|
||||
glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
|
||||
if(Result && stringBufferUsage) {
|
||||
ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
|
||||
} else if(!Result && !shader_errors) {
|
||||
ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
|
||||
}
|
||||
#endif
|
||||
|
||||
// cleanup
|
||||
glDeleteShader(vertexShaderID);
|
||||
glDeleteShader(fragmentShaderID);
|
||||
|
||||
return programID;
|
||||
}
|
||||
|
||||
|
||||
GLuint OpenGL_ReportGLError(const char *function, const char *file, int line)
|
||||
{
|
||||
GLint err = glGetError();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x\n",
|
||||
file, line, function, err);
|
||||
}
|
||||
return err;
|
||||
}
|
||||
|
||||
void OpenGL_ReportARBProgramError()
|
||||
{
|
||||
#ifndef USE_GLES
|
||||
const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
|
||||
if (pstr != NULL && pstr[0] != 0)
|
||||
{
|
||||
GLint loc = 0;
|
||||
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc);
|
||||
ERROR_LOG(VIDEO, "Program error at %d: ", loc);
|
||||
ERROR_LOG(VIDEO, "%s", (char*)pstr);
|
||||
ERROR_LOG(VIDEO, "\n");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
|
||||
{
|
||||
unsigned int fbo_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (fbo_status != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
const char *error = "unknown error";
|
||||
switch (fbo_status)
|
||||
{
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
||||
error = "INCOMPLETE_ATTACHMENT";
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
||||
error = "INCOMPLETE_MISSING_ATTACHMENT";
|
||||
break;
|
||||
#ifndef USE_GLES
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
|
||||
error = "INCOMPLETE_DRAW_BUFFER";
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
|
||||
error = "INCOMPLETE_READ_BUFFER";
|
||||
break;
|
||||
#endif
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED:
|
||||
error = "UNSUPPORTED";
|
||||
break;
|
||||
}
|
||||
ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL FBO error - %s\n",
|
||||
file, line, function, error);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
84
Source/Core/VideoBackends/OGL/Src/GLUtil.h
Normal file
84
Source/Core/VideoBackends/OGL/Src/GLUtil.h
Normal file
@ -0,0 +1,84 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef _GLINIT_H_
|
||||
#define _GLINIT_H_
|
||||
|
||||
#include "VideoConfig.h"
|
||||
#include "MathUtil.h"
|
||||
#include "GLInterface.h"
|
||||
|
||||
#ifndef GL_DEPTH24_STENCIL8_EXT // allows FBOs to support stencils
|
||||
#define GL_DEPTH_STENCIL_EXT 0x84F9
|
||||
#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
|
||||
#define GL_DEPTH24_STENCIL8_EXT 0x88F0
|
||||
#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLES
|
||||
#define TEX2D GL_TEXTURE_2D
|
||||
#define PREC "highp"
|
||||
#define TEXTYPE "sampler2D"
|
||||
#define TEXFUNC "texture2D"
|
||||
#ifdef USE_GLES3
|
||||
#include "GLFunctions.h"
|
||||
#define GLAPIENTRY GL_APIENTRY
|
||||
#define GL_SAMPLES_PASSED GL_ANY_SAMPLES_PASSED
|
||||
#define GL_READ_ONLY 0x88B8
|
||||
#define GL_WRITE_ONLY 0x88B9
|
||||
#define GL_READ_WRITE 0x88BA
|
||||
#define GL_SRC1_ALPHA 0
|
||||
#define GL_BGRA GL_RGBA
|
||||
#define glDrawElementsBaseVertex(...)
|
||||
#define glDrawRangeElementsBaseVertex(...)
|
||||
#define glRenderbufferStorageMultisampleCoverageNV(...)
|
||||
#endif
|
||||
#else
|
||||
#define TEX2D GL_TEXTURE_RECTANGLE_ARB
|
||||
#define PREC
|
||||
#define TEXTYPE "sampler2DRect"
|
||||
#define TEXFUNC "texture2DRect"
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef _WIN32
|
||||
|
||||
#include <sys/types.h>
|
||||
|
||||
#endif
|
||||
void InitInterface();
|
||||
|
||||
// Helpers
|
||||
GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
|
||||
|
||||
// Error reporting - use the convenient macros.
|
||||
void OpenGL_ReportARBProgramError();
|
||||
GLuint OpenGL_ReportGLError(const char *function, const char *file, int line);
|
||||
bool OpenGL_ReportFBOError(const char *function, const char *file, int line);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
#define GL_REPORT_ERROR() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__)
|
||||
#define GL_REPORT_ERRORD() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__)
|
||||
#define GL_REPORT_FBO_ERROR() OpenGL_ReportFBOError(__FUNCTION__, __FILE__, __LINE__)
|
||||
#define GL_REPORT_PROGRAM_ERROR() OpenGL_ReportARBProgramError()
|
||||
#else
|
||||
__forceinline GLenum GL_REPORT_ERROR() { return GL_NO_ERROR; }
|
||||
#define GL_REPORT_ERRORD() (void)GL_NO_ERROR
|
||||
#define GL_REPORT_FBO_ERROR() (void)true
|
||||
#define GL_REPORT_PROGRAM_ERROR() (void)0
|
||||
#endif
|
||||
|
||||
// this should be removed in future, but as long as glsl is unstable, we should really read this messages
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
#define DEBUG_GLSL 1
|
||||
#else
|
||||
#define DEBUG_GLSL 0
|
||||
#endif
|
||||
|
||||
// Isn't defined if we aren't using GLEW 1.6
|
||||
#ifndef GL_ONE_MINUS_SRC1_ALPHA
|
||||
#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
|
||||
#endif
|
||||
|
||||
#endif // _GLINIT_H_
|
13
Source/Core/VideoBackends/OGL/Src/Globals.h
Normal file
13
Source/Core/VideoBackends/OGL/Src/Globals.h
Normal file
@ -0,0 +1,13 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef _GLOBALS_H_
|
||||
#define _GLOBALS_H_
|
||||
|
||||
#include "Common.h"
|
||||
#include "VideoConfig.h"
|
||||
|
||||
#include "VideoCommon.h"
|
||||
|
||||
#endif // _GLOBALS_H_
|
99
Source/Core/VideoBackends/OGL/Src/NativeVertexFormat.cpp
Normal file
99
Source/Core/VideoBackends/OGL/Src/NativeVertexFormat.cpp
Normal file
@ -0,0 +1,99 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "GLUtil.h"
|
||||
#include "x64Emitter.h"
|
||||
#include "x64ABI.h"
|
||||
#include "MemoryUtil.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "VertexShaderGen.h"
|
||||
|
||||
#include "CPMemory.h"
|
||||
#include "NativeVertexFormat.h"
|
||||
#include "VertexManager.h"
|
||||
|
||||
// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
|
||||
// machine.
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
|
||||
{
|
||||
return new GLVertexFormat();
|
||||
}
|
||||
|
||||
GLVertexFormat::GLVertexFormat()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
GLVertexFormat::~GLVertexFormat()
|
||||
{
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
}
|
||||
|
||||
inline GLuint VarToGL(VarType t)
|
||||
{
|
||||
static const GLuint lookup[5] = {
|
||||
GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT
|
||||
};
|
||||
return lookup[t];
|
||||
}
|
||||
|
||||
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
||||
{
|
||||
this->vtx_decl = _vtx_decl;
|
||||
vertex_stride = vtx_decl.stride;
|
||||
|
||||
// We will not allow vertex components causing uneven strides.
|
||||
if (vertex_stride & 3)
|
||||
PanicAlert("Uneven vertex stride: %i", vertex_stride);
|
||||
|
||||
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
|
||||
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
// the element buffer is bound directly to the vao, so we must it set for every vao
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
|
||||
|
||||
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vtx_decl.stride, (u8*)NULL);
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (vtx_decl.num_normals > i) {
|
||||
glEnableVertexAttribArray(SHADER_NORM0_ATTRIB+i);
|
||||
glVertexAttribPointer(SHADER_NORM0_ATTRIB+i, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (vtx_decl.color_offset[i] != -1) {
|
||||
glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB+i);
|
||||
glVertexAttribPointer(SHADER_COLOR0_ATTRIB+i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (vtx_decl.texcoord_offset[i] != -1) {
|
||||
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB+i);
|
||||
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB+i, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
|
||||
GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (vtx_decl.posmtx_offset != -1) {
|
||||
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
|
||||
}
|
||||
|
||||
vm->m_last_vao = VAO;
|
||||
}
|
||||
|
||||
void GLVertexFormat::SetupVertexPointers() {
|
||||
}
|
||||
|
||||
}
|
154
Source/Core/VideoBackends/OGL/Src/PerfQuery.cpp
Normal file
154
Source/Core/VideoBackends/OGL/Src/PerfQuery.cpp
Normal file
@ -0,0 +1,154 @@
|
||||
#include "RenderBase.h"
|
||||
#include "GLUtil.h"
|
||||
#include "PerfQuery.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
PerfQuery::PerfQuery()
|
||||
: m_query_read_pos()
|
||||
, m_query_count()
|
||||
{
|
||||
for (u32 i = 0; i != ArraySize(m_query_buffer); ++i)
|
||||
glGenQueries(1, &m_query_buffer[i].query_id);
|
||||
|
||||
ResetQuery();
|
||||
}
|
||||
|
||||
PerfQuery::~PerfQuery()
|
||||
{
|
||||
for (u32 i = 0; i != ArraySize(m_query_buffer); ++i)
|
||||
glDeleteQueries(1, &m_query_buffer[i].query_id);
|
||||
}
|
||||
|
||||
void PerfQuery::EnableQuery(PerfQueryGroup type)
|
||||
{
|
||||
if (!ShouldEmulate())
|
||||
return;
|
||||
|
||||
// Is this sane?
|
||||
if (m_query_count > ArraySize(m_query_buffer) / 2)
|
||||
WeakFlush();
|
||||
|
||||
if (ArraySize(m_query_buffer) == m_query_count)
|
||||
{
|
||||
FlushOne();
|
||||
//ERROR_LOG(VIDEO, "Flushed query buffer early!");
|
||||
}
|
||||
|
||||
// start query
|
||||
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
|
||||
{
|
||||
auto& entry = m_query_buffer[(m_query_read_pos + m_query_count) % ArraySize(m_query_buffer)];
|
||||
|
||||
glBeginQuery(GL_SAMPLES_PASSED, entry.query_id);
|
||||
entry.query_type = type;
|
||||
|
||||
++m_query_count;
|
||||
}
|
||||
}
|
||||
|
||||
void PerfQuery::DisableQuery(PerfQueryGroup type)
|
||||
{
|
||||
if (!ShouldEmulate())
|
||||
return;
|
||||
|
||||
// stop query
|
||||
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
|
||||
{
|
||||
glEndQuery(GL_SAMPLES_PASSED);
|
||||
}
|
||||
}
|
||||
|
||||
bool PerfQuery::IsFlushed() const
|
||||
{
|
||||
if (!ShouldEmulate())
|
||||
return true;
|
||||
|
||||
return 0 == m_query_count;
|
||||
}
|
||||
|
||||
void PerfQuery::FlushOne()
|
||||
{
|
||||
if (!ShouldEmulate())
|
||||
return;
|
||||
|
||||
auto& entry = m_query_buffer[m_query_read_pos];
|
||||
|
||||
GLuint result = 0;
|
||||
glGetQueryObjectuiv(entry.query_id, GL_QUERY_RESULT, &result);
|
||||
|
||||
// NOTE: Reported pixel metrics should be referenced to native resolution
|
||||
m_results[entry.query_type] += (u64)result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight();
|
||||
|
||||
m_query_read_pos = (m_query_read_pos + 1) % ArraySize(m_query_buffer);
|
||||
--m_query_count;
|
||||
}
|
||||
|
||||
// TODO: could selectively flush things, but I don't think that will do much
|
||||
void PerfQuery::FlushResults()
|
||||
{
|
||||
if (!ShouldEmulate())
|
||||
return;
|
||||
|
||||
while (!IsFlushed())
|
||||
FlushOne();
|
||||
}
|
||||
|
||||
void PerfQuery::WeakFlush()
|
||||
{
|
||||
if (!ShouldEmulate())
|
||||
return;
|
||||
|
||||
while (!IsFlushed())
|
||||
{
|
||||
auto& entry = m_query_buffer[m_query_read_pos];
|
||||
|
||||
GLuint result = GL_FALSE;
|
||||
glGetQueryObjectuiv(entry.query_id, GL_QUERY_RESULT_AVAILABLE, &result);
|
||||
|
||||
if (GL_TRUE == result)
|
||||
{
|
||||
FlushOne();
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PerfQuery::ResetQuery()
|
||||
{
|
||||
m_query_count = 0;
|
||||
std::fill_n(m_results, ArraySize(m_results), 0);
|
||||
}
|
||||
|
||||
u32 PerfQuery::GetQueryResult(PerfQueryType type)
|
||||
{
|
||||
if (!ShouldEmulate())
|
||||
return 0;
|
||||
|
||||
u32 result = 0;
|
||||
|
||||
if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC)
|
||||
{
|
||||
result = m_results[PQG_ZCOMP_ZCOMPLOC];
|
||||
}
|
||||
else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
|
||||
{
|
||||
result = m_results[PQG_ZCOMP];
|
||||
}
|
||||
else if (type == PQ_BLEND_INPUT)
|
||||
{
|
||||
result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC];
|
||||
}
|
||||
else if (type == PQ_EFB_COPY_CLOCKS)
|
||||
{
|
||||
result = m_results[PQG_EFB_COPY_CLOCKS];
|
||||
}
|
||||
|
||||
return result / 4;
|
||||
}
|
||||
|
||||
} // namespace
|
46
Source/Core/VideoBackends/OGL/Src/PerfQuery.h
Normal file
46
Source/Core/VideoBackends/OGL/Src/PerfQuery.h
Normal file
@ -0,0 +1,46 @@
|
||||
#ifndef _PERFQUERY_H_
|
||||
#define _PERFQUERY_H_
|
||||
|
||||
#include "PerfQueryBase.h"
|
||||
|
||||
namespace OGL {
|
||||
|
||||
class PerfQuery : public PerfQueryBase
|
||||
{
|
||||
public:
|
||||
PerfQuery();
|
||||
~PerfQuery();
|
||||
|
||||
void EnableQuery(PerfQueryGroup type);
|
||||
void DisableQuery(PerfQueryGroup type);
|
||||
void ResetQuery();
|
||||
u32 GetQueryResult(PerfQueryType type);
|
||||
void FlushResults();
|
||||
bool IsFlushed() const;
|
||||
|
||||
private:
|
||||
struct ActiveQuery
|
||||
{
|
||||
GLuint query_id;
|
||||
PerfQueryGroup query_type;
|
||||
};
|
||||
|
||||
// when testing in SMS: 64 was too small, 128 was ok
|
||||
static const u32 PERF_QUERY_BUFFER_SIZE = 512;
|
||||
|
||||
void WeakFlush();
|
||||
// Only use when non-empty
|
||||
void FlushOne();
|
||||
|
||||
// This contains gl query objects with unretrieved results.
