mirror of
https://github.com/dolphin-emu/dolphin.git
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674 lines
24 KiB
C++
674 lines
24 KiB
C++
// Copyright 2017 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 "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/OGLTexture.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConfig.h"
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namespace OGL
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{
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namespace
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{
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GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
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{
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switch (format)
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{
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case AbstractTextureFormat::DXT1:
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return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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case AbstractTextureFormat::DXT3:
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return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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case AbstractTextureFormat::DXT5:
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return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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case AbstractTextureFormat::BPTC:
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return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
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case AbstractTextureFormat::RGBA8:
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return storage ? GL_RGBA8 : GL_RGBA;
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case AbstractTextureFormat::BGRA8:
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return storage ? GL_RGBA8 : GL_BGRA;
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case AbstractTextureFormat::R16:
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return GL_R16;
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case AbstractTextureFormat::R32F:
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return GL_R32F;
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case AbstractTextureFormat::D16:
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return GL_DEPTH_COMPONENT16;
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case AbstractTextureFormat::D24_S8:
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return GL_DEPTH24_STENCIL8;
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case AbstractTextureFormat::D32F:
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return GL_DEPTH_COMPONENT32F;
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case AbstractTextureFormat::D32F_S8:
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return GL_DEPTH32F_STENCIL8;
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default:
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PanicAlert("Unhandled texture format.");
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return storage ? GL_RGBA8 : GL_RGBA;
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}
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}
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GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case AbstractTextureFormat::RGBA8:
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return GL_RGBA;
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case AbstractTextureFormat::BGRA8:
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return GL_BGRA;
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case AbstractTextureFormat::R16:
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case AbstractTextureFormat::R32F:
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return GL_RED;
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case AbstractTextureFormat::D16:
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case AbstractTextureFormat::D32F:
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return GL_DEPTH_COMPONENT;
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case AbstractTextureFormat::D24_S8:
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case AbstractTextureFormat::D32F_S8:
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return GL_DEPTH_STENCIL;
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// Compressed texture formats don't use this parameter.
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default:
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return GL_UNSIGNED_BYTE;
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}
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}
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GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case AbstractTextureFormat::RGBA8:
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case AbstractTextureFormat::BGRA8:
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return GL_UNSIGNED_BYTE;
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case AbstractTextureFormat::R16:
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return GL_UNSIGNED_SHORT;
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case AbstractTextureFormat::R32F:
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return GL_FLOAT;
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case AbstractTextureFormat::D16:
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return GL_UNSIGNED_SHORT;
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case AbstractTextureFormat::D24_S8:
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return GL_UNSIGNED_INT_24_8;
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case AbstractTextureFormat::D32F:
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return GL_FLOAT;
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case AbstractTextureFormat::D32F_S8:
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return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
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// Compressed texture formats don't use this parameter.
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default:
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return GL_UNSIGNED_BYTE;
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}
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}
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bool UsePersistentStagingBuffers()
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{
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// We require ARB_buffer_storage to create the persistent mapped buffer,
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// ARB_shader_image_load_store for glMemoryBarrier, and ARB_sync to ensure
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// the GPU has finished the copy before reading the buffer from the CPU.
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return g_ogl_config.bSupportsGLBufferStorage && g_ogl_config.bSupportsImageLoadStore &&
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g_ogl_config.bSupportsGLSync;
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}
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} // Anonymous namespace
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OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
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{
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DEBUG_ASSERT_MSG(VIDEO, !tex_config.IsMultisampled() || tex_config.levels == 1,
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"OpenGL does not support multisampled textures with mip levels");
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GLenum target =
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tex_config.IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY;
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glGenTextures(1, &m_texId);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(target, m_texId);
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1);
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GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true);
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if (tex_config.IsMultisampled())
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{
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if (g_ogl_config.bSupportsTextureStorage)
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glTexStorage3DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
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m_config.height, m_config.layers, GL_FALSE);
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else
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glTexImage3DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
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m_config.height, m_config.layers, GL_FALSE);
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}
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else if (g_ogl_config.bSupportsTextureStorage)
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{
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glTexStorage3D(target, m_config.levels, gl_internal_format, m_config.width, m_config.height,
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m_config.layers);
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}
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if (m_config.rendertarget)
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{
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// We can't render to compressed formats.
