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https://github.com/dolphin-emu/dolphin.git
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592 lines
20 KiB
C++
592 lines
20 KiB
C++
// Copyright 2008 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 "VideoBackends/OGL/TextureCache.h"
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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#include <fstream>
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#include <memory>
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#include <vector>
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#include "Common/GL/GLInterfaceBase.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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static SHADER s_ColorCopyProgram;
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static SHADER s_ColorMatrixProgram;
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static SHADER s_DepthMatrixProgram;
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static GLuint s_ColorMatrixUniform;
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static GLuint s_DepthMatrixUniform;
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static GLuint s_ColorCopyPositionUniform;
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static GLuint s_ColorMatrixPositionUniform;
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static GLuint s_DepthCopyPositionUniform;
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static u32 s_ColorCbufid;
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static u32 s_DepthCbufid;
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static u32 s_Textures[8];
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static u32 s_ActiveTexture;
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static SHADER s_palette_pixel_shader[3];
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static std::unique_ptr<StreamBuffer> s_palette_stream_buffer;
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static GLuint s_palette_resolv_texture;
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static GLuint s_palette_buffer_offset_uniform[3];
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static GLuint s_palette_multiplier_uniform[3];
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static GLuint s_palette_copy_position_uniform[3];
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
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int virtual_height, unsigned int level)
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{
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if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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return false;
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int width = std::max(virtual_width >> level, 1);
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int height = std::max(virtual_height >> level, 1);
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std::vector<u8> data(width * height * 4);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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TextureCache::SetStage();
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return TextureToPng(data.data(), width * 4, filename, width, height, true);
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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if (texture)
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{
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for (auto& gtex : s_Textures)
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if (gtex == texture)
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gtex = 0;
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glDeleteTextures(1, &texture);
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texture = 0;
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}
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if (framebuffer)
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{
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glDeleteFramebuffers(1, &framebuffer);
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framebuffer = 0;
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}
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}
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TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config)
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{
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glGenTextures(1, &texture);
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framebuffer = 0;
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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if (s_Textures[stage] != texture)
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{
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if (s_ActiveTexture != stage)
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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s_ActiveTexture = stage;
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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s_Textures[stage] = texture;
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}
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}
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bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
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{
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return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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TCacheEntry* entry = new TCacheEntry(config);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
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if (config.rendertarget)
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{
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for (u32 level = 0; level <= config.levels; level++)
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{
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, config.width, config.height, config.layers,
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0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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glGenFramebuffers(1, &entry->framebuffer);
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FramebufferManager::SetFramebuffer(entry->framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D_ARRAY, entry->texture, 0);
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}
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TextureCache::SetStage();
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return entry;
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}
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void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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{
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TCacheEntry* srcentry = (TCacheEntry*)source;
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if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
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g_ogl_config.bSupportsCopySubImage)
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{
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glCopyImageSubData(srcentry->texture, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
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texture, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
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dstrect.GetWidth(), dstrect.GetHeight(), srcentry->config.layers);
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return;
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}
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else if (!framebuffer)
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{
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glGenFramebuffers(1, &framebuffer);
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FramebufferManager::SetFramebuffer(framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D_ARRAY, texture, 0);
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}
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g_renderer->ResetAPIState();
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FramebufferManager::SetFramebuffer(framebuffer);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
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g_sampler_cache->BindLinearSampler(9);
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glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
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s_ColorCopyProgram.Bind();
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glUniform4f(s_ColorCopyPositionUniform, float(srcrect.left), float(srcrect.top),
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float(srcrect.GetWidth()), float(srcrect.GetHeight()));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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void TextureCache::TCacheEntry::Load(const u8* buffer, u32 width, u32 height, u32 expanded_width,
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u32 level)
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{
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if (level >= config.levels)
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PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
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if (width != std::max(1u, config.width >> level) ||
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height != std::max(1u, config.height >> level))
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PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
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std::max(1u, config.width >> level), std::max(1u, config.height >> level), width,
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height);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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buffer);
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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TextureCache::SetStage();
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
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bool scaleByHalf, unsigned int cbufid,
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const float* colmat)
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{
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g_renderer->ResetAPIState(); // reset any game specific settings
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// Make sure to resolve anything we need to read from.
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const GLuint read_texture = is_depth_copy ?