|
||||
ActiveQuery m_query_buffer[PERF_QUERY_BUFFER_SIZE];
|
||||
u32 m_query_read_pos;
|
||||
|
||||
// TODO: sloppy
|
||||
volatile u32 m_query_count;
|
||||
volatile u32 m_results[PQG_NUM_MEMBERS];
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
||||
#endif // _PERFQUERY_H_
|
104
Source/Core/VideoBackends/OGL/Src/PixelShaderCache.cpp
Normal file
104
Source/Core/VideoBackends/OGL/Src/PixelShaderCache.cpp
Normal file
@ -0,0 +1,104 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "Globals.h"
|
||||
|
||||
#include "GLUtil.h"
|
||||
|
||||
#include <cmath>
|
||||
|
||||
#include "Statistics.h"
|
||||
#include "VideoConfig.h"
|
||||
#include "ImageWrite.h"
|
||||
#include "Common.h"
|
||||
#include "Render.h"
|
||||
#include "VertexShaderGen.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "OnScreenDisplay.h"
|
||||
#include "StringUtil.h"
|
||||
#include "FileUtil.h"
|
||||
#include "Debugger.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
|
||||
{
|
||||
ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for (int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
{
|
||||
if (!strcmp(name, UniformNames[a]))
|
||||
{
|
||||
if (tmp.shader.UniformLocations[a] == -1)
|
||||
return;
|
||||
else if (tmp.shader.UniformSize[a] <= offset)
|
||||
return;
|
||||
else
|
||||
{
|
||||
unsigned int maxcount= tmp.shader.UniformSize[a]-offset;
|
||||
glUniform4fv(tmp.shader.UniformLocations[a] + offset, std::min(count, maxcount), f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Renderer functions
|
||||
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float const f[4] = {f1, f2, f3, f4};
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, count);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f, count);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace OGL
|
180
Source/Core/VideoBackends/OGL/Src/PostProcessing.cpp
Normal file
180
Source/Core/VideoBackends/OGL/Src/PostProcessing.cpp
Normal file
@ -0,0 +1,180 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "CommonPaths.h"
|
||||
#include "FileUtil.h"
|
||||
#include "VideoCommon.h"
|
||||
#include "VideoConfig.h"
|
||||
#include "GLUtil.h"
|
||||
#include "PostProcessing.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "FramebufferManager.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
namespace PostProcessing
|
||||
{
|
||||
|
||||
static std::string s_currentShader;
|
||||
static SHADER s_shader;
|
||||
static bool s_enable;
|
||||
|
||||
static u32 s_width;
|
||||
static u32 s_height;
|
||||
static GLuint s_fbo;
|
||||
static GLuint s_texture;
|
||||
static GLuint s_vao;
|
||||
static GLuint s_vbo;
|
||||
|
||||
static GLuint s_uniform_resolution;
|
||||
|
||||
static char s_vertex_shader[] =
|
||||
"in vec2 rawpos;\n"
|
||||
"in vec2 tex0;\n"
|
||||
"out vec2 uv0;\n"
|
||||
"void main(void) {\n"
|
||||
" gl_Position = vec4(rawpos,0,1);\n"
|
||||
" uv0 = tex0;\n"
|
||||
"}\n";
|
||||
|
||||
void Init()
|
||||
{
|
||||
s_currentShader = "";
|
||||
s_enable = 0;
|
||||
s_width = 0;
|
||||
s_height = 0;
|
||||
|
||||
glGenFramebuffers(1, &s_fbo);
|
||||
glGenTextures(1, &s_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, s_texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, s_fbo);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0);
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
|
||||
glGenBuffers(1, &s_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
|
||||
GLfloat vertices[] = {
|
||||
-1.f, -1.f, 0.f, 0.f,
|
||||
-1.f, 1.f, 0.f, 1.f,
|
||||
1.f, -1.f, 1.f, 0.f,
|
||||
1.f, 1.f, 1.f, 1.f
|
||||
};
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
glGenVertexArrays(1, &s_vao);
|
||||
glBindVertexArray( s_vao );
|
||||
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
|
||||
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
|
||||
}
|
||||
|
||||
void Shutdown()
|
||||
{
|
||||
s_shader.Destroy();
|
||||
|
||||
glDeleteFramebuffers(1, &s_vbo);
|
||||
glDeleteTextures(1, &s_texture);
|
||||
|
||||
glDeleteBuffers(1, &s_vbo);
|
||||
glDeleteVertexArrays(1, &s_vao);
|
||||
}
|
||||
|
||||
void ReloadShader()
|
||||
{
|
||||
s_currentShader = "";
|
||||
}
|
||||
|
||||
void BindTargetFramebuffer ()
|
||||
{
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, s_enable ? s_fbo : 0);
|
||||
}
|
||||
|
||||
void BlitToScreen()
|
||||
{
|
||||
if(!s_enable) return;
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, s_width, s_height);
|
||||
|
||||
glBindVertexArray(s_vao);
|
||||
s_shader.Bind();
|
||||
|
||||
glUniform4f(s_uniform_resolution, (float)s_width, (float)s_height, 1.0f/(float)s_width, 1.0f/(float)s_height);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(GL_TEXTURE_2D, s_texture);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
/* glBindFramebuffer(GL_READ_FRAMEBUFFER, s_fbo);
|
||||
|
||||
glBlitFramebuffer(rc.left, rc.bottom, rc.right, rc.top,
|
||||
rc.left, rc.bottom, rc.right, rc.top,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);*/
|
||||
}
|
||||
|
||||
void Update ( u32 width, u32 height )
|
||||
{
|
||||
ApplyShader();
|
||||
|
||||
if(s_enable && (width != s_width || height != s_height)) {
|
||||
s_width = width;
|
||||
s_height = height;
|
||||
|
||||
// alloc texture for framebuffer
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(GL_TEXTURE_2D, s_texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyShader()
|
||||
{
|
||||
// shader didn't changed
|
||||
if (s_currentShader == g_ActiveConfig.sPostProcessingShader) return;
|
||||
s_currentShader = g_ActiveConfig.sPostProcessingShader;
|
||||
s_enable = false;
|
||||
s_shader.Destroy();
|
||||
|
||||
// shader disabled
|
||||
if (g_ActiveConfig.sPostProcessingShader == "") return;
|
||||
|
||||
// so need to compile shader
|
||||
|
||||
// loading shader code
|
||||
std::string code;
|
||||
std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".glsl";
|
||||
if (!File::Exists(path))
|
||||
{
|
||||
// Fallback to shared user dir
|
||||
path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + g_ActiveConfig.sPostProcessingShader + ".glsl";
|
||||
}
|
||||
if(!File::ReadFileToString(true, path.c_str(), code)) {
|
||||
ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
// and compile it
|
||||
if (!ProgramShaderCache::CompileShader(s_shader, s_vertex_shader, code.c_str())) {
|
||||
ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
// read uniform locations
|
||||
s_uniform_resolution = glGetUniformLocation(s_shader.glprogid, "resolution");
|
||||
|
||||
// successful
|
||||
s_enable = true;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace OGL
|
32
Source/Core/VideoBackends/OGL/Src/PostProcessing.h
Normal file
32
Source/Core/VideoBackends/OGL/Src/PostProcessing.h
Normal file
@ -0,0 +1,32 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef _POSTPROCESSING_H_
|
||||
#define _POSTPROCESSING_H_
|
||||
|
||||
#include "VideoCommon.h"
|
||||
#include "GLUtil.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
namespace PostProcessing
|
||||
{
|
||||
|
||||
void Init();
|
||||
void Shutdown();
|
||||
|
||||
void BindTargetFramebuffer();
|
||||
void BlitToScreen();
|
||||
void Update(u32 width, u32 height);
|
||||
|
||||
void ReloadShader();
|
||||
|
||||
void ApplyShader();
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace
|
||||
|
||||
#endif // _POSTPROCESSING_H_
|
610
Source/Core/VideoBackends/OGL/Src/ProgramShaderCache.cpp
Normal file
610
Source/Core/VideoBackends/OGL/Src/ProgramShaderCache.cpp
Normal file
@ -0,0 +1,610 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "DriverDetails.h"
|
||||
#include "MathUtil.h"
|
||||
#include "StreamBuffer.h"
|
||||
#include "Debugger.h"
|
||||
#include "Statistics.h"
|
||||
#include "ImageWrite.h"
|
||||
#include "Render.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
static const u32 UBO_LENGTH = 32*1024*1024;
|
||||
|
||||
GLintptr ProgramShaderCache::s_vs_data_size;
|
||||
GLintptr ProgramShaderCache::s_ps_data_size;
|
||||
GLintptr ProgramShaderCache::s_vs_data_offset;
|
||||
u8 *ProgramShaderCache::s_ubo_buffer;
|
||||
u32 ProgramShaderCache::s_ubo_buffer_size;
|
||||
bool ProgramShaderCache::s_ubo_dirty;
|
||||
|
||||
static StreamBuffer *s_buffer;
|
||||
static int num_failures = 0;
|
||||
|
||||
LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
|
||||
static GLuint CurrentProgram = 0;
|
||||
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
|
||||
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
|
||||
SHADERUID ProgramShaderCache::last_uid;
|
||||
UidChecker<PixelShaderUid,PixelShaderCode> ProgramShaderCache::pixel_uid_checker;
|
||||
UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_checker;
|
||||
|
||||
static char s_glsl_header[1024] = "";
|
||||
|
||||
const char *UniformNames[NUM_UNIFORMS] =
|
||||
{
|
||||
// PIXEL SHADER UNIFORMS
|
||||
I_COLORS,
|
||||
I_KCOLORS,
|
||||
I_ALPHA,
|
||||
I_TEXDIMS,
|
||||
I_ZBIAS ,
|
||||
I_INDTEXSCALE ,
|
||||
I_INDTEXMTX,
|
||||
I_FOG,
|
||||
I_PLIGHTS,
|
||||
I_PMATERIALS,
|
||||
// VERTEX SHADER UNIFORMS
|
||||
I_POSNORMALMATRIX,
|
||||
I_PROJECTION ,
|
||||
I_MATERIALS,
|
||||
I_LIGHTS,
|
||||
I_TEXMATRICES,
|
||||
I_TRANSFORMMATRICES ,
|
||||
I_NORMALMATRICES ,
|
||||
I_POSTTRANSFORMMATRICES,
|
||||
I_DEPTHPARAMS,
|
||||
};
|
||||
|
||||
void SHADER::SetProgramVariables()
|
||||
{
|
||||
// glsl shader must be bind to set samplers
|
||||
Bind();
|
||||
|
||||
// Bind UBO
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
|
||||
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
|
||||
|
||||
if(PSBlock_id != -1)
|
||||
glUniformBlockBinding(glprogid, PSBlock_id, 1);
|
||||
if(VSBlock_id != -1)
|
||||
glUniformBlockBinding(glprogid, VSBlock_id, 2);
|
||||
}
|
||||
|
||||
// UBO workaround
|
||||
for (int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
{
|
||||
UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
|
||||
UniformSize[a] = 0;
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
break;
|
||||
}
|
||||
if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
int max_uniforms = 0;
|
||||
char name[50];
|
||||
int size;
|
||||
|
||||
glGetProgramiv(glprogid, GL_ACTIVE_UNIFORMS, &max_uniforms);
|
||||
for(int i=0; i<max_uniforms; i++)
|
||||
{
|
||||
glGetActiveUniform(glprogid, i, sizeof(name), NULL, &size, NULL, name);
|
||||
for (int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
{
|
||||
if(strstr(name, UniformNames[a]))
|
||||
{
|
||||
UniformSize[a] = size;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Bind Texture Sampler
|
||||
for (int a = 0; a <= 9; ++a)
|
||||
{
|
||||
char name[8];
|
||||
snprintf(name, 8, "samp%d", a);
|
||||
|
||||
// Still need to get sampler locations since we aren't binding them statically in the shaders
|
||||
int loc = glGetUniformLocation(glprogid, name);
|
||||
if (loc != -1)
|
||||
glUniform1i(loc, a);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SHADER::SetProgramBindings()
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
|
||||
{
|
||||
// So we do support extended blending
|
||||
// So we need to set a few more things here.
|
||||
// Bind our out locations
|
||||
#ifndef USE_GLES3
|
||||
glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
|
||||
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
|
||||
#endif
|
||||
}
|
||||
// Need to set some attribute locations
|
||||
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
|
||||
|
||||
glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
|
||||
|
||||
glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
|
||||
glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
|
||||
|
||||
glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
|
||||
glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
|
||||
glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
|
||||
|
||||
for(int i=0; i<8; i++) {
|
||||
char attrib_name[8];
|
||||
snprintf(attrib_name, 8, "tex%d", i);
|
||||
glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
|
||||
}
|
||||
}
|
||||
|
||||
void SHADER::Bind()
|
||||
{
|
||||
if(CurrentProgram != glprogid)
|
||||
{
|
||||
glUseProgram(glprogid);
|
||||
CurrentProgram = glprogid;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
s_ubo_dirty = true;
|
||||
memcpy(s_ubo_buffer+(offset*4*sizeof(float)), f, count*4*sizeof(float));
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
s_ubo_dirty = true;
|
||||
memcpy(s_ubo_buffer+(offset*4*sizeof(float))+s_vs_data_offset, f, count*4*sizeof(float));
|
||||
}
|
||||
|
||||
void ProgramShaderCache::UploadConstants()
|
||||
{
|
||||
if(s_ubo_dirty) {
|
||||
s_buffer->Alloc(s_ubo_buffer_size);
|
||||
size_t offset = s_buffer->Upload(s_ubo_buffer, s_ubo_buffer_size);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_ps_data_size);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_vs_data_size);
|
||||
s_ubo_dirty = false;
|
||||
|
||||
ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint ProgramShaderCache::GetCurrentProgram(void)
|
||||
{
|
||||
return CurrentProgram;
|
||||
}
|
||||
|
||||
SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 components )
|
||||
{
|
||||
SHADERUID uid;
|
||||
GetShaderId(&uid, dstAlphaMode, components);
|
||||
|
||||
// Check if the shader is already set
|
||||
if (last_entry)
|
||||
{
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
last_entry->shader.Bind();
|
||||
return &last_entry->shader;
|
||||
}
|
||||
}
|
||||
|
||||
last_uid = uid;
|
||||
|
||||
// Check if shader is already in cache
|
||||
PCache::iterator iter = pshaders.find(uid);
|
||||
if (iter != pshaders.end())
|
||||
{
|
||||
PCacheEntry *entry = &iter->second;
|
||||
last_entry = entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
last_entry->shader.Bind();
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
// Make an entry in the table
|
||||
PCacheEntry& newentry = pshaders[uid];
|
||||
last_entry = &newentry;
|
||||
newentry.in_cache = 0;
|
||||
|
||||
VertexShaderCode vcode;
|
||||
PixelShaderCode pcode;
|
||||
GenerateVertexShaderCode(vcode, components, API_OPENGL);
|
||||
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
{
|
||||
newentry.shader.strvprog = vcode.GetBuffer();
|
||||
newentry.shader.strpprog = pcode.GetBuffer();
|
||||
}
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
|
||||
static int counter = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
||||
SaveData(szTemp, vcode.GetBuffer());
|
||||
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
||||
SaveData(szTemp, pcode.GetBuffer());
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer())) {
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
INCSTAT(stats.numPixelShadersCreated);
|
||||
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
|
||||
last_entry->shader.Bind();
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, const char* pcode )
|
||||
{
|
||||
GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
|
||||
GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
|
||||
|
||||
if(!vsid || !psid)
|
||||
{
|
||||
glDeleteShader(vsid);
|
||||
glDeleteShader(psid);
|
||||
return false;
|
||||
}
|
||||
|
||||
GLuint pid = shader.glprogid = glCreateProgram();;
|
||||
|
||||
glAttachShader(pid, vsid);
|
||||
glAttachShader(pid, psid);
|
||||
|
||||
if (g_ogl_config.bSupportsGLSLCache)
|
||||
glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
|
||||
|
||||
shader.SetProgramBindings();
|
||||
|
||||
glLinkProgram(pid);
|
||||
|
||||
// original shaders aren't needed any more
|
||||
glDeleteShader(vsid);
|
||||
glDeleteShader(psid);
|
||||
|
||||
GLint linkStatus;
|
||||
glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
|
||||
GLsizei length = 0;
|
||||
glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
|
||||
if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
|
||||
{
|
||||
GLsizei charsWritten;
|
||||
GLchar* infoLog = new GLchar[length];
|
||||
glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
|
||||
ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
|
||||
std::ofstream file;
|
||||
OpenFStream(file, szTemp, std::ios_base::out);
|
||||
file << s_glsl_header << vcode << s_glsl_header << pcode << infoLog;
|
||||
file.close();
|
||||
|
||||
if(linkStatus != GL_TRUE)
|
||||
PanicAlert("Failed to link shaders!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s, %s, %s):\n%s",
|
||||
szTemp,
|
||||
g_ogl_config.gl_vendor,
|
||||
g_ogl_config.gl_renderer,
|
||||
g_ogl_config.gl_version,
|
||||
infoLog);
|
||||
|
||||
delete [] infoLog;
|
||||
}
|
||||
if (linkStatus != GL_TRUE)
|
||||
{
|
||||
// Compile failed
|
||||
ERROR_LOG(VIDEO, "Program linking failed; see info log");
|
||||
|
||||
// Don't try to use this shader
|
||||
glDeleteProgram(pid);
|
||||
return false;
|
||||
}
|
||||
|
||||
shader.SetProgramVariables();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
|
||||
{
|
||||
GLuint result = glCreateShader(type);
|
||||
|
||||
const char *src[] = {s_glsl_header, code};
|
||||
|
||||
glShaderSource(result, 2, src, NULL);
|
||||
glCompileShader(result);
|
||||
GLint compileStatus;
|
||||
glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
|
||||
GLsizei length = 0;
|
||||
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
|
||||
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKENINFOLOG))
|
||||
length = 1024;
|
||||
|
||||
if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
|
||||
{
|
||||
GLsizei charsWritten;
|
||||
GLchar* infoLog = new GLchar[length];
|
||||
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
|
||||
ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp,
|
||||
"%sbad_%s_%04i.txt",
|
||||
File::GetUserPath(D_DUMP_IDX).c_str(),
|
||||
type==GL_VERTEX_SHADER ? "vs" : "ps",
|
||||
num_failures++);
|
||||
std::ofstream file;
|
||||
OpenFStream(file, szTemp, std::ios_base::out);
|
||||
file << s_glsl_header << code << infoLog;
|
||||
file.close();
|
||||
|
||||
if(compileStatus != GL_TRUE)
|
||||
PanicAlert("Failed to compile %s shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s, %s, %s):\n%s",
|
||||
type==GL_VERTEX_SHADER ? "vertex" : "pixel",
|
||||
szTemp,
|
||||
g_ogl_config.gl_vendor,
|
||||
g_ogl_config.gl_renderer,
|
||||
g_ogl_config.gl_version,
|
||||
infoLog);
|
||||
|
||||
delete[] infoLog;
|
||||
}
|
||||
if (compileStatus != GL_TRUE)
|
||||
{
|
||||
// Compile failed
|
||||
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
|
||||
|
||||
// Don't try to use this shader
|
||||
glDeleteShader(result);
|
||||
return 0;
|
||||
}
|
||||
(void)GL_REPORT_ERROR();
|
||||
return result;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
{
|
||||
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
|
||||
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
{
|
||||
PixelShaderCode pcode;
|
||||
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
|
||||
pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
|
||||
|
||||
VertexShaderCode vcode;
|
||||
GenerateVertexShaderCode(vcode, components, API_OPENGL);
|
||||
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
|
||||
}
|
||||
}
|
||||
|
||||
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
|
||||
{
|
||||
return *last_entry;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::Init(void)
|
||||
{
|
||||
// We have to get the UBO alignment here because
|
||||
// if we generate a buffer that isn't aligned
|
||||
// then the UBO will fail.