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ASSERT(!IsCompressedFormat(m_config.format));
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if (!g_ogl_config.bSupportsTextureStorage && !tex_config.IsMultisampled())
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{
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for (u32 level = 0; level < m_config.levels; level++)
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{
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glTexImage3D(target, level, GL_RGBA, std::max(m_config.width >> level, 1u),
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std::max(m_config.height >> level, 1u), m_config.layers, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, nullptr);
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}
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}
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glGenFramebuffers(1, &m_framebuffer);
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FramebufferManager::SetFramebuffer(m_framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, m_texId,
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0);
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// We broke the framebuffer binding here, and need to restore it, as the CreateTexture
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// method is in the base renderer class and can be called by VideoCommon.
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FramebufferManager::SetFramebuffer(0);
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}
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}
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OGLTexture::~OGLTexture()
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{
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g_renderer->UnbindTexture(this);
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if (m_texId)
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glDeleteTextures(1, &m_texId);
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if (m_framebuffer)
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glDeleteFramebuffers(1, &m_framebuffer);
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}
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GLuint OGLTexture::GetRawTexIdentifier() const
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{
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return m_texId;
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}
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GLuint OGLTexture::GetFramebuffer() const
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{
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return m_framebuffer;
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}
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void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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u32 dst_layer, u32 dst_level)
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{
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const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
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ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
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if (g_ogl_config.bSupportsCopySubImage)
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{
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glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, src_level, src_rect.left,
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src_rect.top, src_layer, m_texId, GL_TEXTURE_2D_ARRAY, dst_level,
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dst_rect.left, dst_rect.top, dst_layer, dst_rect.GetWidth(),
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dst_rect.GetHeight(), 1);
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}
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else
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{
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BlitFramebuffer(const_cast<OGLTexture*>(srcentry), src_rect, src_layer, src_level, dst_rect,
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dst_layer, dst_level);
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}
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}
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void OGLTexture::BlitFramebuffer(OGLTexture* srcentry, const MathUtil::Rectangle<int>& src_rect,
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u32 src_layer, u32 src_level,
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const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
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u32 dst_level)
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{
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// If it isn't a single leveled/layered texture, we need to update the framebuffer.
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bool update_src_framebuffer =
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srcentry->m_framebuffer == 0 || srcentry->m_config.layers != 0 || src_level != 0;
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bool update_dst_framebuffer = m_framebuffer == 0 || m_config.layers != 0 || dst_level != 0;
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if (!m_framebuffer)
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glGenFramebuffers(1, &m_framebuffer);
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if (!srcentry->m_framebuffer)
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glGenFramebuffers(1, &const_cast<OGLTexture*>(srcentry)->m_framebuffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, srcentry->m_framebuffer);
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if (update_src_framebuffer)
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{
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, srcentry->m_texId,
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src_level, src_layer);
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_framebuffer);
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if (update_dst_framebuffer)
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{
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texId, dst_level,
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dst_layer);
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}
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// glBlitFramebuffer is still affected by the scissor test, which is enabled by default.
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glDisable(GL_SCISSOR_TEST);
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
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dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if (update_src_framebuffer)
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{
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FramebufferManager::FramebufferTexture(
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GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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srcentry->m_config.IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY,
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srcentry->m_texId, 0);
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}
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if (update_dst_framebuffer)
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{
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FramebufferManager::FramebufferTexture(
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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m_config.IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY, m_texId,
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0);
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}
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// The default state for the scissor test is enabled. We don't need to do a full state
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// restore, as the framebuffer and scissor test are the only things we changed.
