VideoBackends: Support updated texture encoding shader generators

This commit is contained in:
Stenzek
2017-04-04 23:55:36 +10:00
parent 3847e226ab
commit e9850aa0f2
20 changed files with 194 additions and 279 deletions

View File

@ -45,10 +45,12 @@ static int s_rgbToYuyvUniform_loc;
static SHADER s_yuyvToRgbProgram;
// Not all slots are taken - but who cares.
const u32 NUM_ENCODING_PROGRAMS = 64;
static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
static int s_encodingUniforms[NUM_ENCODING_PROGRAMS];
struct EncodingProgram
{
SHADER program;
GLint copy_position_uniform;
};
static std::map<EFBCopyFormat, EncodingProgram> s_encoding_programs;
static GLuint s_PBO = 0; // for readback with different strides
@ -133,41 +135,37 @@ static void CreatePrograms()
ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
}
static SHADER& GetOrCreateEncodingShader(u32 format)
static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyFormat& format)
{
if (format >= NUM_ENCODING_PROGRAMS)
{
PanicAlert("Unknown texture copy format: 0x%x\n", format);
return s_encodingPrograms[0];
}
auto iter = s_encoding_programs.find(format);
if (iter != s_encoding_programs.end())
return iter->second;
if (s_encodingPrograms[format].glprogid == 0)
{
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::OpenGL);
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::OpenGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
{
static int counter = 0;
std::string filename =
StringFromFormat("%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
{
static int counter = 0;
std::string filename =
StringFromFormat("%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, shader);
}
SaveData(filename, shader);
}
#endif
const char* VProgram = "void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
const char* VProgram = "void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
EncodingProgram program;
if (!ProgramShaderCache::CompileShader(program.program, VProgram, shader))
PanicAlert("Failed to compile texture encoding shader.");
s_encodingUniforms[format] =
glGetUniformLocation(s_encodingPrograms[format].glprogid, "position");
}
return s_encodingPrograms[format];
program.copy_position_uniform = glGetUniformLocation(program.program.glprogid, "position");
return s_encoding_programs.emplace(format, program).first->second;
}
void Init()
@ -204,8 +202,9 @@ void Shutdown()
s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
for (auto& program : s_encodingPrograms)
program.Destroy();
for (auto& program : s_encoding_programs)
program.second.program.Destroy();
s_encoding_programs.clear();
s_srcTexture = 0;
s_dstTexture = 0;
@ -271,23 +270,24 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyFormat& format, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
{
g_renderer->ResetAPIState();
SHADER& texconv_shader = GetOrCreateEncodingShader(format);
EncodingProgram& texconv_shader = GetOrCreateEncodingShader(format);
texconv_shader.Bind();
glUniform4i(s_encodingUniforms[format], source.left, source.top, native_width,
bScaleByHalf ? 2 : 1);
texconv_shader.program.Bind();
glUniform4i(texconv_shader.copy_position_uniform, src_rect.left, src_rect.top, native_width,
scale_by_half ? 2 : 1);
const GLuint read_texture = is_depth_copy ? FramebufferManager::ResolveAndGetDepthTarget(source) :
FramebufferManager::ResolveAndGetRenderTarget(source);
const GLuint read_texture = is_depth_copy ?
FramebufferManager::ResolveAndGetDepthTarget(src_rect) :
FramebufferManager::ResolveAndGetRenderTarget(src_rect);
EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
bScaleByHalf > 0 && !is_depth_copy);
scale_by_half && !is_depth_copy);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();