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
GLint Align;
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
|
||||
|
||||
s_ps_data_size = C_PENVCONST_END * sizeof(float) * 4;
|
||||
s_vs_data_size = C_VENVCONST_END * sizeof(float) * 4;
|
||||
s_vs_data_offset = ROUND_UP(s_ps_data_size, Align);
|
||||
s_ubo_buffer_size = ROUND_UP(s_ps_data_size, Align) + ROUND_UP(s_vs_data_size, Align);
|
||||
|
||||
// We multiply by *4*4 because we need to get down to basic machine units.
|
||||
// So multiply by four to get how many floats we have from vec4s
|
||||
// Then once more to get bytes
|
||||
s_buffer = new StreamBuffer(GL_UNIFORM_BUFFER, UBO_LENGTH);
|
||||
|
||||
s_ubo_buffer = new u8[s_ubo_buffer_size];
|
||||
memset(s_ubo_buffer, 0, s_ubo_buffer_size);
|
||||
s_ubo_dirty = true;
|
||||
}
|
||||
|
||||
// Read our shader cache, only if supported
|
||||
if (g_ogl_config.bSupportsGLSLCache)
|
||||
{
|
||||
GLint Supported;
|
||||
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
|
||||
if(!Supported)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So disable shader cache.");
|
||||
g_ogl_config.bSupportsGLSLCache = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
||||
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
|
||||
|
||||
char cache_filename[MAX_PATH];
|
||||
sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
||||
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
||||
|
||||
ProgramShaderCacheInserter inserter;
|
||||
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
}
|
||||
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
|
||||
}
|
||||
|
||||
CreateHeader();
|
||||
|
||||
CurrentProgram = 0;
|
||||
last_entry = NULL;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::Shutdown(void)
|
||||
{
|
||||
// store all shaders in cache on disk
|
||||
if (g_ogl_config.bSupportsGLSLCache)
|
||||
{
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
{
|
||||
if(iter->second.in_cache) continue;
|
||||
|
||||
GLint binary_size;
|
||||
glGetProgramiv(iter->second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
|
||||
if(!binary_size) continue;
|
||||
|
||||
u8 *data = new u8[binary_size+sizeof(GLenum)];
|
||||
u8 *binary = data + sizeof(GLenum);
|
||||
GLenum *prog_format = (GLenum*)data;
|
||||
glGetProgramBinary(iter->second.shader.glprogid, binary_size, NULL, prog_format, binary);
|
||||
|
||||
g_program_disk_cache.Append(iter->first, data, binary_size+sizeof(GLenum));
|
||||
delete [] data;
|
||||
}
|
||||
|
||||
g_program_disk_cache.Sync();
|
||||
g_program_disk_cache.Close();
|
||||
}
|
||||
|
||||
glUseProgram(0);
|
||||
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
iter->second.Destroy();
|
||||
pshaders.clear();
|
||||
|
||||
pixel_uid_checker.Invalidate();
|
||||
vertex_uid_checker.Invalidate();
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
delete s_buffer;
|
||||
s_buffer = 0;
|
||||
delete [] s_ubo_buffer;
|
||||
s_ubo_buffer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void ProgramShaderCache::CreateHeader ( void )
|
||||
{
|
||||
GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
|
||||
snprintf(s_glsl_header, sizeof(s_glsl_header),
|
||||
"%s\n"
|
||||
"%s\n" // ubo
|
||||
"%s\n" // early-z
|
||||
|
||||
// Precision defines for GLSLES2/3
|
||||
"%s\n"
|
||||
|
||||
"\n"// A few required defines and ones that will make our lives a lot easier
|
||||
"#define ATTRIN %s\n"
|
||||
"#define ATTROUT %s\n"
|
||||
"#define VARYIN %s\n"
|
||||
"#define VARYOUT %s\n"
|
||||
|
||||
// Silly differences
|
||||
"#define float2 vec2\n"
|
||||
"#define float3 vec3\n"
|
||||
"#define float4 vec4\n"
|
||||
|
||||
// hlsl to glsl function translation
|
||||
"#define frac fract\n"
|
||||
"#define lerp mix\n"
|
||||
|
||||
// texture2d hack
|
||||
"%s\n"
|
||||
"%s\n"
|
||||
"%s\n"
|
||||
|
||||
// GLSLES2 hacks
|
||||
"%s\n"
|
||||
"%s\n"
|
||||
"%s\n"
|
||||
"%s\n"
|
||||
"%s\n"
|
||||
"%s\n"
|
||||
"%s\n"
|
||||
"#define COLOROUT(name) %s\n"
|
||||
|
||||
|
||||
, v==GLSLES2 ? "" : v==GLSLES3 ? "#version 300 es" : v==GLSL_130 ? "#version 130" : v==GLSL_140 ? "#version 140" : "#version 150"
|
||||
, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
|
||||
, g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
|
||||
|
||||
, (v==GLSLES3 || v==GLSLES2) ? "precision highp float;" : ""
|
||||
|
||||
, v==GLSLES2 ? "attribute" : "in"
|
||||
, v==GLSLES2 ? "attribute" : "out"
|
||||
, v==GLSLES2 ? "varying" : DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "in" : "centroid in"
|
||||
, v==GLSLES2 ? "varying" : DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "out" : "centroid out"
|
||||
|
||||
, v==GLSLES2 ? "#define texture2DRect texture2D" : v==GLSLES3 ? "" : v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
|
||||
, v==GLSLES3 ? "#define texture2DRect(samp, uv) texelFetch(samp, ivec2(floor(uv)), 0)" : ""
|
||||
, (v==GLSLES3 || v==GLSLES2) ? "#define sampler2DRect sampler2D" : ""
|
||||
|
||||
, v==GLSLES2 ? "#define texture texture2D" : ""
|
||||
, v==GLSLES2 ? "#define round(x) floor((x)+0.5)" : ""
|
||||
, v==GLSLES2 ? "#define out " : ""
|
||||
, v==GLSLES2 ? "#define ocol0 gl_FragColor" : ""
|
||||
, v==GLSLES2 ? "#define ocol1 gl_FragColor" : ""
|
||||
, DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA) ? "#extension GL_NV_uniform_buffer_object : enable" : ""
|
||||
, DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA) ? "#extension GL_NV_fragdepth : enable" : ""
|
||||
, v==GLSLES2 ? "" : "out vec4 name;"
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
void ProgramShaderCache::ProgramShaderCacheInserter::Read ( const SHADERUID& key, const u8* value, u32 value_size )
|
||||
{
|
||||
const u8 *binary = value+sizeof(GLenum);
|
||||
GLenum *prog_format = (GLenum*)value;
|
||||
GLint binary_size = value_size-sizeof(GLenum);
|
||||
|
||||
PCacheEntry entry;
|
||||
entry.in_cache = 1;
|
||||
entry.shader.glprogid = glCreateProgram();
|
||||
glProgramBinary(entry.shader.glprogid, *prog_format, binary, binary_size);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success);
|
||||
|
||||
if (success)
|
||||
{
|
||||
pshaders[key] = entry;
|
||||
entry.shader.SetProgramVariables();
|
||||
}
|
||||
else
|
||||
glDeleteProgram(entry.shader.glprogid);
|
||||
}
|
||||
|
||||
|
||||
} // namespace OGL
|
122
Source/Core/VideoBackends/OGL/Src/ProgramShaderCache.h
Normal file
122
Source/Core/VideoBackends/OGL/Src/ProgramShaderCache.h
Normal file
@ -0,0 +1,122 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef PROGRAM_SHADER_CACHE_H_
|
||||
#define PROGRAM_SHADER_CACHE_H_
|
||||
|
||||
#include "GLUtil.h"
|
||||
|
||||
#include "PixelShaderGen.h"
|
||||
#include "VertexShaderGen.h"
|
||||
|
||||
#include "LinearDiskCache.h"
|
||||
#include "ConfigManager.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
class SHADERUID
|
||||
{
|
||||
public:
|
||||
VertexShaderUid vuid;
|
||||
PixelShaderUid puid;
|
||||
|
||||
SHADERUID() {}
|
||||
|
||||
SHADERUID(const SHADERUID& r) : vuid(r.vuid), puid(r.puid) {}
|
||||
|
||||
bool operator <(const SHADERUID& r) const
|
||||
{
|
||||
if(puid < r.puid) return true;
|
||||
if(r.puid < puid) return false;
|
||||
if(vuid < r.vuid) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool operator ==(const SHADERUID& r) const
|
||||
{
|
||||
return puid == r.puid && vuid == r.vuid;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
const int NUM_UNIFORMS = 19;
|
||||
extern const char *UniformNames[NUM_UNIFORMS];
|
||||
|
||||
struct SHADER
|
||||
{
|
||||
SHADER() : glprogid(0) { }
|
||||
void Destroy()
|
||||
{
|
||||
glDeleteProgram(glprogid);
|
||||
glprogid = 0;
|
||||
}
|
||||
GLuint glprogid; // opengl program id
|
||||
|
||||
std::string strvprog, strpprog;
|
||||
GLint UniformLocations[NUM_UNIFORMS];
|
||||
u32 UniformSize[NUM_UNIFORMS];
|
||||
|
||||
void SetProgramVariables();
|
||||
void SetProgramBindings();
|
||||
void Bind();
|
||||
};
|
||||
|
||||
class ProgramShaderCache
|
||||
{
|
||||
public:
|
||||
|
||||
struct PCacheEntry
|
||||
{
|
||||
SHADER shader;
|
||||
bool in_cache;
|
||||
|
||||
void Destroy()
|
||||
{
|
||||
shader.Destroy();
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::map<SHADERUID, PCacheEntry> PCache;
|
||||
|
||||
static PCacheEntry GetShaderProgram(void);
|
||||
static GLuint GetCurrentProgram(void);
|
||||
static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
|
||||
static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
|
||||
|
||||
static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode);
|
||||
static GLuint CompileSingleShader(GLuint type, const char *code);
|
||||
|
||||
static void SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count);
|
||||
static void SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count);
|
||||
static void UploadConstants();
|
||||
|
||||
static void Init(void);
|
||||
static void Shutdown(void);
|
||||
static void CreateHeader(void);
|
||||
|
||||
private:
|
||||
class ProgramShaderCacheInserter : public LinearDiskCacheReader<SHADERUID, u8>
|
||||
{
|
||||
public:
|
||||
void Read(const SHADERUID &key, const u8 *value, u32 value_size);
|
||||
};
|
||||
|
||||
static PCache pshaders;
|
||||
static PCacheEntry* last_entry;
|
||||
static SHADERUID last_uid;
|
||||
|
||||
static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
|
||||
static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
|
||||
|
||||
static GLintptr s_vs_data_size;
|
||||
static GLintptr s_ps_data_size;
|
||||
static GLintptr s_vs_data_offset;
|
||||
static u8 *s_ubo_buffer;
|
||||
static u32 s_ubo_buffer_size;
|
||||
static bool s_ubo_dirty;
|
||||
};
|
||||
|
||||
} // namespace OGL
|
||||
#endif
|
270
Source/Core/VideoBackends/OGL/Src/RasterFont.cpp
Normal file
270
Source/Core/VideoBackends/OGL/Src/RasterFont.cpp
Normal file
@ -0,0 +1,270 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "GLUtil.h"
|
||||
|
||||
#include "RasterFont.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
// globals
|
||||
|
||||
namespace OGL {
|
||||
|
||||
static const u32 char_width = 8;
|
||||
static const u32 char_height = 13;
|
||||
static const u32 char_offset = 32;
|
||||
static const u32 char_count = 95;
|
||||
|
||||
const u8 rasters[char_count][char_height] = {
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
|
||||
{0x00, 0x00, 0x00, 0x66, 0x66, 0xff, 0x66, 0x66, 0xff, 0x66, 0x66, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x18, 0x7e, 0xff, 0x1b, 0x1f, 0x7e, 0xf8, 0xd8, 0xff, 0x7e, 0x18},
|
||||
{0x00, 0x00, 0x0e, 0x1b, 0xdb, 0x6e, 0x30, 0x18, 0x0c, 0x76, 0xdb, 0xd8, 0x70},
|
||||
{0x00, 0x00, 0x7f, 0xc6, 0xcf, 0xd8, 0x70, 0x70, 0xd8, 0xcc, 0xcc, 0x6c, 0x38},
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x1c, 0x0c, 0x0e},
|
||||
{0x00, 0x00, 0x0c, 0x18, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x18, 0x0c},
|
||||
{0x00, 0x00, 0x30, 0x18, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x18, 0x30},
|
||||
{0x00, 0x00, 0x00, 0x00, 0x99, 0x5a, 0x3c, 0xff, 0x3c, 0x5a, 0x99, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x00, 0x18, 0x18, 0x18, 0xff, 0xff, 0x18, 0x18, 0x18, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x30, 0x18, 0x1c, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x00, 0x38, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x60, 0x60, 0x30, 0x30, 0x18, 0x18, 0x0c, 0x0c, 0x06, 0x06, 0x03, 0x03},
|
||||
{0x00, 0x00, 0x3c, 0x66, 0xc3, 0xe3, 0xf3, 0xdb, 0xcf, 0xc7, 0xc3, 0x66, 0x3c},
|
||||
{0x00, 0x00, 0x7e, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x78, 0x38, 0x18},
|
||||
{0x00, 0x00, 0xff, 0xc0, 0xc0, 0x60, 0x30, 0x18, 0x0c, 0x06, 0x03, 0xe7, 0x7e},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0x03, 0x03, 0x07, 0x7e, 0x07, 0x03, 0x03, 0xe7, 0x7e},
|
||||
{0x00, 0x00, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0xff, 0xcc, 0x6c, 0x3c, 0x1c, 0x0c},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0x03, 0x03, 0x07, 0xfe, 0xc0, 0xc0, 0xc0, 0xc0, 0xff},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0xc3, 0xc3, 0xc7, 0xfe, 0xc0, 0xc0, 0xc0, 0xe7, 0x7e},
|
||||
{0x00, 0x00, 0x30, 0x30, 0x30, 0x30, 0x18, 0x0c, 0x06, 0x03, 0x03, 0x03, 0xff},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0xc3, 0xc3, 0xe7, 0x7e, 0xe7, 0xc3, 0xc3, 0xe7, 0x7e},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0x03, 0x03, 0x03, 0x7f, 0xe7, 0xc3, 0xc3, 0xe7, 0x7e},
|
||||
{0x00, 0x00, 0x00, 0x38, 0x38, 0x00, 0x00, 0x38, 0x38, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x30, 0x18, 0x1c, 0x1c, 0x00, 0x00, 0x1c, 0x1c, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x06, 0x0c, 0x18, 0x30, 0x60, 0xc0, 0x60, 0x30, 0x18, 0x0c, 0x06},
|
||||
{0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x60, 0x30, 0x18, 0x0c, 0x06, 0x03, 0x06, 0x0c, 0x18, 0x30, 0x60},
|
||||
{0x00, 0x00, 0x18, 0x00, 0x00, 0x18, 0x18, 0x0c, 0x06, 0x03, 0xc3, 0xc3, 0x7e},
|
||||
{0x00, 0x00, 0x3f, 0x60, 0xcf, 0xdb, 0xd3, 0xdd, 0xc3, 0x7e, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0xc3, 0xc3, 0xc3, 0xc3, 0xff, 0xc3, 0xc3, 0xc3, 0x66, 0x3c, 0x18},
|
||||
{0x00, 0x00, 0xfe, 0xc7, 0xc3, 0xc3, 0xc7, 0xfe, 0xc7, 0xc3, 0xc3, 0xc7, 0xfe},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xe7, 0x7e},
|
||||
{0x00, 0x00, 0xfc, 0xce, 0xc7, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc7, 0xce, 0xfc},
|
||||
{0x00, 0x00, 0xff, 0xc0, 0xc0, 0xc0, 0xc0, 0xfc, 0xc0, 0xc0, 0xc0, 0xc0, 0xff},
|
||||
{0x00, 0x00, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xfc, 0xc0, 0xc0, 0xc0, 0xff},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0xc3, 0xc3, 0xcf, 0xc0, 0xc0, 0xc0, 0xc0, 0xe7, 0x7e},
|
||||
{0x00, 0x00, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xff, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3},
|
||||
{0x00, 0x00, 0x7e, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x7e},
|
||||
{0x00, 0x00, 0x7c, 0xee, 0xc6, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06},
|
||||
{0x00, 0x00, 0xc3, 0xc6, 0xcc, 0xd8, 0xf0, 0xe0, 0xf0, 0xd8, 0xcc, 0xc6, 0xc3},
|
||||
{0x00, 0x00, 0xff, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0},
|
||||
{0x00, 0x00, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xdb, 0xff, 0xff, 0xe7, 0xc3},
|
||||
{0x00, 0x00, 0xc7, 0xc7, 0xcf, 0xcf, 0xdf, 0xdb, 0xfb, 0xf3, 0xf3, 0xe3, 0xe3},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xe7, 0x7e},
|
||||
{0x00, 0x00, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xfe, 0xc7, 0xc3, 0xc3, 0xc7, 0xfe},
|
||||
