dolphin/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
Jordan Woyak ceabf90bda Improve iterator usage.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5528 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-28 23:14:16 +00:00

560 lines
16 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Globals.h"
#include "FramebufferManager.h"
#include "TextureConverter.h"
#include "XFB.h"
#include "Render.h"
extern bool s_bHaveFramebufferBlit; // comes from Render.cpp
FramebufferManager g_framebufferManager;
void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
{
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples;
m_msaaCoverageSamples = msaaCoverageSamples;
// The EFB can be set to different pixel formats by the game through the
// BPMEM_ZCOMPARE register (which should probably have a different name).
// They are:
// - 24-bit RGB (8-bit components) with 24-bit Z
// - 24-bit RGBA (6-bit components) with 24-bit Z
// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
// Multisampling depends on user settings.
// The distinction becomes important for certain operations, i.e. the
// alpha channel should be ignored if the EFB does not have one.
// Create EFB target.
glGenFramebuffersEXT(1, &m_efbFramebuffer);
if (m_msaaSamples <= 1)
{
// EFB targets will be textures in non-MSAA mode.
GLuint glObj[2];
glGenTextures(2, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
// Bind target textures to the EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
}
else
{
// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
// Resolve targets will be created to transfer EFB to RAM textures.
// XFB framebuffer will be created to transfer EFB to XFB texture.
// Create EFB target renderbuffers.
GLuint glObj[2];
glGenRenderbuffersEXT(2, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// Bind target renderbuffers to EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
GL_REPORT_FBO_ERROR();
// Create resolved targets for transferring multisampled EFB to texture.
glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
glGenTextures(2, glObj);
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
// Bind resolved textures to resolved framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
GL_REPORT_FBO_ERROR();
// Return to EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
}
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffersEXT(1, &m_xfbFramebuffer);
// EFB framebuffer is currently bound.
}
void FramebufferManager::Shutdown()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GLuint glObj[3];
// Note: OpenGL deletion functions silently ignore parameters of "0".
glObj[0] = m_efbFramebuffer;
glObj[1] = m_resolvedFramebuffer;
glObj[2] = m_xfbFramebuffer;
glDeleteFramebuffersEXT(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
glObj[2] = m_realXFBSource.texture;
glDeleteTextures(3, glObj);
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_realXFBSource.texture = 0;
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
if (m_msaaSamples <= 1)
glDeleteTextures(2, glObj);
else
glDeleteRenderbuffersEXT(2, glObj);
m_efbColor = 0;
m_efbDepth = 0;
for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
{
glDeleteTextures(1, &it->xfbSource.texture);
}
m_virtualXFBList.clear();
}
void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
if (g_ActiveConfig.bUseRealXFB)
copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
else
copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
}
const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
if (g_ActiveConfig.bUseRealXFB)
return getRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
else
return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
}
GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc) const
{
if (m_msaaSamples <= 1)
{
return m_efbColor;
}
else
{
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
// required.
TargetRectangle targetRc = ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
return m_resolvedColorTexture;
}
}
GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc) const
{
if (m_msaaSamples <= 1)
{
return m_efbDepth;
}
else
{
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
// required.
TargetRectangle targetRc = ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
GL_DEPTH_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
return m_resolvedDepthTexture;
}
}
TargetRectangle FramebufferManager::ConvertEFBRectangle(const EFBRectangle& rc) const
{
TargetRectangle result;
float XScale = Renderer::GetTargetScaleX();
float YScale = Renderer::GetTargetScaleY();
result.left = rc.left * XScale;
result.top = ((EFB_HEIGHT - rc.top) * YScale);
result.right = rc.right * XScale ;
result.bottom = ((EFB_HEIGHT - rc.bottom) * YScale);
return result;
}
FramebufferManager::VirtualXFBListType::iterator
FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
{
u32 srcLower = xfbAddr;
u32 srcUpper = xfbAddr + 2 * width * height;
VirtualXFBListType::iterator it;
for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
{
u32 dstLower = it->xfbAddr;
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (dstLower >= srcLower && dstUpper <= srcUpper)
return it;
}
// That address is not in the Virtual XFB list.
return m_virtualXFBList.end();
}
void FramebufferManager::replaceVirtualXFB()
{
VirtualXFBListType::iterator it = m_virtualXFBList.begin();
s32 srcLower = it->xfbAddr;
s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
s32 lineSize = 2 * it->xfbWidth;
++it;
while (it != m_virtualXFBList.end())
{
s32 dstLower = it->xfbAddr;
s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (dstLower >= srcLower && dstUpper <= srcUpper)
{
// invalidate the data
it->xfbAddr = 0;
it->xfbHeight = 0;
it->xfbWidth = 0;
}
else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
{
s32 upperOverlap = (srcUpper - dstLower) / lineSize;
s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
if (upperOverlap > 0 && lowerOverlap < 0)
{
it->xfbAddr += lineSize * upperOverlap;
it->xfbHeight -= upperOverlap;
}
else if (lowerOverlap > 0)
{
it->xfbHeight -= lowerOverlap;
}
}
++it;
}
}
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
u8* pXFB = Memory_GetPtr(xfbAddr);
if (!pXFB)
{
WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
return;
}
XFB_Write(pXFB, sourceRc, fbWidth, fbHeight);
}
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
GLuint xfbTexture;
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
// replace the last virtual XFB
--it;
}
if (it != m_virtualXFBList.end())
{
// Overwrite an existing Virtual XFB.
