// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/GL/GLInterfaceBase.h" #include "Common/MsgHandler.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/OGLTexture.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/SamplerCache.h" #include "VideoBackends/OGL/TextureCache.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/TextureConfig.h" namespace OGL { namespace { std::array s_Textures; u32 s_ActiveTexture; GLenum GetGLInternalFormatForTextureFormat(HostTextureFormat format, bool storage) { switch (format) { case HostTextureFormat::DXT1: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; case HostTextureFormat::DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; case HostTextureFormat::DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; case HostTextureFormat::RGBA8: default: return storage ? GL_RGBA8 : GL_RGBA; } } GLenum GetGLFormatForTextureFormat(HostTextureFormat format) { switch (format) { case HostTextureFormat::RGBA8: return GL_RGBA; // Compressed texture formats don't use this parameter. default: return GL_UNSIGNED_BYTE; } } GLenum GetGLTypeForTextureFormat(HostTextureFormat format) { switch (format) { case HostTextureFormat::RGBA8: return GL_UNSIGNED_BYTE; // Compressed texture formats don't use this parameter. default: return GL_UNSIGNED_BYTE; } } } // Anonymous namespace bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level) { if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL) return false; int width = std::max(virtual_width >> level, 1); int height = std::max(virtual_height >> level, 1); std::vector data(width * height * 4); glActiveTexture(GL_TEXTURE9); glBindTexture(textarget, tex); glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data()); OGLTexture::SetStage(); return TextureToPng(data.data(), width * 4, filename, width, height, true); } OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config) { glGenTextures(1, &m_texId); glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1); if (g_ogl_config.bSupportsTextureStorage) { GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true); glTexStorage3D(GL_TEXTURE_2D_ARRAY, m_config.levels, gl_internal_format, m_config.width, m_config.height, m_config.layers); } if (m_config.rendertarget) { // We can't render to compressed formats. _assert_(!IsCompressedHostTextureFormat(m_config.format)); if (!g_ogl_config.bSupportsTextureStorage) { for (u32 level = 0; level < m_config.levels; level++) { glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, std::max(m_config.width >> level, 1u), std::max(m_config.height >> level, 1u), m_config.layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } } glGenFramebuffers(1, &m_framebuffer); FramebufferManager::SetFramebuffer(m_framebuffer); FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, m_texId, 0); } SetStage(); } OGLTexture::~OGLTexture() { if (m_texId) { for (auto& gtex : s_Textures) if (gtex == m_texId) gtex = 0; glDeleteTextures(1, &m_texId); m_texId = 0; } if (m_framebuffer) { glDeleteFramebuffers(1, &m_framebuffer); m_framebuffer = 0; } } GLuint OGLTexture::GetRawTexIdentifier() const { return m_texId; } GLuint OGLTexture::GetFramebuffer() const { return m_framebuffer; } void OGLTexture::Bind(unsigned int stage) { if (s_Textures[stage] != m_texId) { if (s_ActiveTexture != stage) { glActiveTexture(GL_TEXTURE0 + stage); s_ActiveTexture = stage; } glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId); s_Textures[stage] = m_texId; } } bool OGLTexture::Save(const std::string& filename, unsigned int level) { // We can't dump compressed textures currently (it would mean drawing them to a RGBA8 // framebuffer, and saving that). TextureCache does not call Save for custom textures // anyway, so this is fine for now. _assert_(m_config.format == HostTextureFormat::RGBA8); return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, m_texId, m_config.width, m_config.height, level); } void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* source, const MathUtil::Rectangle& srcrect, const MathUtil::Rectangle& dstrect) { const OGLTexture* srcentry = static_cast(source); if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() && g_ogl_config.bSupportsCopySubImage) { glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0, m_texId, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0, dstrect.GetWidth(), dstrect.GetHeight(), srcentry->m_config.layers); return; } else if (!m_framebuffer) { glGenFramebuffers(1, &m_framebuffer); FramebufferManager::SetFramebuffer(m_framebuffer); FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, m_texId, 0); } g_renderer->ResetAPIState(); FramebufferManager::SetFramebuffer(m_framebuffer); glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->m_texId); g_sampler_cache->BindLinearSampler(9); glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight()); TextureCache::GetInstance()->GetColorCopyProgram().Bind(); glUniform4f(TextureCache::GetInstance()->GetColorCopyPositionUniform(), float(srcrect.left), float(srcrect.top), float(srcrect.GetWidth()), float(srcrect.GetHeight())); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); FramebufferManager::SetFramebuffer(0); g_renderer->RestoreAPIState(); } void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size) { if (level >= m_config.levels) PanicAlert("Texture only has %d levels, can't update level %d", m_config.levels, level); if (width != std::max(1u, m_config.width >> level) || height != std::max(1u, m_config.height >> level)) PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level, std::max(1u, m_config.width >> level), std::max(1u, m_config.height >> level), width, height); glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId); if (row_length != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false); if (IsCompressedHostTextureFormat(m_config.format)) { if (g_ogl_config.bSupportsTextureStorage) { glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_internal_format, static_cast(buffer_size), buffer); } else { glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, static_cast(buffer_size), buffer); } } else { GLenum gl_format = GetGLFormatForTextureFormat(m_config.format); GLenum gl_type = GetGLTypeForTextureFormat(m_config.format); if (g_ogl_config.bSupportsTextureStorage) { glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type, buffer); } else { glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format, gl_type, buffer); } } if (row_length != width) glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); SetStage(); } void OGLTexture::DisableStage(unsigned int stage) { } void OGLTexture::SetStage() { // -1 is the initial value as we don't know which texture should be bound if (s_ActiveTexture != (u32)-1) glActiveTexture(GL_TEXTURE0 + s_ActiveTexture); } } // namespace OGL