{0x00, 0x00, 0x3f, 0x6e, 0xdf, 0xdb, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0x66, 0x3c},
|
||||
{0x00, 0x00, 0xc3, 0xc6, 0xcc, 0xd8, 0xf0, 0xfe, 0xc7, 0xc3, 0xc3, 0xc7, 0xfe},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0x03, 0x03, 0x07, 0x7e, 0xe0, 0xc0, 0xc0, 0xe7, 0x7e},
|
||||
{0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0xff},
|
||||
{0x00, 0x00, 0x7e, 0xe7, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3},
|
||||
{0x00, 0x00, 0x18, 0x3c, 0x3c, 0x66, 0x66, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3},
|
||||
{0x00, 0x00, 0xc3, 0xe7, 0xff, 0xff, 0xdb, 0xdb, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3},
|
||||
{0x00, 0x00, 0xc3, 0x66, 0x66, 0x3c, 0x3c, 0x18, 0x3c, 0x3c, 0x66, 0x66, 0xc3},
|
||||
{0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x3c, 0x3c, 0x66, 0x66, 0xc3},
|
||||
{0x00, 0x00, 0xff, 0xc0, 0xc0, 0x60, 0x30, 0x7e, 0x0c, 0x06, 0x03, 0x03, 0xff},
|
||||
{0x00, 0x00, 0x3c, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x3c},
|
||||
{0x00, 0x03, 0x03, 0x06, 0x06, 0x0c, 0x0c, 0x18, 0x18, 0x30, 0x30, 0x60, 0x60},
|
||||
{0x00, 0x00, 0x3c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x3c},
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc3, 0x66, 0x3c, 0x18},
|
||||
{0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x38, 0x30, 0x70},
|
||||
{0x00, 0x00, 0x7f, 0xc3, 0xc3, 0x7f, 0x03, 0xc3, 0x7e, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0xfe, 0xc3, 0xc3, 0xc3, 0xc3, 0xfe, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0},
|
||||
{0x00, 0x00, 0x7e, 0xc3, 0xc0, 0xc0, 0xc0, 0xc3, 0x7e, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x7f, 0xc3, 0xc3, 0xc3, 0xc3, 0x7f, 0x03, 0x03, 0x03, 0x03, 0x03},
|
||||
{0x00, 0x00, 0x7f, 0xc0, 0xc0, 0xfe, 0xc3, 0xc3, 0x7e, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x30, 0x30, 0x30, 0x30, 0x30, 0xfc, 0x30, 0x30, 0x30, 0x33, 0x1e},
|
||||
{0x7e, 0xc3, 0x03, 0x03, 0x7f, 0xc3, 0xc3, 0xc3, 0x7e, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xc3, 0xfe, 0xc0, 0xc0, 0xc0, 0xc0},
|
||||
{0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x00, 0x00, 0x18, 0x00},
|
||||
{0x38, 0x6c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x0c, 0x00, 0x00, 0x0c, 0x00},
|
||||
{0x00, 0x00, 0xc6, 0xcc, 0xf8, 0xf0, 0xd8, 0xcc, 0xc6, 0xc0, 0xc0, 0xc0, 0xc0},
|
||||
{0x00, 0x00, 0x7e, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x78},
|
||||
{0x00, 0x00, 0xdb, 0xdb, 0xdb, 0xdb, 0xdb, 0xdb, 0xfe, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0xc6, 0xc6, 0xc6, 0xc6, 0xc6, 0xc6, 0xfc, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x7c, 0xc6, 0xc6, 0xc6, 0xc6, 0xc6, 0x7c, 0x00, 0x00, 0x00, 0x00},
|
||||
{0xc0, 0xc0, 0xc0, 0xfe, 0xc3, 0xc3, 0xc3, 0xc3, 0xfe, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x03, 0x03, 0x03, 0x7f, 0xc3, 0xc3, 0xc3, 0xc3, 0x7f, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xe0, 0xfe, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0xfe, 0x03, 0x03, 0x7e, 0xc0, 0xc0, 0x7f, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x1c, 0x36, 0x30, 0x30, 0x30, 0x30, 0xfc, 0x30, 0x30, 0x30, 0x00},
|
||||
{0x00, 0x00, 0x7e, 0xc6, 0xc6, 0xc6, 0xc6, 0xc6, 0xc6, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x18, 0x3c, 0x3c, 0x66, 0x66, 0xc3, 0xc3, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0xc3, 0xe7, 0xff, 0xdb, 0xc3, 0xc3, 0xc3, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0xc3, 0x66, 0x3c, 0x18, 0x3c, 0x66, 0xc3, 0x00, 0x00, 0x00, 0x00},
|
||||
{0xc0, 0x60, 0x60, 0x30, 0x18, 0x3c, 0x66, 0x66, 0xc3, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0xff, 0x60, 0x30, 0x18, 0x0c, 0x06, 0xff, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x0f, 0x18, 0x18, 0x18, 0x38, 0xf0, 0x38, 0x18, 0x18, 0x18, 0x0f},
|
||||
{0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
|
||||
{0x00, 0x00, 0xf0, 0x18, 0x18, 0x18, 0x1c, 0x0f, 0x1c, 0x18, 0x18, 0x18, 0xf0},
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x8f, 0xf1, 0x60, 0x00, 0x00, 0x00}
|
||||
};
|
||||
|
||||
static const char *s_vertexShaderSrc =
|
||||
"uniform vec2 charSize;\n"
|
||||
"ATTRIN vec2 rawpos;\n"
|
||||
"ATTRIN vec2 tex0;\n"
|
||||
"VARYOUT vec2 uv0;\n"
|
||||
"void main(void) {\n"
|
||||
" gl_Position = vec4(rawpos,0,1);\n"
|
||||
" uv0 = tex0 * charSize;\n"
|
||||
"}\n";
|
||||
|
||||
static const char *s_fragmentShaderSrc =
|
||||
"uniform sampler2D samp8;\n"
|
||||
"uniform vec4 color;\n"
|
||||
"VARYIN vec2 uv0;\n"
|
||||
"COLOROUT(ocol0)\n"
|
||||
"void main(void) {\n"
|
||||
" ocol0 = texture(samp8,uv0) * color;\n"
|
||||
"}\n";
|
||||
|
||||
static SHADER s_shader;
|
||||
|
||||
RasterFont::RasterFont()
|
||||
{
|
||||
// generate the texture
|
||||
glGenTextures(1, &texture);
|
||||
glActiveTexture(GL_TEXTURE0+8);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
u32* texture_data = new u32[char_width*char_count*char_height];
|
||||
for(u32 y=0; y<char_height; y++) {
|
||||
for(u32 c=0; c<char_count; c++) {
|
||||
for(u32 x=0; x<char_width; x++) {
|
||||
bool pixel = rasters[c][y] & (1<<(char_width-x-1));
|
||||
texture_data[char_width*char_count*y+char_width*c+x] = pixel ? -1 : 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, char_width*char_count, char_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
|
||||
delete [] texture_data;
|
||||
|
||||
// generate shader
|
||||
ProgramShaderCache::CompileShader(s_shader, s_vertexShaderSrc, s_fragmentShaderSrc);
|
||||
|
||||
// bound uniforms
|
||||
glUniform2f(glGetUniformLocation(s_shader.glprogid,"charSize"), 1.0f / GLfloat(char_count), 1.0f);
|
||||
uniform_color_id = glGetUniformLocation(s_shader.glprogid,"color");
|
||||
glUniform4f(uniform_color_id, 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
cached_color = -1;
|
||||
|
||||
// generate VBO & VAO
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBindVertexArray(VAO);
|
||||
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
|
||||
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
|
||||
}
|
||||
|
||||
RasterFont::~RasterFont()
|
||||
{
|
||||
glDeleteTextures(1, &texture);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
s_shader.Destroy();
|
||||
}
|
||||
|
||||
void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight, u32 color)
|
||||
{
|
||||
size_t length = strlen(text);
|
||||
GLfloat *vertices = new GLfloat[length*6*4];
|
||||
|
||||
int usage = 0;
|
||||
GLfloat delta_x = GLfloat(2*char_width)/GLfloat(bbWidth);
|
||||
GLfloat delta_y = GLfloat(2*char_height)/GLfloat(bbHeight);
|
||||
GLfloat border_x = 2.0f/GLfloat(bbWidth);
|
||||
GLfloat border_y = 4.0f/GLfloat(bbHeight);
|
||||
|
||||
GLfloat x = GLfloat(start_x);
|
||||
GLfloat y = GLfloat(start_y);
|
||||
|
||||
for(size_t i=0; i<length; i++) {
|
||||
u8 c = text[i];
|
||||
|
||||
if(c == '\n') {
|
||||
x = GLfloat(start_x);
|
||||
y -= delta_y + border_y;
|
||||
continue;
|
||||
}
|
||||
|
||||
// do not print spaces, they can be skipped easily
|
||||
if(c == ' ') {
|
||||
x += delta_x + border_x;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(c < char_offset || c >= char_count+char_offset) continue;
|
||||
|
||||
vertices[usage++] = x;
|
||||
vertices[usage++] = y;
|
||||
vertices[usage++] = GLfloat(c-char_offset);
|
||||
vertices[usage++] = 0.0f;
|
||||
|
||||
vertices[usage++] = x+delta_x;
|
||||
vertices[usage++] = y;
|
||||
vertices[usage++] = GLfloat(c-char_offset+1);
|
||||
vertices[usage++] = 0.0f;
|
||||
|
||||
vertices[usage++] = x+delta_x;
|
||||
vertices[usage++] = y+delta_y;
|
||||
vertices[usage++] = GLfloat(c-char_offset+1);
|
||||
vertices[usage++] = 1.0f;
|
||||
|
||||
vertices[usage++] = x;
|
||||
vertices[usage++] = y;
|
||||
vertices[usage++] = GLfloat(c-char_offset);
|
||||
vertices[usage++] = 0.0f;
|
||||
|
||||
vertices[usage++] = x+delta_x;
|
||||
vertices[usage++] = y+delta_y;
|
||||
vertices[usage++] = GLfloat(c-char_offset+1);
|
||||
vertices[usage++] = 1.0f;
|
||||
|
||||
vertices[usage++] = x;
|
||||
vertices[usage++] = y+delta_y;
|
||||
vertices[usage++] = GLfloat(c-char_offset);
|
||||
vertices[usage++] = 1.0f;
|
||||
|
||||
x += delta_x + border_x;
|
||||
}
|
||||
|
||||
if(!usage) {
|
||||
delete [] vertices;
|
||||
return;
|
||||
}
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, usage*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
|
||||
|
||||
delete [] vertices;
|
||||
|
||||
s_shader.Bind();
|
||||
|
||||
if(color != cached_color) {
|
||||
glUniform4f(uniform_color_id, GLfloat((color>>16)&0xff)/255.f,GLfloat((color>>8)&0xff)/255.f,GLfloat((color>>0)&0xff)/255.f,GLfloat((color>>24)&0xff)/255.f);
|
||||
cached_color = color;
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0+8);
|
||||
glDrawArrays(GL_TRIANGLES, 0, usage/4);
|
||||
}
|
||||
|
||||
}
|
28
Source/Core/VideoBackends/OGL/Src/RasterFont.h
Normal file
28
Source/Core/VideoBackends/OGL/Src/RasterFont.h
Normal file
@ -0,0 +1,28 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef _RASTERFONT_H_
|
||||
#define _RASTERFONT_H_
|
||||
|
||||
namespace OGL {
|
||||
|
||||
class RasterFont {
|
||||
public:
|
||||
RasterFont();
|
||||
~RasterFont(void);
|
||||
static int debug;
|
||||
|
||||
void printMultilineText(const char *text, double x, double y, double z, int bbWidth, int bbHeight, u32 color);
|
||||
private:
|
||||
|
||||
u32 VBO;
|
||||
u32 VAO;
|
||||
u32 texture;
|
||||
u32 uniform_color_id;
|
||||
u32 cached_color;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // _RASTERFONT_H_
|
1900
Source/Core/VideoBackends/OGL/Src/Render.cpp
Normal file
1900
Source/Core/VideoBackends/OGL/Src/Render.cpp
Normal file
File diff suppressed because it is too large
Load Diff
99
Source/Core/VideoBackends/OGL/Src/Render.h
Normal file
99
Source/Core/VideoBackends/OGL/Src/Render.h
Normal file
@ -0,0 +1,99 @@
|
||||
|
||||
#ifndef _RENDER_H_
|
||||
#define _RENDER_H_
|
||||
|
||||
#include "RenderBase.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
void ClearEFBCache();
|
||||
|
||||
enum GLSL_VERSION {
|
||||
GLSL_130,
|
||||
GLSL_140,
|
||||
GLSL_150, // and above
|
||||
GLSLES2,
|
||||
GLSLES3
|
||||
};
|
||||
|
||||
// ogl-only config, so not in VideoConfig.h
|
||||
extern struct VideoConfig {
|
||||
bool bSupportsGLSLCache;
|
||||
bool bSupportsGLPinnedMemory;
|
||||
bool bSupportsGLSync;
|
||||
bool bSupportsGLBaseVertex;
|
||||
bool bSupportCoverageMSAA;
|
||||
bool bSupportSampleShading;
|
||||
GLSL_VERSION eSupportedGLSLVersion;
|
||||
bool bSupportOGL31;
|
||||
|
||||
const char *gl_vendor;
|
||||
const char *gl_renderer;
|
||||
const char* gl_version;
|
||||
const char* glsl_version;
|
||||
|
||||
s32 max_samples;
|
||||
} g_ogl_config;
|
||||
|
||||
class Renderer : public ::Renderer
|
||||
{
|
||||
public:
|
||||
Renderer();
|
||||
~Renderer();
|
||||
|
||||
static void Init();
|
||||
static void Shutdown();
|
||||
|
||||
void SetColorMask();
|
||||
void SetBlendMode(bool forceUpdate);
|
||||
void SetScissorRect(const TargetRectangle& rc);
|
||||
void SetGenerationMode();
|
||||
void SetDepthMode();
|
||||
void SetLogicOpMode();
|
||||
void SetDitherMode();
|
||||
void SetLineWidth();
|
||||
void SetSamplerState(int stage,int texindex);
|
||||
void SetInterlacingMode();
|
||||
|
||||
// TODO: Implement and use these
|
||||
void ApplyState(bool bUseDstAlpha) {}
|
||||
void RestoreState() {}
|
||||
|
||||
void RenderText(const char* pstr, int left, int top, u32 color);
|
||||
void DrawDebugInfo();
|
||||
void FlipImageData(u8 *data, int w, int h);
|
||||
|
||||
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
|
||||
|
||||
void ResetAPIState();
|
||||
void RestoreAPIState();
|
||||
|
||||
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
|
||||
|
||||
void Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma);
|
||||
|
||||
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z);
|
||||
|
||||
void ReinterpretPixelData(unsigned int convtype);
|
||||
|
||||
void UpdateViewport(Matrix44& vpCorrection);
|
||||
|
||||
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
|
||||
|
||||
void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetPSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
|
||||
void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetVSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
|
||||
private:
|
||||
void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const u32* data);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
122
Source/Core/VideoBackends/OGL/Src/SamplerCache.cpp
Normal file
122
Source/Core/VideoBackends/OGL/Src/SamplerCache.cpp
Normal file
@ -0,0 +1,122 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "DriverDetails.h"
|
||||
#include "SamplerCache.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
SamplerCache *g_sampler_cache;
|
||||
|
||||
SamplerCache::SamplerCache()
|
||||
: m_last_max_anisotropy()
|
||||
{}
|
||||
|
||||
SamplerCache::~SamplerCache()
|
||||
{
|
||||
if (!DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA))
|
||||
Clear();
|
||||
}
|
||||
|
||||
void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1)
|
||||
{
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA))
|
||||
return;
|
||||
// TODO: can this go somewhere else?
|
||||
if (m_last_max_anisotropy != g_ActiveConfig.iMaxAnisotropy)
|
||||
{
|
||||
m_last_max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
|
||||
Clear();
|
||||
}
|
||||
|
||||
Params params(tm0, tm1);
|
||||
|
||||
// take equivalent forced linear when bForceFiltering
|
||||
if (g_ActiveConfig.bForceFiltering)
|
||||
{
|
||||
params.tm0.min_filter |= 0x4;
|
||||
params.tm0.mag_filter |= 0x1;
|
||||
}
|
||||
|
||||
// TODO: Should keep a circular buffer for each stage of recently used samplers.
|
||||
|
||||
auto& active_sampler = m_active_samplers[stage];
|
||||
if (active_sampler.first != params || !active_sampler.second.sampler_id)
|
||||
{
|
||||
// Active sampler does not match parameters (or is invalid), bind the proper one.
|
||||
active_sampler.first = params;
|
||||
active_sampler.second = GetEntry(params);
|
||||
glBindSampler(stage, active_sampler.second.sampler_id);
|
||||
}
|
||||
}
|
||||
|
||||
auto SamplerCache::GetEntry(const Params& params) -> Value&
|
||||
{
|
||||
auto& val = m_cache[params];
|
||||
if (!val.sampler_id)
|
||||
{
|
||||
// Sampler not found in cache, create it.
|
||||
glGenSamplers(1, &val.sampler_id);
|
||||
SetParameters(val.sampler_id, params);
|
||||
|
||||
// TODO: Maybe kill old samplers if the cache gets huge. It doesn't seem to get huge though.