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FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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FramebufferManager::ResolveAndGetRenderTarget(srcRect);
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FramebufferManager::SetFramebuffer(framebuffer);
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OpenGL_BindAttributelessVAO();
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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if (scaleByHalf)
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g_sampler_cache->BindLinearSampler(9);
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else
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g_sampler_cache->BindNearestSampler(9);
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glViewport(0, 0, config.width, config.height);
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GLuint uniform_location;
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if (is_depth_copy)
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{
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s_DepthMatrixProgram.Bind();
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if (s_DepthCbufid != cbufid)
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glUniform4fv(s_DepthMatrixUniform, 5, colmat);
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s_DepthCbufid = cbufid;
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uniform_location = s_DepthCopyPositionUniform;
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}
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else
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{
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s_ColorMatrixProgram.Bind();
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if (s_ColorCbufid != cbufid)
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glUniform4fv(s_ColorMatrixUniform, 7, colmat);
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s_ColorCbufid = cbufid;
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uniform_location = s_ColorMatrixPositionUniform;
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}
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TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
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glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
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static_cast<float>(R.right), static_cast<float>(R.bottom));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
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{
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TextureConverter::EncodeToRamFromTexture(dst, format, native_width, bytes_per_row, num_blocks_y,
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memory_stride, is_depth_copy, isIntensity, scaleByHalf,
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srcRect);
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}
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TextureCache::TextureCache()
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{
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CompileShaders();
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s_ActiveTexture = -1;
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for (auto& gtex : s_Textures)
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gtex = -1;
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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{
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s32 buffer_size = 1024 * 1024;
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s32 max_buffer_size = 0;
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// The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates
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// is 65KB, we are asking for a 1MB buffer here.
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// Make sure to check the maximum size and if it is below 1MB
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// then use the maximum the hardware supports instead.
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glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size);
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buffer_size = std::min(buffer_size, max_buffer_size);
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s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
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glGenTextures(1, &s_palette_resolv_texture);
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glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
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}
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}
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TextureCache::~TextureCache()
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{
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DeleteShaders();
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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{
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s_palette_stream_buffer.reset();
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glDeleteTextures(1, &s_palette_resolv_texture);
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}
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}
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void TextureCache::DisableStage(unsigned int stage)
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{
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}
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void TextureCache::SetStage()
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{
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// -1 is the initial value as we don't know which texture should be bound
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if (s_ActiveTexture != (u32)-1)
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glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
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}
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bool TextureCache::CompileShaders()
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{
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constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, f_uv0);\n"
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" ocol0 = texcol;\n"
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"}\n";
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constexpr const char* color_matrix_program =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 colmat[7];\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, f_uv0);\n"
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" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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constexpr const char* depth_matrix_program =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 colmat[5];\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
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" int depth = int(texcol.x * 16777216.0);\n"
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// Convert to Z24 format
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" ivec4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = vec4(workspace) / 255.0;\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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constexpr const char* vertex_program =
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"out vec3 %s_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"void main()\n"
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"{\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
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"0).xy), 0.0);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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const std::string geo_program = g_ActiveConfig.iStereoMode > 0 ?
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"layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n"
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"in vec3 v_uv0[3];\n"
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"out vec3 f_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"void main()\n"
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"{\n"
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" int layers = textureSize(samp9, 0).z;\n"
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" for (int layer = 0; layer < layers; ++layer) {\n"
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" for (int i = 0; i < 3; ++i) {\n"
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" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" gl_Layer = layer;\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n" :