it->xfbAddr = xfbAddr;
it->xfbWidth = fbWidth;
it->xfbHeight = fbHeight;
it->xfbSource.srcAddr = xfbAddr;
it->xfbSource.srcWidth = fbWidth;
it->xfbSource.srcHeight = fbHeight;
it->xfbSource.texWidth = Renderer::GetTargetWidth();
it->xfbSource.texHeight = Renderer::GetTargetHeight();
it->xfbSource.sourceRc = ConvertEFBRectangle(sourceRc);
xfbTexture = it->xfbSource.texture;
// Move this Virtual XFB to the front of the list.
m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
// Keep stale XFB data from being used
replaceVirtualXFB();
}
else
{
// Create a new Virtual XFB and place it at the front of the list.
glGenTextures(1, &xfbTexture);
#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
if (m_msaaSamples > 1)
#else
if (s_bHaveFramebufferBlit)
#endif
{
// In MSAA mode, allocate the texture image here. In non-MSAA mode,
// the image will be allocated by glCopyTexImage2D (later).
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, m_targetWidth, m_targetHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
VirtualXFB newVirt;
newVirt.xfbAddr = xfbAddr;
newVirt.xfbWidth = fbWidth;
newVirt.xfbHeight = fbHeight;
newVirt.xfbSource.srcAddr = xfbAddr;
newVirt.xfbSource.srcWidth = fbWidth;
newVirt.xfbSource.srcHeight = fbHeight;
newVirt.xfbSource.texture = xfbTexture;
newVirt.xfbSource.texWidth = m_targetWidth;
newVirt.xfbSource.texHeight = m_targetHeight;
newVirt.xfbSource.sourceRc = ConvertEFBRectangle(sourceRc);
// Add the new Virtual XFB to the list
if ((int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
// List overflowed; delete the oldest.
glDeleteTextures(1, &m_virtualXFBList.back().xfbSource.texture);
m_virtualXFBList.pop_back();
}
m_virtualXFBList.push_front(newVirt);
}
// Copy EFB to XFB texture
#if 0
if (m_msaaSamples <= 1)
#else
if (!s_bHaveFramebufferBlit)
#endif
{
// Just copy the EFB directly.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, m_targetWidth, m_targetHeight, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
else
{
// OpenGL cannot copy directly from a multisampled framebuffer, so use
// EXT_framebuffer_blit.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_xfbFramebuffer);
// Bind texture.
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbTexture, 0);
GL_REPORT_FBO_ERROR();
glBlitFramebufferEXT(
0, 0, m_targetWidth, m_targetHeight,
0, 0, m_targetWidth, m_targetHeight,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Unbind texture.
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
// Return to EFB.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
}
}
const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
xfbCount = 1;
m_realXFBSource.texWidth = MAX_XFB_WIDTH;
m_realXFBSource.texHeight = MAX_XFB_HEIGHT;
m_realXFBSource.srcAddr = xfbAddr;
m_realXFBSource.srcWidth = fbWidth;
m_realXFBSource.srcHeight = fbHeight;
// OpenGL texture coordinates originate at the lower left, which is why
// sourceRc.top = fbHeight and sourceRc.bottom = 0.
m_realXFBSource.sourceRc.left = 0;
m_realXFBSource.sourceRc.top = fbHeight;
m_realXFBSource.sourceRc.right = fbWidth;
m_realXFBSource.sourceRc.bottom = 0;
if (!m_realXFBSource.texture)
{
glGenTextures(1, &m_realXFBSource.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
// Decode YUYV data from GameCube RAM
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
m_overlappingXFBArray[0] = &m_realXFBSource;
return &m_overlappingXFBArray[0];
}
const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
xfbCount = 0;
if (m_virtualXFBList.size() == 0)
{
// No Virtual XFBs available.
return NULL;
}
u32 srcLower = xfbAddr;
u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
VirtualXFBListType::reverse_iterator it;
for (it = m_virtualXFBList.rbegin(); it != m_virtualXFBList.rend(); ++it)
{
u32 dstLower = it->xfbAddr;
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
{
m_overlappingXFBArray[xfbCount] = &(it->xfbSource);
xfbCount++;
}
}
return &m_overlappingXFBArray[0];
}
void FramebufferManager::SetFramebuffer(GLuint fb)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
}
// Apply AA if enabled
GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle &source_rect)
{
return GetEFBColorTexture(source_rect);
}
GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect)
{
return GetEFBDepthTexture(source_rect);
}