|
||||
//ERROR_LOG(VIDEO, "Sampler cache size is now %ld.", m_cache.size());
|
||||
}
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
|
||||
{
|
||||
static const GLint min_filters[8] =
|
||||
{
|
||||
GL_NEAREST,
|
||||
GL_NEAREST_MIPMAP_NEAREST,
|
||||
GL_NEAREST_MIPMAP_LINEAR,
|
||||
GL_NEAREST,
|
||||
GL_LINEAR,
|
||||
GL_LINEAR_MIPMAP_NEAREST,
|
||||
GL_LINEAR_MIPMAP_LINEAR,
|
||||
GL_LINEAR,
|
||||
};
|
||||
|
||||
static const GLint wrap_settings[4] =
|
||||
{
|
||||
GL_CLAMP_TO_EDGE,
|
||||
GL_REPEAT,
|
||||
GL_MIRRORED_REPEAT,
|
||||
GL_REPEAT,
|
||||
};
|
||||
|
||||
auto& tm0 = params.tm0;
|
||||
auto& tm1 = params.tm1;
|
||||
|
||||
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filters[tm0.min_filter % ArraySize(min_filters)]);
|
||||
glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, tm0.mag_filter ? GL_LINEAR : GL_NEAREST);
|
||||
|
||||
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]);
|
||||
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]);
|
||||
|
||||
glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, tm1.min_lod / 16.f);
|
||||
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, tm1.max_lod / 16.f);
|
||||
|
||||
#ifndef USE_GLES3
|
||||
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
|
||||
|
||||
if (g_ActiveConfig.iMaxAnisotropy > 0)
|
||||
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
|
||||
#endif
|
||||
}
|
||||
|
||||
void SamplerCache::Clear()
|
||||
{
|
||||
for (auto it = m_cache.begin(); it != m_cache.end(); ++it)
|
||||
{
|
||||
glDeleteSamplers(1, &it->second.sampler_id);
|
||||
}
|
||||
m_cache.clear();
|
||||
}
|
||||
|
||||
}
|
80
Source/Core/VideoBackends/OGL/Src/SamplerCache.h
Normal file
80
Source/Core/VideoBackends/OGL/Src/SamplerCache.h
Normal file
@ -0,0 +1,80 @@
|
||||
|
||||
#ifndef INCLUDE_SAMPLER_CACHE_H_
|
||||
#define INCLUDE_SAMPLER_CACHE_H_
|
||||
|
||||
#include <map>
|
||||
|
||||
#include "Render.h"
|
||||
#include "GLUtil.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
class SamplerCache : NonCopyable
|
||||
{
|
||||
public:
|
||||
SamplerCache();
|
||||
~SamplerCache();
|
||||
|
||||
void SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1);
|
||||
void Clear();
|
||||
|
||||
private:
|
||||
struct Params
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
TexMode0 tm0;
|
||||
TexMode1 tm1;
|
||||
};
|
||||
|
||||
u64 hex;
|
||||
};
|
||||
|
||||
Params()
|
||||
: hex()
|
||||
{}
|
||||
|
||||
Params(const TexMode0& _tm0, const TexMode1& _tm1)
|
||||
: tm0(_tm0)
|
||||
, tm1(_tm1)
|
||||
{
|
||||
static_assert(sizeof(Params) == 8, "Assuming I can treat this as a 64bit int.");
|
||||
}
|
||||
|
||||
bool operator<(const Params& other) const
|
||||
{
|
||||
return hex < other.hex;
|
||||
}
|
||||
|
||||
bool operator!=(const Params& other) const
|
||||
{
|
||||
return hex != other.hex;
|
||||
}
|
||||
};
|
||||
|
||||
struct Value
|
||||
{
|
||||
Value()
|
||||
: sampler_id()
|
||||
{}
|
||||
|
||||
GLuint sampler_id;
|
||||
};
|
||||
|
||||
void SetParameters(GLuint sampler_id, const Params& params);
|
||||
Value& GetEntry(const Params& params);
|
||||
|
||||
std::map<Params, Value> m_cache;
|
||||
std::pair<Params, Value> m_active_samplers[8];
|
||||
|
||||
int m_last_max_anisotropy;
|
||||
};
|
||||
|
||||
extern SamplerCache *g_sampler_cache;
|
||||
|
||||
}
|
||||
|
||||
#endif
|
255
Source/Core/VideoBackends/OGL/Src/StreamBuffer.cpp
Normal file
255
Source/Core/VideoBackends/OGL/Src/StreamBuffer.cpp
Normal file
@ -0,0 +1,255 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "Globals.h"
|
||||
#include "GLUtil.h"
|
||||
#include "StreamBuffer.h"
|
||||
#include "MemoryUtil.h"
|
||||
#include "Render.h"
|
||||
#include "DriverDetails.h"
|
||||
#include "OnScreenDisplay.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
static const u32 SYNC_POINTS = 16;
|
||||
static const u32 ALIGN_PINNED_MEMORY = 4096;
|
||||
|
||||
StreamBuffer::StreamBuffer(u32 type, size_t size, StreamType uploadType)
|
||||
: m_uploadtype(uploadType), m_buffertype(type), m_size(size)
|
||||
{
|
||||
glGenBuffers(1, &m_buffer);
|
||||
|
||||
bool nvidia = !strcmp(g_ogl_config.gl_vendor, "NVIDIA Corporation");
|
||||
|
||||
if(m_uploadtype & STREAM_DETECT)
|
||||
{
|
||||
// TODO: move this to InitBackendInfo
|
||||
if(g_ActiveConfig.bHackedBufferUpload && DriverDetails::HasBug(DriverDetails::BUG_BROKENHACKEDBUFFER))
|
||||
{
|
||||
OSD::AddMessage("Vertex Streaming Hack isn't supported by your GPU.", 10000);
|
||||
g_ActiveConfig.bHackedBufferUpload = false;
|
||||
g_Config.bHackedBufferUpload = false;
|
||||
}
|
||||
|
||||
if(!g_ogl_config.bSupportsGLBaseVertex && (m_uploadtype & BUFFERDATA)
|
||||
&& !DriverDetails::HasBug(DriverDetails::BUG_ISPOWERVR)
|
||||
&& !DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA))
|
||||
m_uploadtype = BUFFERDATA;
|
||||
else if(!g_ogl_config.bSupportsGLBaseVertex && (m_uploadtype & BUFFERSUBDATA))
|
||||
m_uploadtype = BUFFERSUBDATA;
|
||||
else if(g_ogl_config.bSupportsGLSync && g_ActiveConfig.bHackedBufferUpload && (m_uploadtype & MAP_AND_RISK))
|
||||
m_uploadtype = MAP_AND_RISK;
|
||||
else if(g_ogl_config.bSupportsGLSync && g_ogl_config.bSupportsGLPinnedMemory && (!DriverDetails::HasBug(DriverDetails::BUG_BROKENPINNEDMEMORY) || type != GL_ELEMENT_ARRAY_BUFFER) && (m_uploadtype & PINNED_MEMORY))
|
||||
m_uploadtype = PINNED_MEMORY;
|
||||
else if(nvidia && (m_uploadtype & BUFFERSUBDATA))
|
||||
m_uploadtype = BUFFERSUBDATA;
|
||||
else if(g_ogl_config.bSupportsGLSync && (m_uploadtype & MAP_AND_SYNC))
|
||||
m_uploadtype = MAP_AND_SYNC;
|
||||
else
|
||||
m_uploadtype = MAP_AND_ORPHAN;
|
||||
}
|
||||
|
||||
Init();
|
||||
}
|
||||
|
||||
StreamBuffer::~StreamBuffer()
|
||||
{
|
||||
Shutdown();
|
||||
glDeleteBuffers(1, &m_buffer);
|
||||
}
|
||||
|
||||
#define SLOT(x) (x)*SYNC_POINTS/m_size
|
||||
|
||||
void StreamBuffer::Alloc ( size_t size, u32 stride )
|
||||
{
|
||||
size_t m_iterator_aligned = m_iterator;
|
||||
if(m_iterator_aligned && stride) {
|
||||
m_iterator_aligned--;
|
||||
m_iterator_aligned = m_iterator_aligned - (m_iterator_aligned % stride) + stride;
|
||||
}
|
||||
size_t iter_end = m_iterator_aligned + size;
|
||||
|
||||
switch(m_uploadtype) {
|
||||
case MAP_AND_ORPHAN:
|
||||
if(iter_end >= m_size) {
|
||||
glBufferData(m_buffertype, m_size, NULL, GL_STREAM_DRAW);
|
||||
m_iterator_aligned = 0;
|
||||
}
|
||||
break;
|
||||
case MAP_AND_SYNC:
|
||||
case PINNED_MEMORY:
|
||||
|
||||
// insert waiting slots for used memory
|
||||
for(u32 i=SLOT(m_used_iterator); i<SLOT(m_iterator); i++)
|
||||
{
|
||||
fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
}
|
||||
m_used_iterator = m_iterator;
|
||||
|
||||
// wait for new slots to end of buffer
|
||||
for(u32 i=SLOT(m_free_iterator)+1; i<=SLOT(iter_end) && i < SYNC_POINTS; i++)
|
||||
{
|
||||
glClientWaitSync(fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
|
||||
glDeleteSync(fences[i]);
|
||||
}
|
||||
m_free_iterator = iter_end;
|
||||
|
||||
// if buffer is full
|
||||
if(iter_end >= m_size) {
|
||||
|
||||
// insert waiting slots in unused space at the end of the buffer
|
||||
for(u32 i=SLOT(m_used_iterator); i < SYNC_POINTS; i++)
|
||||
fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
|
||||
// move to the start
|
||||
m_used_iterator = m_iterator_aligned = m_iterator = 0; // offset 0 is always aligned
|
||||
iter_end = size;
|
||||
|
||||
// wait for space at the start
|
||||
for(u32 i=0; i<=SLOT(iter_end); i++)
|
||||
{
|
||||
glClientWaitSync(fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
|
||||
glDeleteSync(fences[i]);
|
||||
}
|
||||
m_free_iterator = iter_end;
|
||||
}
|
||||
|
||||
break;
|
||||
case MAP_AND_RISK:
|
||||
if(iter_end >= m_size) {
|
||||
m_iterator_aligned = 0;
|
||||
}
|
||||
break;
|
||||
case BUFFERSUBDATA:
|
||||
case BUFFERDATA:
|
||||
m_iterator_aligned = 0;
|
||||
break;
|
||||
case STREAM_DETECT:
|
||||
case DETECT_MASK: // Just to shutup warnings
|
||||
break;
|
||||
}
|
||||
m_iterator = m_iterator_aligned;
|
||||
}
|
||||
|
||||
size_t StreamBuffer::Upload ( u8* data, size_t size )
|
||||
{
|
||||
switch(m_uploadtype) {
|
||||
case MAP_AND_SYNC:
|
||||
case MAP_AND_ORPHAN:
|
||||
pointer = (u8*)glMapBufferRange(m_buffertype, m_iterator, size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
|
||||
if(pointer) {
|
||||
memcpy(pointer, data, size);
|
||||
glUnmapBuffer(m_buffertype);
|
||||
} else {
|
||||
ERROR_LOG(VIDEO, "Buffer mapping failed");
|
||||
}
|
||||
break;
|
||||
case PINNED_MEMORY:
|
||||
case MAP_AND_RISK:
|
||||
if(pointer)
|
||||
memcpy(pointer+m_iterator, data, size);
|
||||
break;
|
||||
case BUFFERSUBDATA:
|
||||
glBufferSubData(m_buffertype, m_iterator, size, data);
|
||||
break;
|
||||
case BUFFERDATA:
|
||||
glBufferData(m_buffertype, size, data, GL_STREAM_DRAW);
|
||||
break;
|
||||
case STREAM_DETECT:
|
||||
case DETECT_MASK: // Just to shutup warnings
|
||||
break;
|
||||
}
|
||||
size_t ret = m_iterator;
|
||||
m_iterator += size;
|
||||
return ret;
|
||||
}
|
||||
|
||||
void StreamBuffer::Init()
|
||||
{
|
||||
m_iterator = 0;
|
||||
m_used_iterator = 0;
|
||||
m_free_iterator = 0;
|
||||
|
||||
switch(m_uploadtype) {
|
||||
case MAP_AND_SYNC:
|
||||
fences = new GLsync[SYNC_POINTS];
|
||||
for(u32 i=0; i<SYNC_POINTS; i++)
|
||||
fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
|
||||
case MAP_AND_ORPHAN:
|
||||
case BUFFERSUBDATA:
|
||||
glBindBuffer(m_buffertype, m_buffer);
|
||||
glBufferData(m_buffertype, m_size, NULL, GL_STREAM_DRAW);
|
||||
break;
|
||||
case PINNED_MEMORY:
|
||||
glGetError(); // errors before this allocation should be ignored
|
||||
fences = new GLsync[SYNC_POINTS];
|
||||
for(u32 i=0; i<SYNC_POINTS; i++)
|
||||
fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
|
||||
pointer = (u8*)AllocateAlignedMemory(ROUND_UP(m_size,ALIGN_PINNED_MEMORY), ALIGN_PINNED_MEMORY );
|
||||
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, m_buffer);
|
||||
glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, ROUND_UP(m_size,ALIGN_PINNED_MEMORY), pointer, GL_STREAM_COPY);
|
||||
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
|
||||
glBindBuffer(m_buffertype, m_buffer);
|
||||
|
||||
// on error, switch to another backend. some old catalyst seems to have broken pinned memory support
|
||||
if(glGetError() != GL_NO_ERROR) {
|
||||
ERROR_LOG(VIDEO, "Pinned memory detected, but not working. Please report this: %s, %s, %s", g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version);
|
||||
Shutdown();
|
||||
m_uploadtype = MAP_AND_SYNC;
|
||||
Init();
|
||||
}
|
||||
break;
|
||||
case MAP_AND_RISK:
|
||||
glBindBuffer(m_buffertype, m_buffer);
|
||||
glBufferData(m_buffertype, m_size, NULL, GL_STREAM_DRAW);
|
||||
pointer = (u8*)glMapBufferRange(m_buffertype, 0, m_size, GL_MAP_WRITE_BIT);
|
||||
glUnmapBuffer(m_buffertype);
|
||||
if(!pointer)
|
||||
ERROR_LOG(VIDEO, "Buffer allocation failed");
|
||||
break;
|
||||
case BUFFERDATA:
|
||||
glBindBuffer(m_buffertype, m_buffer);
|
||||
break;
|
||||
case STREAM_DETECT:
|
||||
case DETECT_MASK: // Just to shutup warnings
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void StreamBuffer::Shutdown()
|
||||
{
|
||||
switch(m_uploadtype) {
|
||||
case MAP_AND_SYNC:
|
||||
DeleteFences();
|
||||
break;
|
||||
case MAP_AND_RISK:
|
||||
case MAP_AND_ORPHAN:
|
||||
case BUFFERSUBDATA:
|
||||
case BUFFERDATA:
|
||||
break;
|
||||
case PINNED_MEMORY:
|
||||
DeleteFences();
|
||||
glBindBuffer(m_buffertype, 0);
|
||||
glFinish(); // ogl pipeline must be flushed, else this buffer can be in use
|
||||
FreeAlignedMemory(pointer);
|
||||
break;
|
||||
case STREAM_DETECT:
|
||||
case DETECT_MASK: // Just to shutup warnings
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void StreamBuffer::DeleteFences()
|
||||
{
|
||||
for(u32 i=SLOT(m_free_iterator)+1; i < SYNC_POINTS; i++)
|
||||
glDeleteSync(fences[i]);
|
||||
for(u32 i=0; i<SLOT(m_iterator); i++)
|
||||
glDeleteSync(fences[i]);
|
||||
delete [] fences;
|
||||
}
|
||||
|
||||
}
|
60
Source/Core/VideoBackends/OGL/Src/StreamBuffer.h
Normal file
60
Source/Core/VideoBackends/OGL/Src/StreamBuffer.h
Normal file
@ -0,0 +1,60 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef STREAMBUFFER_H
|
||||
#define STREAMBUFFER_H
|
||||
|
||||
#include "VideoCommon.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "GLUtil.h"
|
||||
|
||||
// glew < 1.8 doesn't support pinned memory
|
||||
#ifndef GLEW_AMD_pinned_memory
|
||||
#define GLEW_AMD_pinned_memory glewIsSupported("GL_AMD_pinned_memory")
|
||||
#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160
|
||||
#endif
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
enum StreamType {
|
||||
DETECT_MASK = 0x7F,
|
||||
STREAM_DETECT = (1 << 0),
|
||||
MAP_AND_ORPHAN = (1 << 1),
|
||||
MAP_AND_SYNC = (1 << 2),
|
||||
MAP_AND_RISK = (1 << 3),
|
||||
PINNED_MEMORY = (1 << 4),
|
||||
BUFFERSUBDATA = (1 << 5),
|
||||
BUFFERDATA = (1 << 6)
|
||||
};
|
||||
|
||||
class StreamBuffer {
|
||||
|
||||
public:
|
||||
StreamBuffer(u32 type, size_t size, StreamType uploadType = DETECT_MASK);
|
||||
~StreamBuffer();
|
||||
|
||||
void Alloc(size_t size, u32 stride = 0);
|
||||
size_t Upload(u8 *data, size_t size);
|
||||
|
||||
u32 getBuffer() { return m_buffer; }
|
||||
|
||||
private:
|
||||
void Init();
|
||||
void Shutdown();
|
||||
void DeleteFences();
|
||||
|
||||
StreamType m_uploadtype;
|
||||
u32 m_buffer;
|
||||
u32 m_buffertype;
|
||||
size_t m_size;
|
||||
u8 *pointer;
|
||||
size_t m_iterator;
|
||||
size_t m_used_iterator;
|
||||
size_t m_free_iterator;
|
||||
GLsync *fences;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // STREAMBUFFER_H
|
490
Source/Core/VideoBackends/OGL/Src/TextureCache.cpp
Normal file
490
Source/Core/VideoBackends/OGL/Src/TextureCache.cpp
Normal file
@ -0,0 +1,490 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <vector>
|
||||
#include <cmath>
|
||||
|
||||
|
||||
#include <fstream>
|
||||
#ifdef _WIN32
|
||||
#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
|
||||
#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
|
||||
#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
|
||||
#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
|
||||
#include <intrin.h>
|
||||
#undef _interlockedbittestandset
|
||||
#undef _interlockedbittestandreset
|
||||
#undef _interlockedbittestandset64
|
||||
#undef _interlockedbittestandreset64
|
||||
#endif
|
||||
|
||||
#include "BPStructs.h"
|
||||
#include "CommonPaths.h"
|
||||
#include "FileUtil.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "Globals.h"
|
||||
#include "Hash.h"
|
||||
#include "HiresTextures.h"
|
||||
#include "HW/Memmap.h"
|
||||
#include "ImageWrite.h"
|
||||
#include "MemoryUtil.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "Render.h"
|
||||
#include "Statistics.h"
|
||||
#include "StringUtil.h"
|
||||
#include "TextureCache.h"
|
||||
#include "TextureConverter.h"
|
||||