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"";
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const char* prefix = geo_program.empty() ? "f" : "v";
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const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
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if (!ProgramShaderCache::CompileShader(s_ColorCopyProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_copy_program, geo_program) ||
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!ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_matrix_program, geo_program) ||
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!ProgramShaderCache::CompileShader(
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s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
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StringFromFormat(depth_matrix_program, depth_layer), geo_program))
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{
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return false;
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}
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s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
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s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
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s_ColorCbufid = -1;
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s_DepthCbufid = -1;
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s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
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s_ColorMatrixPositionUniform =
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glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
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s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
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std::string palette_shader =
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R"GLSL(
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uniform int texture_buffer_offset;
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uniform float multiplier;
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SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
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in vec3 f_uv0;
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out vec4 ocol0;
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int Convert3To8(int v)
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{
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// Swizzle bits: 00000123 -> 12312312
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return (v << 5) | (v << 2) | (v >> 1);
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}
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int Convert4To8(int v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | v;
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}
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int Convert5To8(int v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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int Convert6To8(int v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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float4 DecodePixel_RGB5A3(int val)
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{
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int r,g,b,a;
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if ((val&0x8000) > 0)
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{
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r=Convert5To8((val>>10) & 0x1f);
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g=Convert5To8((val>>5 ) & 0x1f);
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b=Convert5To8((val ) & 0x1f);
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a=0xFF;
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}
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else
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{
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a=Convert3To8((val>>12) & 0x7);
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r=Convert4To8((val>>8 ) & 0xf);
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g=Convert4To8((val>>4 ) & 0xf);
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b=Convert4To8((val ) & 0xf);
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}
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return float4(r, g, b, a) / 255.0;
|
|
}
|
|
|
|
float4 DecodePixel_RGB565(int val)
|
|
{
|
|
int r, g, b, a;
|
|
r = Convert5To8((val >> 11) & 0x1f);
|
|
g = Convert6To8((val >> 5) & 0x3f);
|
|
b = Convert5To8((val) & 0x1f);
|
|
a = 0xFF;
|
|
return float4(r, g, b, a) / 255.0;
|
|
}
|
|
|
|
float4 DecodePixel_IA8(int val)
|
|
{
|
|
int i = val & 0xFF;
|
|
int a = val >> 8;
|
|
return float4(i, i, i, a) / 255.0;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
int src = int(round(texture(samp9, f_uv0).r * multiplier));
|
|
src = int(texelFetch(samp10, src + texture_buffer_offset).r);
|
|
src = ((src << 8) & 0xFF00) | (src >> 8);
|
|
ocol0 = DECODE(src);
|
|
}
|
|
)GLSL";
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
|
{
|
|
if (!ProgramShaderCache::CompileShader(
|
|
s_palette_pixel_shader[GX_TL_IA8], StringFromFormat(vertex_program, prefix, prefix),
|
|
"#define DECODE DecodePixel_IA8" + palette_shader, geo_program))
|
|
{
|
|
return false;
|
|
}
|
|
s_palette_buffer_offset_uniform[GX_TL_IA8] =
|
|
glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
|
|
s_palette_multiplier_uniform[GX_TL_IA8] =
|
|
glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "multiplier");
|
|
s_palette_copy_position_uniform[GX_TL_IA8] =
|
|
glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
|
|
|
|
if (!ProgramShaderCache::CompileShader(
|
|
s_palette_pixel_shader[GX_TL_RGB565], StringFromFormat(vertex_program, prefix, prefix),
|
|
"#define DECODE DecodePixel_RGB565" + palette_shader, geo_program))
|
|
{
|
|
return false;
|
|
}
|
|
s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(
|
|
s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
|
|
s_palette_multiplier_uniform[GX_TL_RGB565] =
|
|
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "multiplier");
|
|
s_palette_copy_position_uniform[GX_TL_RGB565] =
|
|
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
|
|
|
|
if (!ProgramShaderCache::CompileShader(
|
|
s_palette_pixel_shader[GX_TL_RGB5A3], StringFromFormat(vertex_program, prefix, prefix),
|
|
"#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program))
|
|
{
|
|
return false;
|
|
}
|
|
s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(
|
|
s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
|
|
s_palette_multiplier_uniform[GX_TL_RGB5A3] =
|
|
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "multiplier");
|
|
s_palette_copy_position_uniform[GX_TL_RGB5A3] =
|
|
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void TextureCache::DeleteShaders()
|
|
{
|
|
s_ColorMatrixProgram.Destroy();
|
|
s_DepthMatrixProgram.Destroy();
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
|
for (auto& shader : s_palette_pixel_shader)
|
|
shader.Destroy();
|
|
}
|
|
|
|
void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted,
|
|
void* palette, TlutFormat format)
|
|
{
|
|
if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
|
return;
|
|
|
|
g_renderer->ResetAPIState();
|
|
|
|
TCacheEntry* entry = (TCacheEntry*)_entry;
|
|
TCacheEntry* unconverted = (TCacheEntry*)_unconverted;
|
|
|
|
glActiveTexture(GL_TEXTURE9);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
|
|
g_sampler_cache->BindNearestSampler(9);
|
|
|
|
FramebufferManager::SetFramebuffer(entry->framebuffer);
|
|
glViewport(0, 0, entry->config.width, entry->config.height);
|
|
s_palette_pixel_shader[format].Bind();
|
|
|
|
// C14 textures are currently unsupported
|
|
int size = (unconverted->format & 0xf) == GX_TF_I4 ? 32 : 512;
|
|
auto buffer = s_palette_stream_buffer->Map(size);
|
|
memcpy(buffer.first, palette, size);
|
|
s_palette_stream_buffer->Unmap(size);
|
|
glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
|
|
glUniform1f(s_palette_multiplier_uniform[format],
|
|
(unconverted->format & 0xf) == 0 ? 15.0f : 255.0f);
|
|
glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width,
|
|
(float)unconverted->config.height);
|
|
|
|
glActiveTexture(GL_TEXTURE10);
|
|
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
|
|
g_sampler_cache->BindNearestSampler(10);
|
|
|
|
OpenGL_BindAttributelessVAO();
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
FramebufferManager::SetFramebuffer(0);
|
|
g_renderer->RestoreAPIState();
|
|
}
|
|
}
|