#include "TextureDecoder.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "VideoConfig.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
static SHADER s_ColorMatrixProgram;
|
||||
static SHADER s_DepthMatrixProgram;
|
||||
static GLuint s_ColorMatrixUniform;
|
||||
static GLuint s_DepthMatrixUniform;
|
||||
static u32 s_ColorCbufid;
|
||||
static u32 s_DepthCbufid;
|
||||
|
||||
static u32 s_Textures[8];
|
||||
static u32 s_ActiveTexture;
|
||||
static u32 s_NextStage;
|
||||
|
||||
struct VBOCache {
|
||||
GLuint vbo;
|
||||
GLuint vao;
|
||||
TargetRectangle targetSource;
|
||||
};
|
||||
static std::map<u64,VBOCache> s_VBO;
|
||||
|
||||
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
|
||||
{
|
||||
#ifndef USE_GLES3
|
||||
int width = std::max(virtual_width >> level, 1);
|
||||
int height = std::max(virtual_height >> level, 1);
|
||||
std::vector<u32> data(width * height);
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(textarget, tex);
|
||||
glGetTexImage(textarget, level, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
|
||||
glBindTexture(textarget, 0);
|
||||
TextureCache::SetStage();
|
||||
|
||||
const GLenum err = GL_REPORT_ERROR();
|
||||
if (GL_NO_ERROR != err)
|
||||
{
|
||||
PanicAlert("Can't save texture, GL Error: %s", gluErrorString(err));
|
||||
return false;
|
||||
}
|
||||
|
||||
return SaveTGA(filename, width, height, &data[0]);
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
TextureCache::TCacheEntry::~TCacheEntry()
|
||||
{
|
||||
if (texture)
|
||||
{
|
||||
for(int i=0; i<8; i++)
|
||||
if(s_Textures[i] == texture)
|
||||
s_Textures[i] = 0;
|
||||
glDeleteTextures(1, &texture);
|
||||
texture = 0;
|
||||
}
|
||||
|
||||
if (framebuffer)
|
||||
{
|
||||
glDeleteFramebuffers(1, &framebuffer);
|
||||
framebuffer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
TextureCache::TCacheEntry::TCacheEntry()
|
||||
{
|
||||
glGenTextures(1, &texture);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
framebuffer = 0;
|
||||
}
|
||||
|
||||
void TextureCache::TCacheEntry::Bind(unsigned int stage)
|
||||
{
|
||||
if (s_Textures[stage] != texture)
|
||||
{
|
||||
if (s_ActiveTexture != stage)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + stage);
|
||||
s_ActiveTexture = stage;
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
s_Textures[stage] = texture;
|
||||
}
|
||||
}
|
||||
|
||||
bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
|
||||
{
|
||||
// TODO: make ogl dump PNGs
|
||||
std::string tga_filename(filename);
|
||||
tga_filename.replace(tga_filename.size() - 3, 3, "tga");
|
||||
|
||||
return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, level);
|
||||
}
|
||||
|
||||
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
|
||||
unsigned int height, unsigned int expanded_width,
|
||||
unsigned int tex_levels, PC_TexFormat pcfmt)
|
||||
{
|
||||
int gl_format = 0,
|
||||
gl_iformat = 0,
|
||||
gl_type = 0;
|
||||
|
||||
if (pcfmt != PC_TEX_FMT_DXT1)
|
||||
{
|
||||
switch (pcfmt)
|
||||
{
|
||||
default:
|
||||
case PC_TEX_FMT_NONE:
|
||||
PanicAlert("Invalid PC texture format %i", pcfmt);
|
||||
case PC_TEX_FMT_BGRA32:
|
||||
gl_format = GL_BGRA;
|
||||
gl_iformat = GL_RGBA;
|
||||
gl_type = GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
|
||||
case PC_TEX_FMT_RGBA32:
|
||||
gl_format = GL_RGBA;
|
||||
gl_iformat = GL_RGBA;
|
||||
gl_type = GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
#ifndef USE_GLES3
|
||||
case PC_TEX_FMT_I4_AS_I8:
|
||||
gl_format = GL_LUMINANCE;
|
||||
gl_iformat = GL_INTENSITY4;
|
||||
gl_type = GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
|
||||
case PC_TEX_FMT_IA4_AS_IA8:
|
||||
gl_format = GL_LUMINANCE_ALPHA;
|
||||
gl_iformat = GL_LUMINANCE4_ALPHA4;
|
||||
gl_type = GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
|
||||
case PC_TEX_FMT_I8:
|
||||
gl_format = GL_LUMINANCE;
|
||||
gl_iformat = GL_INTENSITY8;
|
||||
gl_type = GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
|
||||
case PC_TEX_FMT_IA8:
|
||||
gl_format = GL_LUMINANCE_ALPHA;
|
||||
gl_iformat = GL_LUMINANCE8_ALPHA8;
|
||||
gl_type = GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
#endif
|
||||
case PC_TEX_FMT_RGB565:
|
||||
gl_format = GL_RGB;
|
||||
gl_iformat = GL_RGB;
|
||||
gl_type = GL_UNSIGNED_SHORT_5_6_5;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
TCacheEntry &entry = *new TCacheEntry;
|
||||
entry.gl_format = gl_format;
|
||||
entry.gl_iformat = gl_iformat;
|
||||
entry.gl_type = gl_type;
|
||||
entry.pcfmt = pcfmt;
|
||||
|
||||
entry.m_tex_levels = tex_levels;
|
||||
|
||||
entry.Load(width, height, expanded_width, 0);
|
||||
|
||||
return &entry;
|
||||
}
|
||||
|
||||
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
|
||||
unsigned int expanded_width, unsigned int level)
|
||||
{
|
||||
if (s_ActiveTexture != s_NextStage)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + s_NextStage);
|
||||
s_ActiveTexture = s_NextStage;
|
||||
}
|
||||
|
||||
if (s_Textures[s_NextStage] != texture)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
s_Textures[s_NextStage] = texture;
|
||||
}
|
||||
|
||||
// TODO: sloppy, just do this on creation?
|
||||
if (level == 0)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, m_tex_levels - 1);
|
||||
}
|
||||
|
||||
if (pcfmt != PC_TEX_FMT_DXT1)
|
||||
{
|
||||
if (expanded_width != width)
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
|
||||
|
||||
if (expanded_width != width)
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
PanicAlert("PC_TEX_FMT_DXT1 support disabled");
|
||||
//glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
|
||||
//width, height, 0, expanded_width * expanded_height/2, temp);
|
||||
}
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
|
||||
unsigned int scaled_tex_w, unsigned int scaled_tex_h)
|
||||
{
|
||||
TCacheEntry *const entry = new TCacheEntry;
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(GL_TEXTURE_2D, entry->texture);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
const GLenum
|
||||
gl_format = GL_RGBA,
|
||||
gl_iformat = GL_RGBA,
|
||||
gl_type = GL_UNSIGNED_BYTE;
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
entry->m_tex_levels = 1;
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glGenFramebuffers(1, &entry->framebuffer);
|
||||
FramebufferManager::SetFramebuffer(entry->framebuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, entry->texture, 0);
|
||||
GL_REPORT_FBO_ERROR();
|
||||
|
||||
SetStage();
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
return entry;
|
||||
}
|
||||
|
||||
void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
|
||||
unsigned int srcFormat, const EFBRectangle& srcRect,
|
||||
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
|
||||
const float *colmat)
|
||||
{
|
||||
g_renderer->ResetAPIState(); // reset any game specific settings
|
||||
|
||||
// Make sure to resolve anything we need to read from.
|
||||
const GLuint read_texture = (srcFormat == PIXELFMT_Z24) ?
|
||||
FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
|
||||
FramebufferManager::ResolveAndGetRenderTarget(srcRect);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
|
||||
{
|
||||
FramebufferManager::SetFramebuffer(framebuffer);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(getFbType(), read_texture);
|
||||
|
||||
glViewport(0, 0, virtual_width, virtual_height);
|
||||
|
||||
if(srcFormat == PIXELFMT_Z24) {
|
||||
s_DepthMatrixProgram.Bind();
|
||||
if(s_DepthCbufid != cbufid)
|
||||
glUniform4fv(s_DepthMatrixUniform, 5, colmat);
|
||||
s_DepthCbufid = cbufid;
|
||||
} else {
|
||||
s_ColorMatrixProgram.Bind();
|
||||
if(s_ColorCbufid != cbufid)
|
||||
glUniform4fv(s_ColorMatrixUniform, 7, colmat);
|
||||
s_ColorCbufid = cbufid;
|
||||
}
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// 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);
|
||||
|
||||
if(vbo_it == s_VBO.end()) {
|
||||
VBOCache item;
|
||||
item.targetSource.bottom = -1;
|
||||
item.targetSource.top = -1;
|
||||
item.targetSource.left = -1;
|
||||
item.targetSource.right = -1;
|
||||
glGenBuffers(1, &item.vbo);
|
||||
glGenVertexArrays(1, &item.vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, item.vbo);
|
||||
glBindVertexArray(item.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);
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
if (false == g_ActiveConfig.bCopyEFBToTexture)
|
||||
{
|
||||
int encoded_size = TextureConverter::EncodeToRamFromTexture(
|
||||
addr,
|
||||
read_texture,
|
||||
srcFormat == PIXELFMT_Z24,
|
||||
isIntensity,
|
||||
dstFormat,
|
||||
scaleByHalf,
|
||||
srcRect);
|
||||
|
||||
u8* dst = Memory::GetPointer(addr);
|
||||
u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
|
||||
// Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date
|
||||
if (!g_ActiveConfig.bEFBCopyCacheEnable)
|
||||
TextureCache::MakeRangeDynamic(addr,encoded_size);
|
||||
else if (!TextureCache::Find(addr, new_hash))
|
||||
TextureCache::MakeRangeDynamic(addr,encoded_size);
|
||||
|
||||
hash = new_hash;
|
||||
}
|
||||
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
if (g_ActiveConfig.bDumpEFBTarget)
|
||||
{
|
||||
static int count = 0;
|
||||
SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
|
||||
count++).c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0);
|
||||
}
|
||||
|
||||
g_renderer->RestoreAPIState();
|
||||
}
|
||||
|
||||
TextureCache::TextureCache()
|
||||
{
|
||||
const char *pColorMatrixProg =
|
||||
"uniform sampler2DRect samp9;\n"
|
||||
"uniform vec4 colmat[7];\n"
|
||||
"VARYIN vec2 uv0;\n"
|
||||
"COLOROUT(ocol0)\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture2DRect(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 vec4 colmat[5];\n"
|
||||
"VARYIN vec2 uv0;\n"
|
||||
"COLOROUT(ocol0)\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vec4 texcol = texture2DRect(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"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" uv0 = tex0;\n"
|
||||
" gl_Position = vec4(rawpos,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
|
||||
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg);
|
||||
|
||||
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
|
||||
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
|
||||
s_ColorCbufid = -1;
|
||||
s_DepthCbufid = -1;
|
||||
|
||||
s_ActiveTexture = -1;
|
||||
s_NextStage = -1;
|
||||
for(int i=0; i<8; i++)
|
||||
s_Textures[i] = -1;
|
||||
}
|
||||
|
||||
|
||||
TextureCache::~TextureCache()
|
||||
{
|
||||
s_ColorMatrixProgram.Destroy();
|
||||
s_DepthMatrixProgram.Destroy();
|
||||
|
||||
for(std::map<u64, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
|
||||
glDeleteBuffers(1, &it->second.vbo);
|
||||
glDeleteVertexArrays(1, &it->second.vao);
|
||||
}
|
||||
s_VBO.clear();
|
||||
}
|
||||
|
||||
void TextureCache::DisableStage(unsigned int stage)
|
||||
{
|
||||
}
|
||||
|
||||
void TextureCache::SetStage ()
|
||||
{
|
||||
// -1 is the initial value as we don't know which testure should be bound
|
||||
if(s_ActiveTexture != (u32)-1)
|
||||
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
|
||||
}
|
||||
|
||||
void TextureCache::SetNextStage ( unsigned int stage )
|
||||
{
|
||||
s_NextStage = stage;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
71
Source/Core/VideoBackends/OGL/Src/TextureCache.h
Normal file
71
Source/Core/VideoBackends/OGL/Src/TextureCache.h
Normal file
@ -0,0 +1,71 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef _TEXTUREMNGR_H_
|
||||
#define _TEXTUREMNGR_H_
|
||||
|
||||
#include <map>
|
||||
|
||||
#include "VideoCommon.h"
|
||||
#include "GLUtil.h"
|
||||
#include "BPStructs.h"
|
||||
|
||||
#include "TextureCacheBase.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
class TextureCache : public ::TextureCache
|
||||
{
|
||||
public:
|
||||
TextureCache();
|
||||
static void DisableStage(unsigned int stage);
|
||||
static void SetStage();
|
||||
static void SetNextStage(unsigned int stage);
|
||||
|
||||
private:
|
||||
struct TCacheEntry : TCacheEntryBase
|
||||
{
|
||||
GLuint texture;
|
||||
GLuint framebuffer;
|
||||
|
||||
PC_TexFormat pcfmt;
|
||||
|
||||
int gl_format;
|
||||
int gl_iformat;
|
||||
int gl_type;
|
||||
|
||||
int m_tex_levels;
|
||||
|
||||
//TexMode0 mode; // current filter and clamp modes that texture is set to
|
||||
//TexMode1 mode1; // current filter and clamp modes that texture is set to
|
||||
|
||||
TCacheEntry();
|
||||
~TCacheEntry();
|
||||
|
||||
void Load(unsigned int width, unsigned int height,
|
||||
unsigned int expanded_width, unsigned int level);
|
||||
|
||||
void FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
|
||||
unsigned int srcFormat, const EFBRectangle& srcRect,
|
||||
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
|
||||
const float *colmat);
|
||||
|
||||
void Bind(unsigned int stage);
|
||||
bool Save(const char filename[], unsigned int level);
|
||||
};
|
||||
|
||||
~TextureCache();
|
||||
|
||||
TCacheEntryBase* CreateTexture(unsigned int width, unsigned int height,
|
||||
unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt);
|
||||
|
||||
TCacheEntryBase* CreateRenderTargetTexture(unsigned int scaled_tex_w, unsigned int scaled_tex_h);
|
||||
};
|
||||
|
||||
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level);
|
||||
|
||||
}
|
||||
|
||||
#endif // _TEXTUREMNGR_H_
|
440
Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp
Normal file
440
Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp
Normal file
@ -0,0 +1,440 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
// Fast image conversion using OpenGL shaders.
|
||||
// This kind of stuff would be a LOT nicer with OpenCL.
|
||||
|
||||
#include <math.h>
|
||||
|
||||
#include "TextureConverter.h"
|
||||
#include "TextureConversionShader.h"
|
||||
#include "TextureCache.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "Globals.h"
|
||||
#include "VideoConfig.h"
|
||||
#include "ImageWrite.h"
|
||||
#include "Render.h"
|
||||
#include "FileUtil.h"
|
||||
#include "HW/Memmap.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
namespace TextureConverter
|
||||
{
|
||||
|
||||
using OGL::TextureCache;
|
||||
|
||||
static GLuint s_texConvFrameBuffer = 0;
|
||||
static GLuint s_srcTexture = 0; // for decoding from RAM
|
||||
static GLuint s_srcTextureWidth = 0;
|
||||
static GLuint s_srcTextureHeight = 0;
|
||||
static GLuint s_dstTexture = 0; // for encoding to RAM
|
||||
|
||||
const int renderBufferWidth = 1024;
|
||||
const int renderBufferHeight = 1024;
|
||||
|
||||
static SHADER s_rgbToYuyvProgram;
|
||||
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 GLuint s_decode_VBO = 0;
|
||||
static GLuint s_decode_VAO = 0;
|
||||
static TargetRectangle s_cached_sourceRc;
|
||||
static int s_cached_srcWidth = 0;
|
||||
static int s_cached_srcHeight = 0;
|
||||
|
||||
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()
|
||||
{
|
||||
// Output is BGRA because that is slightly faster than RGBA.
|
||||
const char *FProgramRgbToYuyv =
|
||||
"uniform sampler2DRect samp9;\n"
|
||||
"VARYIN vec2 uv0;\n"
|
||||
"COLOROUT(ocol0)\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec3 c0 = texture2DRect(samp9, uv0).rgb;\n"
|
||||
" vec3 c1 = texture2DRect(samp9, uv0 + vec2(1.0, 0.0)).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"
|
||||
" vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
|
||||
" 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";
|
||||
|
||||
const char *FProgramYuyvToRgb =
|
||||
"uniform sampler2DRect samp9;\n"
|
||||
"VARYIN vec2 uv0;\n"
|
||||
"COLOROUT(ocol0)\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec4 c0 = texture2DRect(samp9, uv0).rgba;\n"
|
||||
" float f = step(0.5, fract(uv0.x));\n"
|
||||
" float y = mix(c0.b, c0.r, f);\n"
|
||||
" float yComp = 1.164 * (y - 0.0625);\n"
|
||||
" float uComp = c0.g - 0.5;\n"
|
||||
" float vComp = c0.a - 0.5;\n"
|
||||
" ocol0 = vec4(yComp + (1.596 * vComp),\n"
|
||||
" yComp - (0.813 * vComp) - (0.391 * uComp),\n"
|
||||
" yComp + (2.018 * uComp),\n"
|
||||
" 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgram, FProgramRgbToYuyv);
|
||||
ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgram, FProgramYuyvToRgb);
|
||||
}
|
||||
|
||||
SHADER &GetOrCreateEncodingShader(u32 format)
|
||||
{
|
||||
if (format > NUM_ENCODING_PROGRAMS)
|
||||
{
|
||||
PanicAlert("Unknown texture copy format: 0x%x\n", format);
|
||||
return s_encodingPrograms[0];
|
||||
}
|
||||
|
||||
if (s_encodingPrograms[format].glprogid == 0)
|
||||
{
|
||||
const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_OPENGL);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
|
||||
{
|
||||
static int counter = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
||||
|
||||
SaveData(szTemp, shader);
|
||||
}
|
||||
#endif
|
||||
|
||||
ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
|
||||
}
|
||||
return s_encodingPrograms[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;
|
||||
|
||||
glGenBuffers(1, &s_decode_VBO );
|
||||
glGenVertexArrays(1, &s_decode_VAO );
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
|
||||
glBindVertexArray( s_decode_VAO );
|
||||
s_cached_srcWidth = -1;
|
||||
s_cached_srcHeight = -1;
|
||||
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_srcTextureWidth = 0;
|
||||
s_srcTextureHeight = 0;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + 9);
|
||||
glGenTextures(1, &s_srcTexture);
|
||||
glBindTexture(getFbType(), s_srcTexture);
|
||||
glTexParameteri(getFbType(), 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_RGBA8, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
|
||||
CreatePrograms();
|
||||
}
|
||||
|
||||
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_decode_VBO );
|
||||
glDeleteVertexArrays(1, &s_decode_VAO );
|
||||
|
||||
s_rgbToYuyvProgram.Destroy();
|
||||
s_yuyvToRgbProgram.Destroy();
|
||||
|
||||
for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
|
||||
s_encodingPrograms[i].Destroy();
|
||||
|
||||
s_srcTexture = 0;
|
||||
s_dstTexture = 0;
|
||||
s_texConvFrameBuffer = 0;
|
||||
}
|
||||
|
||||
void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
|
||||
u8* destAddr, int dstWidth, int dstHeight, int readStride,
|
||||
bool toTexture, bool linearFilter)
|
||||
{
|
||||
|
||||
|
||||
// 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);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// set source texture
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(getFbType(), srcTexture);
|
||||
|
||||
if (linearFilter)
|
||||
{
|
||||
glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(getFbType(), 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();
|
||||
|
||||
// .. and then read back the results.
|
||||
// TODO: make this less slow.
|
||||
|
||||
int writeStride = bpmem.copyMipMapStrideChannels * 32;
|
||||
|
||||
if (writeStride != readStride && toTexture)
|
||||
{
|
||||
// writing to a texture of a different size
|
||||
|
||||
int readHeight = readStride / dstWidth;
|
||||
readHeight /= 4; // 4 bytes per pixel
|
||||
|
||||
int readStart = 0;
|
||||
int readLoops = dstHeight / readHeight;
|
||||
for (int i = 0; i < readLoops; i++)
|
||||
{
|
||||
glReadPixels(0, readStart, (GLsizei)dstWidth, (GLsizei)readHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
|
||||
readStart += readHeight;
|
||||
destAddr += writeStride;
|
||||
}
|
||||
}
|
||||
else
|
||||
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
}
|
||||
|
||||
int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
|
||||
{
|
||||
u32 format = copyfmt;
|
||||
|
||||
if (bFromZBuffer)
|
||||
{
|
||||
format |= _GX_TF_ZTF;
|
||||
if (copyfmt == 11)
|
||||
format = GX_TF_Z16;
|
||||
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
|
||||
format |= _GX_TF_CTF;
|
||||
}
|
||||
else
|
||||
if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
|
||||
format |= _GX_TF_CTF;
|
||||
|
||||
SHADER& texconv_shader = GetOrCreateEncodingShader(format);
|
||||
|
||||
u8 *dest_ptr = Memory::GetPointer(address);
|
||||
|
||||
int width = (source.right - source.left) >> bScaleByHalf;
|
||||
int height = (source.bottom - source.top) >> bScaleByHalf;
|
||||
|
||||
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
|
||||
|
||||
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
|
||||
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
|
||||
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
|
||||
|
||||
// only copy on cache line boundaries
|
||||
// extra pixels are copied but not displayed in the resulting texture
|
||||
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[C_COLORS], 2, params);
|
||||
|
||||
TargetRectangle scaledSource;
|
||||
scaledSource.top = 0;
|
||||
scaledSource.bottom = expandedHeight;
|
||||
scaledSource.left = 0;
|
||||
scaledSource.right = expandedWidth / samples;
|
||||
int cacheBytes = 32;
|
||||
if ((format & 0x0f) == 6)
|
||||
cacheBytes = 64;
|
||||
|
||||
int readStride = (expandedWidth * cacheBytes) /
|
||||
TexDecoder_GetBlockWidthInTexels(format);
|
||||
EncodeToRamUsingShader(source_texture, scaledSource,
|
||||
dest_ptr, expandedWidth / samples, expandedHeight, readStride,
|
||||
true, bScaleByHalf > 0 && !bFromZBuffer);
|
||||
return size_in_bytes; // TODO: D3D11 is calculating this value differently!
|
||||
|
||||
}
|
||||
|
||||
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
|
||||
{
|
||||
g_renderer->ResetAPIState();
|
||||
|
||||
s_rgbToYuyvProgram.Bind();
|
||||
|
||||
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
TextureCache::DisableStage(0);
|
||||
g_renderer->RestoreAPIState();
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
|
||||
// Should be scale free.
|
||||
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
|
||||
{
|
||||
u8* srcAddr = Memory::GetPointer(xfbAddr);
|
||||
if (!srcAddr)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
|
||||
return;
|
||||
}
|
||||
|
||||
int srcFmtWidth = srcWidth / 2;
|
||||
|
||||
g_renderer->ResetAPIState(); // reset any game specific settings
|
||||
|
||||
// switch to texture converter frame buffer
|
||||
// attach destTexture as color destination
|
||||
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
|
||||
|
||||
GL_REPORT_FBO_ERROR();
|
||||
|
||||
// activate source texture
|
||||
// set srcAddr as data for source texture
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(getFbType(), s_srcTexture);
|
||||
|
||||
// TODO: make this less slow. (How?)
|
||||
if ((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
|
||||
{
|
||||
glTexSubImage2D(getFbType(), 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
|
||||
GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexImage2D(getFbType(), 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
|
||||
0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
||||
s_srcTextureWidth = (GLsizei)srcFmtWidth;
|
||||
s_srcTextureHeight = (GLsizei)srcHeight;
|
||||
}
|
||||
|
||||
glViewport(0, 0, srcWidth, srcHeight);
|
||||
s_yuyvToRgbProgram.Bind();
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
if(s_cached_srcHeight != srcHeight || s_cached_srcWidth != srcWidth) {
|
||||
GLfloat vertices[] = {
|
||||
1.f, -1.f,
|
||||
(float)srcFmtWidth, (float)srcHeight,
|
||||
1.f, 1.f,
|
||||
(float)srcFmtWidth, 0.f,
|
||||
-1.f, -1.f,
|
||||
0.f, (float)srcHeight,
|
||||
-1.f, 1.f,
|
||||
0.f, 0.f
|
||||
};
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*4, vertices, GL_STREAM_DRAW);
|
||||
|
||||
s_cached_srcHeight = srcHeight;
|
||||
s_cached_srcWidth = srcWidth;
|
||||
}
|
||||
|
||||
glBindVertexArray( s_decode_VAO );
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
|
||||
g_renderer->RestoreAPIState();
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace OGL
|
34
Source/Core/VideoBackends/OGL/Src/TextureConverter.h
Normal file
34
Source/Core/VideoBackends/OGL/Src/TextureConverter.h
Normal file
@ -0,0 +1,34 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef _TEXTURECONVERTER_H_
|
||||
#define _TEXTURECONVERTER_H_
|
||||
|
||||
#include "VideoCommon.h"
|
||||
#include "GLUtil.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
// Converts textures between formats using shaders
|
||||
// TODO: support multiple texture formats
|
||||
namespace TextureConverter
|
||||
{
|
||||
|
||||
void Init();
|
||||
void Shutdown();
|
||||
|
||||
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
|
||||
u8* destAddr, int dstWidth, int dstHeight);
|
||||
|
||||
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
|
||||
|
||||
// returns size of the encoded data (in bytes)
|
||||
int EncodeToRamFromTexture(u32 address, GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
|
||||
|
||||
}
|
||||
|
||||
} // namespace OGL
|
||||
|
||||
#endif // _TEXTURECONVERTER_H_
|
355
Source/Core/VideoBackends/OGL/Src/VertexManager.cpp
Normal file
355
Source/Core/VideoBackends/OGL/Src/VertexManager.cpp
Normal file
@ -0,0 +1,355 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "Globals.h"
|
||||
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
|
||||
#include "Fifo.h"
|
||||
|
||||
#include "DriverDetails.h"
|
||||
#include "VideoConfig.h"
|
||||
#include "Statistics.h"
|
||||
#include "MemoryUtil.h"
|
||||
#include "Render.h"
|
||||
#include "ImageWrite.h"
|
||||
#include "BPMemory.h"
|
||||
#include "TextureCache.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "VertexShaderGen.h"
|
||||
#include "VertexLoader.h"
|
||||
#include "VertexManager.h"
|
||||
#include "IndexGenerator.h"
|
||||
#include "OpcodeDecoding.h"
|
||||
#include "FileUtil.h"
|
||||
#include "Debugger.h"
|
||||
#include "StreamBuffer.h"
|
||||
#include "PerfQueryBase.h"
|
||||
#include "Render.h"
|
||||
|
||||
#include "main.h"
|
||||
|
||||
// internal state for loading vertices
|
||||
extern NativeVertexFormat *g_nativeVertexFmt;
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
//This are the initially requested size for the buffers expressed in bytes
|
||||
const u32 MAX_IBUFFER_SIZE = 2*1024*1024;
|
||||
const u32 MAX_VBUFFER_SIZE = 16*1024*1024;
|
||||
|
||||
static StreamBuffer *s_vertexBuffer;
|
||||
static StreamBuffer *s_indexBuffer;
|
||||
static u32 s_baseVertex;
|
||||
static u32 s_offset[3];
|
||||
|
||||
VertexManager::VertexManager()
|
||||
{
|
||||
CreateDeviceObjects();
|
||||
}
|
||||
|
||||
VertexManager::~VertexManager()
|
||||
{
|
||||
DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
void VertexManager::CreateDeviceObjects()
|
||||
{
|
||||
s_vertexBuffer = new StreamBuffer(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
|
||||
m_vertex_buffers = s_vertexBuffer->getBuffer();
|
||||
|
||||
s_indexBuffer = new StreamBuffer(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
|
||||
m_index_buffers = s_indexBuffer->getBuffer();
|
||||
|
||||
m_CurrentVertexFmt = NULL;
|
||||
m_last_vao = 0;
|
||||
}
|
||||
|
||||
void VertexManager::DestroyDeviceObjects()
|
||||
{
|
||||
GL_REPORT_ERRORD();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0 );
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 );
|
||||
GL_REPORT_ERROR();
|
||||
|
||||
delete s_vertexBuffer;
|
||||
delete s_indexBuffer;
|
||||
GL_REPORT_ERROR();
|
||||
}
|
||||
|
||||
void VertexManager::PrepareDrawBuffers(u32 stride)
|
||||
{
|
||||
u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
|
||||
u32 triangle_index_size = IndexGenerator::GetTriangleindexLen();
|
||||
u32 line_index_size = IndexGenerator::GetLineindexLen();
|
||||
u32 point_index_size = IndexGenerator::GetPointindexLen();
|
||||
u32 index_size = (triangle_index_size+line_index_size+point_index_size) * sizeof(u16);
|
||||
|
||||
s_vertexBuffer->Alloc(vertex_data_size, stride);
|
||||
u32 offset = s_vertexBuffer->Upload(GetVertexBuffer(), vertex_data_size);
|
||||
s_baseVertex = offset / stride;
|
||||
|
||||
s_indexBuffer->Alloc(index_size);
|
||||
if(triangle_index_size)
|
||||
{
|
||||
s_offset[0] = s_indexBuffer->Upload((u8*)GetTriangleIndexBuffer(), triangle_index_size * sizeof(u16));
|
||||
}
|
||||
if(line_index_size)
|
||||
{
|
||||
s_offset[1] = s_indexBuffer->Upload((u8*)GetLineIndexBuffer(), line_index_size * sizeof(u16));
|
||||
}
|
||||
if(point_index_size)
|
||||
{
|
||||
s_offset[2] = s_indexBuffer->Upload((u8*)GetPointIndexBuffer(), point_index_size * sizeof(u16));
|
||||
}
|
||||
|
||||
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
|
||||
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_size);
|
||||
}
|
||||
|
||||
void VertexManager::Draw(u32 stride)
|
||||
{
|
||||
u32 triangle_index_size = IndexGenerator::GetTriangleindexLen();
|
||||
u32 line_index_size = IndexGenerator::GetLineindexLen();
|
||||
u32 point_index_size = IndexGenerator::GetPointindexLen();
|
||||
u32 max_index = IndexGenerator::GetNumVerts();
|
||||
GLenum triangle_mode = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart?GL_TRIANGLE_STRIP:GL_TRIANGLES;
|
||||
|
||||
if(g_ogl_config.bSupportsGLBaseVertex) {
|
||||
if (triangle_index_size > 0)
|
||||
{
|
||||
glDrawRangeElementsBaseVertex(triangle_mode, 0, max_index, triangle_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[0], s_baseVertex);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (line_index_size > 0)
|
||||
{
|
||||
glDrawRangeElementsBaseVertex(GL_LINES, 0, max_index, line_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[1], s_baseVertex);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (point_index_size > 0)
|
||||
{
|
||||
glDrawRangeElementsBaseVertex(GL_POINTS, 0, max_index, point_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[2], s_baseVertex);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
}
|
||||
else if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA))
|
||||
{
|
||||
if (triangle_index_size > 0)
|
||||
{
|
||||
glDrawElements(triangle_mode, triangle_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[0]);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (line_index_size > 0)
|
||||
{
|
||||
glDrawElements(GL_LINES, line_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[1]);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (point_index_size > 0)
|
||||
{
|
||||
glDrawElements(GL_POINTS, point_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[2]);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
} else {
|
||||
if (triangle_index_size > 0)
|
||||
{
|
||||
glDrawRangeElements(triangle_mode, 0, max_index, triangle_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[0]);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (line_index_size > 0)
|
||||
{
|
||||
glDrawRangeElements(GL_LINES, 0, max_index, line_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[1]);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (point_index_size > 0)
|
||||
{
|
||||
glDrawRangeElements(GL_POINTS, 0, max_index, point_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[2]);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VertexManager::vFlush()
|
||||
{
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_ActiveConfig.iSaveTargetId, xfregs.numTexGen.numTexGens,
|
||||
xfregs.numChan.numColorChans, xfregs.dualTexTrans.enabled, bpmem.ztex2.op,
|
||||
bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
|
||||
|
||||
for (unsigned int i = 0; i < xfregs.numChan.numColorChans; ++i)
|
||||
{
|
||||
LitChannel* ch = &xfregs.color[i];
|
||||
PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
|
||||
ch = &xfregs.alpha[i];
|
||||
PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
{
|
||||
TexMtxInfo tinfo = xfregs.texMtxInfo[i];
|
||||
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff;
|
||||
if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0;
|
||||
|
||||
PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d",
|
||||
i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
|
||||
xfregs.postMtxInfo[i].index, xfregs.postMtxInfo[i].normalize);
|
||||
}
|
||||
|
||||
PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphatest=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
|
||||
bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alpha_test.hex>>16)&0xff);
|
||||
#endif
|
||||
|
||||
(void)GL_REPORT_ERROR();
|
||||
|
||||
GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
|
||||
u32 stride = nativeVertexFmt->GetVertexStride();
|
||||
|
||||
if(m_last_vao != nativeVertexFmt->VAO) {
|
||||
glBindVertexArray(nativeVertexFmt->VAO);
|
||||
m_last_vao = nativeVertexFmt->VAO;
|
||||
}
|
||||
|
||||
PrepareDrawBuffers(stride);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
u32 usedtextures = 0;
|
||||
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
|
||||
if (bpmem.tevorders[i / 2].getEnable(i & 1))
|
||||
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
|
||||
|
||||
if (bpmem.genMode.numindstages > 0)
|
||||
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
|
||||
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
|
||||
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
|
||||
|
||||
for (u32 i = 0; i < 8; i++)
|
||||
{
|
||||
if (usedtextures & (1 << i))
|
||||
{
|
||||
TextureCache::SetNextStage(i);
|
||||
g_renderer->SetSamplerState(i % 4, i / 4);
|
||||
FourTexUnits &tex = bpmem.tex[i >> 2];
|
||||
TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
|
||||
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
|
||||
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
|
||||
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
|
||||
tex.texTlut[i&3].tlut_format,
|
||||
(tex.texMode0[i&3].min_filter & 3),
|
||||
(tex.texMode1[i&3].max_lod + 0xf) / 0x10,
|
||||
tex.texImage1[i&3].image_type);
|
||||
|
||||
if (tentry)
|
||||
{
|
||||
// 0s are probably for no manual wrapping needed.
|
||||
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
|
||||
}
|
||||
else
|
||||
ERROR_LOG(VIDEO, "Error loading texture");
|
||||
}
|
||||
}
|
||||
|
||||
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
|
||||
&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
|
||||
|
||||
// Makes sure we can actually do Dual source blending
|
||||
bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
|
||||
|
||||
// finally bind
|
||||
if (dualSourcePossible)
|
||||
{
|
||||
if (useDstAlpha)
|
||||
{
|
||||
// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
|
||||
// the same pass as regular rendering.
|
||||
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
|
||||
}
|
||||
|
||||
// set global constants
|
||||
VertexShaderManager::SetConstants();
|
||||
PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
|
||||
ProgramShaderCache::UploadConstants();
|
||||
|
||||
// setup the pointers
|
||||
if (g_nativeVertexFmt)
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
|
||||
Draw(stride);
|
||||
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
|
||||
//ERROR_LOG(VIDEO, "PerfQuery result: %d", g_perf_query->GetQueryResult(bpmem.zcontrol.early_ztest ? PQ_ZCOMP_OUTPUT_ZCOMPLOC : PQ_ZCOMP_OUTPUT));
|
||||
|
||||
// run through vertex groups again to set alpha
|
||||
if (useDstAlpha && !dualSourcePossible)
|
||||
{
|
||||
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
// Need to set these again, if we don't support UBO
|
||||
VertexShaderManager::SetConstants();
|
||||
PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
|
||||
}
|
||||
|
||||
// only update alpha
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
Draw(stride);
|
||||
|
||||
// restore color mask
|
||||
g_renderer->SetColorMask();
|
||||
|
||||
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
|
||||
glEnable(GL_BLEND);
|
||||
}
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
|
||||
{
|
||||
// save the shaders
|
||||
ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram();
|
||||
char strfile[255];
|
||||
sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
|
||||
std::ofstream fps;
|
||||
OpenFStream(fps, strfile, std::ios_base::out);
|
||||
fps << prog.shader.strpprog.c_str();
|
||||
sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
|
||||
std::ofstream fvs;
|
||||
OpenFStream(fvs, strfile, std::ios_base::out);
|
||||
fvs << prog.shader.strvprog.c_str();
|
||||
}
|
||||
|
||||
if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
|
||||
{
|
||||
char str[128];
|
||||
sprintf(str, "%starg%.3d.tga", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
|
||||
TargetRectangle tr;
|
||||
tr.left = 0;
|
||||
tr.right = Renderer::GetTargetWidth();
|
||||
tr.top = 0;
|
||||
tr.bottom = Renderer::GetTargetHeight();
|
||||
g_renderer->SaveScreenshot(str, tr);
|
||||
}
|
||||
#endif
|
||||
g_Config.iSaveTargetId++;
|
||||
|
||||
ClearEFBCache();
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
} // namespace
|
52
Source/Core/VideoBackends/OGL/Src/VertexManager.h
Normal file
52
Source/Core/VideoBackends/OGL/Src/VertexManager.h
Normal file
@ -0,0 +1,52 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef _VERTEXMANAGER_H_
|
||||
#define _VERTEXMANAGER_H_
|
||||
|
||||
#include "CPMemory.h"
|
||||
|
||||
#include "VertexManagerBase.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
class GLVertexFormat : public NativeVertexFormat
|
||||
{
|
||||
PortableVertexDeclaration vtx_decl;
|
||||
|
||||
public:
|
||||
GLVertexFormat();
|
||||
~GLVertexFormat();
|
||||
|
||||
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
|
||||
virtual void SetupVertexPointers();
|
||||
|
||||
GLuint VAO;
|
||||
};
|
||||
|
||||
// Handles the OpenGL details of drawing lots of vertices quickly.
|
||||
// Other functionality is moving out.
|
||||
class VertexManager : public ::VertexManager
|
||||
{
|
||||
public:
|
||||
VertexManager();
|
||||
~VertexManager();
|
||||
NativeVertexFormat* CreateNativeVertexFormat();
|
||||
void CreateDeviceObjects();
|
||||
void DestroyDeviceObjects();
|
||||
|
||||
// NativeVertexFormat use this
|
||||
GLuint m_vertex_buffers;
|
||||
GLuint m_index_buffers;
|
||||
GLuint m_last_vao;
|
||||
private:
|
||||
void Draw(u32 stride);
|
||||
void vFlush();
|
||||
void PrepareDrawBuffers(u32 stride);
|
||||
NativeVertexFormat *m_CurrentVertexFmt;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // _VERTEXMANAGER_H_
|
130
Source/Core/VideoBackends/OGL/Src/VertexShaderCache.cpp
Normal file
130
Source/Core/VideoBackends/OGL/Src/VertexShaderCache.cpp
Normal file
@ -0,0 +1,130 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <math.h>
|
||||
|
||||
#include "Globals.h"
|
||||
#include "VideoConfig.h"
|
||||
#include "Statistics.h"
|
||||
|
||||
#include "GLUtil.h"
|
||||
|
||||
#include "Render.h"
|
||||
#include "VertexShaderGen.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "VertexManager.h"
|
||||
#include "VertexLoader.h"
|
||||
#include "XFMemory.h"
|
||||
#include "ImageWrite.h"
|
||||
#include "FileUtil.h"
|
||||
#include "Debugger.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
|
||||
{
|
||||
ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for (int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
{
|
||||
if (!strcmp(name, UniformNames[a]))
|
||||
{
|
||||
if (tmp.shader.UniformLocations[a] == -1)
|
||||
return;
|
||||
else if (tmp.shader.UniformSize[a] <= offset)
|
||||
return;
|
||||
else
|
||||
{
|
||||
unsigned int maxcount= tmp.shader.UniformSize[a]-offset;
|
||||
glUniform4fv(tmp.shader.UniformLocations[a] + offset, std::min(count, maxcount), f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float const buf[4] = {f1, f2, f3, f4};
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, 1);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, 1);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, count);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f, count);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
float buf[4 * C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
buf[4*i ] = *f++;
|
||||
buf[4*i+1] = *f++;
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
}
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, count);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf, count);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace OGL
|
29
Source/Core/VideoBackends/OGL/Src/VideoBackend.h
Normal file
29
Source/Core/VideoBackends/OGL/Src/VideoBackend.h
Normal file
@ -0,0 +1,29 @@
|
||||
|
||||
#ifndef OGL_VIDEO_BACKEND_H_
|
||||
#define OGL_VIDEO_BACKEND_H_
|
||||
|
||||
#include "VideoBackendBase.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
class VideoBackend : public VideoBackendHardware
|
||||
{
|
||||
bool Initialize(void *&);
|
||||
void Shutdown();
|
||||
|
||||
std::string GetName();
|
||||
std::string GetDisplayName();
|
||||
|
||||
void Video_Prepare();
|
||||
void Video_Cleanup();
|
||||
|
||||
void ShowConfig(void* parent);
|
||||
|
||||
void UpdateFPSDisplay(const char*);
|
||||
unsigned int PeekMessages();
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
277
Source/Core/VideoBackends/OGL/Src/main.cpp
Normal file
277
Source/Core/VideoBackends/OGL/Src/main.cpp
Normal file
@ -0,0 +1,277 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
|
||||
|
||||
// OpenGL Backend Documentation
|
||||
/*
|
||||
|
||||
1.1 Display settings
|
||||
|
||||
Internal and fullscreen resolution: Since the only internal resolutions allowed
|
||||
are also fullscreen resolution allowed by the system there is only need for one
|
||||
resolution setting that applies to both the internal resolution and the
|
||||
fullscreen resolution. - Apparently no, someone else doesn't agree
|
||||
|
||||
Todo: Make the internal resolution option apply instantly, currently only the
|
||||
native and 2x option applies instantly. To do this we need to be able to change
|
||||
the reinitialize FramebufferManager:Init() while a game is running.
|
||||
|
||||
1.2 Screenshots
|
||||
|
||||
|
||||
The screenshots should be taken from the internal representation of the picture
|
||||
regardless of what the current window size is. Since AA and wireframe is
|
||||
applied together with the picture resizing this rule is not currently applied
|
||||
to AA or wireframe pictures, they are instead taken from whatever the window
|
||||
size is.
|
||||
|
||||
Todo: Render AA and wireframe to a separate picture used for the screenshot in
|
||||
addition to the one for display.
|
||||
|
||||
1.3 AA
|
||||
|
||||
Make AA apply instantly during gameplay if possible
|
||||
|
||||
*/
|
||||
|
||||
#include "Globals.h"
|
||||
#include "Atomic.h"
|
||||
#include "CommonPaths.h"
|
||||
#include "Thread.h"
|
||||
#include "LogManager.h"
|
||||
|
||||
#include <cstdarg>
|
||||
#include <algorithm>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include "EmuWindow.h"
|
||||
#include "IniFile.h"
|
||||
#endif
|
||||
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
#include "VideoConfigDiag.h"
|
||||
#include "Debugger/DebuggerPanel.h"
|
||||
#endif // HAVE_WX
|
||||
|
||||
#include "MainBase.h"
|
||||
#include "VideoConfig.h"
|
||||
#include "LookUpTables.h"
|
||||
#include "ImageWrite.h"
|
||||
#include "Render.h"
|
||||
#include "GLUtil.h"
|
||||
#include "Fifo.h"
|
||||
#include "OpcodeDecoding.h"
|
||||
#include "TextureCache.h"
|
||||
#include "BPStructs.h"
|
||||
#include "VertexLoader.h"
|
||||
#include "VertexLoaderManager.h"
|
||||
#include "VertexManager.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "CommandProcessor.h"
|
||||
#include "PixelEngine.h"
|
||||
#include "TextureConverter.h"
|
||||
#include "PostProcessing.h"
|
||||
#include "OnScreenDisplay.h"
|
||||
#include "DLCache.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "Core.h"
|
||||
#include "Host.h"
|
||||
#include "SamplerCache.h"
|
||||
#include "PerfQuery.h"
|
||||
|
||||
#include "VideoState.h"
|
||||
#include "IndexGenerator.h"
|
||||
#include "VideoBackend.h"
|
||||
#include "ConfigManager.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
std::string VideoBackend::GetName()
|
||||
{
|
||||
return "OGL";
|
||||
}
|
||||
|
||||
std::string VideoBackend::GetDisplayName()
|
||||
{
|
||||
return "OpenGL";
|
||||
}
|
||||
|
||||
void GetShaders(std::vector<std::string> &shaders)
|
||||
{
|
||||
std::set<std::string> already_found;
|
||||
|
||||
shaders.clear();
|
||||
static const std::string directories[] = {
|
||||
File::GetUserPath(D_SHADERS_IDX),
|
||||
File::GetSysDirectory() + SHADERS_DIR DIR_SEP,
|
||||
};
|
||||
for (size_t i = 0; i < ArraySize(directories); ++i)
|
||||
{
|
||||
if (!File::IsDirectory(directories[i]))
|
||||
continue;
|
||||
|
||||
File::FSTEntry entry;
|
||||
File::ScanDirectoryTree(directories[i], entry);
|
||||
for (u32 j = 0; j < entry.children.size(); j++)
|
||||
{
|
||||
std::string name = entry.children[j].virtualName.c_str();
|
||||
if (name.size() < 5)
|
||||
continue;
|
||||
if (strcasecmp(name.substr(name.size() - 5).c_str(), ".glsl"))
|
||||
continue;
|
||||
|
||||
name = name.substr(0, name.size() - 5);
|
||||
if (already_found.find(name) != already_found.end())
|
||||
continue;
|
||||
|
||||
already_found.insert(name);
|
||||
shaders.push_back(name);
|
||||
}
|
||||
}
|
||||
std::sort(shaders.begin(), shaders.end());
|
||||
}
|
||||
|
||||
void InitBackendInfo()
|
||||
{
|
||||
g_Config.backend_info.APIType = API_OPENGL;
|
||||
g_Config.backend_info.bUseRGBATextures = true;
|
||||
g_Config.backend_info.bUseMinimalMipCount = false;
|
||||
g_Config.backend_info.bSupports3DVision = false;
|
||||
//g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu dependent and must be set in renderer
|
||||
g_Config.backend_info.bSupportsFormatReinterpretation = true;
|
||||
g_Config.backend_info.bSupportsPixelLighting = true;
|
||||
//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
|
||||
|
||||
// aamodes
|
||||
const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"};
|
||||
g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes));
|
||||
|
||||
// pp shaders
|
||||
GetShaders(g_Config.backend_info.PPShaders);
|
||||
}
|
||||
|
||||
void VideoBackend::ShowConfig(void *_hParent)
|
||||
{
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
InitBackendInfo();
|
||||
VideoConfigDiag diag((wxWindow*)_hParent, "OpenGL", "gfx_opengl");
|
||||
diag.ShowModal();
|
||||
#endif
|
||||
}
|
||||
|
||||
bool VideoBackend::Initialize(void *&window_handle)
|
||||
{
|
||||
InitializeShared();
|
||||
InitBackendInfo();
|
||||
|
||||
frameCount = 0;
|
||||
|
||||
g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_opengl.ini").c_str());
|
||||
g_Config.GameIniLoad();
|
||||
g_Config.UpdateProjectionHack();
|
||||
g_Config.VerifyValidity();
|
||||
UpdateActiveConfig();
|
||||
|
||||
InitInterface();
|
||||
if (!GLInterface->Create(window_handle))
|
||||
return false;
|
||||
|
||||
// Do our OSD callbacks
|
||||
OSD::DoCallbacks(OSD::OSD_INIT);
|
||||
|
||||
s_BackendInitialized = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// This is called after Initialize() from the Core
|
||||
// Run from the graphics thread
|
||||
void VideoBackend::Video_Prepare()
|
||||
{
|
||||
GLInterface->MakeCurrent();
|
||||
|
||||
g_renderer = new Renderer;
|
||||
|
||||
s_efbAccessRequested = false;
|
||||
s_FifoShuttingDown = false;
|
||||
s_swapRequested = false;
|
||||
|
||||
CommandProcessor::Init();
|
||||
PixelEngine::Init();
|
||||
|
||||
BPInit();
|
||||
g_vertex_manager = new VertexManager;
|
||||
g_perf_query = new PerfQuery;
|
||||
Fifo_Init(); // must be done before OpcodeDecoder_Init()
|
||||
OpcodeDecoder_Init();
|
||||
IndexGenerator::Init();
|
||||
VertexShaderManager::Init();
|
||||
PixelShaderManager::Init();
|
||||
ProgramShaderCache::Init();
|
||||
PostProcessing::Init();
|
||||
g_texture_cache = new TextureCache();
|
||||
g_sampler_cache = new SamplerCache();
|
||||
Renderer::Init();
|
||||
GL_REPORT_ERRORD();
|
||||
VertexLoaderManager::Init();
|
||||
TextureConverter::Init();
|
||||
#ifndef _M_GENERIC
|
||||
DLCache::Init();
|
||||
#endif
|
||||
|
||||
// Notify the core that the video backend is ready
|
||||
Host_Message(WM_USER_CREATE);
|
||||
}
|
||||
|
||||
void VideoBackend::Shutdown()
|
||||
{
|
||||
s_BackendInitialized = false;
|
||||
|
||||
// Do our OSD callbacks
|
||||
OSD::DoCallbacks(OSD::OSD_SHUTDOWN);
|
||||
|
||||
GLInterface->Shutdown();
|
||||
}
|
||||
|
||||
void VideoBackend::Video_Cleanup() {
|
||||
|
||||
if (g_renderer)
|
||||
{
|
||||
s_efbAccessRequested = false;
|
||||
s_FifoShuttingDown = false;
|
||||
s_swapRequested = false;
|
||||
#ifndef _M_GENERIC
|
||||
DLCache::Shutdown();
|
||||
#endif
|
||||
Fifo_Shutdown();
|
||||
|
||||
// The following calls are NOT Thread Safe
|
||||
// And need to be called from the video thread
|
||||
Renderer::Shutdown();
|
||||
TextureConverter::Shutdown();
|
||||
VertexLoaderManager::Shutdown();
|
||||
delete g_sampler_cache;
|
||||
g_sampler_cache = NULL;
|
||||
delete g_texture_cache;
|
||||
g_texture_cache = NULL;
|
||||
PostProcessing::Shutdown();
|
||||
ProgramShaderCache::Shutdown();
|
||||
VertexShaderManager::Shutdown();
|
||||
PixelShaderManager::Shutdown();
|
||||
delete g_perf_query;
|
||||
g_perf_query = NULL;
|
||||
delete g_vertex_manager;
|
||||
g_vertex_manager = NULL;
|
||||
OpcodeDecoder_Shutdown();
|
||||
delete g_renderer;
|
||||
g_renderer = NULL;
|
||||
GLInterface->ClearCurrent();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
10
Source/Core/VideoBackends/OGL/Src/main.h
Normal file
10
Source/Core/VideoBackends/OGL/Src/main.h
Normal file
@ -0,0 +1,10 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#ifndef _MAIN_H_
|
||||
#define _MAIN_H_
|
||||
|
||||
#include "MainBase.h"
|
||||
|
||||
#endif // _MAIN_H_
|
5
Source/Core/VideoBackends/OGL/Src/stdafx.cpp
Normal file
5
Source/Core/VideoBackends/OGL/Src/stdafx.cpp
Normal file
@ -0,0 +1,5 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "stdafx.h"
|
12
Source/Core/VideoBackends/OGL/Src/stdafx.h
Normal file
12
Source/Core/VideoBackends/OGL/Src/stdafx.h
Normal file
@ -0,0 +1,12 @@
|
||||
// Copyright 2013 Dolphin Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
#define _WIN32_WINNT 0x501
|
||||
#ifndef _WIN32_IE
|
||||
#define _WIN32_IE 0x0500 // Default value is 0x0400
|
||||
#endif
|
||||
|
||||
#include <tchar.h>
|
||||
#include <windows.h>
|
Reference in New Issue
Block a user