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glEnable(GL_SCISSOR_TEST);
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FramebufferManager::SetFramebuffer(0);
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}
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void OGLTexture::ScaleRectangleFromTexture(const AbstractTexture* 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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const OGLTexture* srcentry = static_cast<const OGLTexture*>(source);
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if (!m_framebuffer)
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{
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glGenFramebuffers(1, &m_framebuffer);
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FramebufferManager::SetFramebuffer(m_framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D_ARRAY, m_texId, 0);
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}
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g_renderer->ResetAPIState();
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FramebufferManager::SetFramebuffer(m_framebuffer);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->m_texId);
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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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TextureCache::GetInstance()->GetColorCopyProgram().Bind();
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glUniform4f(TextureCache::GetInstance()->GetColorCopyPositionUniform(), float(srcrect.left),
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float(srcrect.top), float(srcrect.GetWidth()), float(srcrect.GetHeight()));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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g_renderer->RestoreAPIState();
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}
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void OGLTexture::ResolveFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& rect, u32 layer, u32 level)
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{
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const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
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DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height && m_config.samples == 1);
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DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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BlitFramebuffer(const_cast<OGLTexture*>(srcentry), rect, layer, level, rect, layer, level);
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}
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void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size)
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{
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if (level >= m_config.levels)
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PanicAlert("Texture only has %d levels, can't update level %d", m_config.levels, level);
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if (width != std::max(1u, m_config.width >> level) ||
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height != std::max(1u, m_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, m_config.width >> level), std::max(1u, m_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, m_texId);
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if (row_length != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
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GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false);
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if (IsCompressedFormat(m_config.format))
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{
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1,
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gl_internal_format, static_cast<GLsizei>(buffer_size), buffer);
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}
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else
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{
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glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0,
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static_cast<GLsizei>(buffer_size), buffer);
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}
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}
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else
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{
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GLenum gl_format = GetGLFormatForTextureFormat(m_config.format);
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GLenum gl_type = GetGLTypeForTextureFormat(m_config.format);
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type,
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buffer);
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}
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else
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{
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format,
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gl_type, buffer);
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}
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}
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if (row_length != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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OGLStagingTexture::OGLStagingTexture(StagingTextureType type, const TextureConfig& config,
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GLenum target, GLuint buffer_name, size_t buffer_size,
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char* map_ptr, size_t map_stride)
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: AbstractStagingTexture(type, config), m_target(target), m_buffer_name(buffer_name),
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m_buffer_size(buffer_size)
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{
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m_map_pointer = map_ptr;
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m_map_stride = map_stride;
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}
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OGLStagingTexture::~OGLStagingTexture()
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{
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if (m_fence != 0)
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glDeleteSync(m_fence);
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if (m_map_pointer)
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{
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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if (m_buffer_name != 0)
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glDeleteBuffers(1, &m_buffer_name);
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}
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std::unique_ptr<OGLStagingTexture> OGLStagingTexture::Create(StagingTextureType type,
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const TextureConfig& config)
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{
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size_t stride = config.GetStride();
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size_t buffer_size = stride * config.height;
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GLenum target =
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type == StagingTextureType::Readback ? GL_PIXEL_PACK_BUFFER : GL_PIXEL_UNPACK_BUFFER;
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(target, buffer);
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// Prefer using buffer_storage where possible. This allows us to skip the map/unmap steps.
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char* buffer_ptr;
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if (UsePersistentStagingBuffers())
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{
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GLenum buffer_flags;
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GLenum map_flags;
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if (type == StagingTextureType::Readback)
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{
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buffer_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
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map_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
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}
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else if (type == StagingTextureType::Upload)
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{
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buffer_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
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map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
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}
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else
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{
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buffer_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
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map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
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}
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glBufferStorage(target, buffer_size, nullptr, buffer_flags);
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buffer_ptr =
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reinterpret_cast<char*>(glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, buffer_size, map_flags));
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ASSERT(buffer_ptr != nullptr);
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}
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else
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{
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// Otherwise, fallback to mapping the buffer each time.
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glBufferData(target, buffer_size, nullptr,
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type == StagingTextureType::Readback ? GL_STREAM_READ : GL_STREAM_DRAW);
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buffer_ptr = nullptr;
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}
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glBindBuffer(target, 0);
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return std::unique_ptr<OGLStagingTexture>(
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new OGLStagingTexture(type, config, target, buffer, buffer_size, buffer_ptr, stride));
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}
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void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
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{
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ASSERT(m_type == StagingTextureType::Readback);
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ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
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src_rect.GetHeight() == dst_rect.GetHeight());
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ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
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src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
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ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
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dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
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// Unmap the buffer before writing when not using persistent mappings.
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if (!UsePersistentStagingBuffers())
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OGLStagingTexture::Unmap();
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// Copy from the texture object to the staging buffer.
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
|
|
glPixelStorei(GL_PACK_ROW_LENGTH, m_config.width);
|
|
|
|
const OGLTexture* gltex = static_cast<const OGLTexture*>(src);
|
|
size_t dst_offset = dst_rect.top * m_config.GetStride() + dst_rect.left * m_texel_size;
|
|
|
|
// If we don't have a FBO associated with this texture, we need to use a slow path.
|
|
if (gltex->GetFramebuffer() != 0 && src_layer == 0 && src_level == 0)
|
|
{
|
|
// This texture has a framebuffer, so we can use glReadPixels().
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, gltex->GetFramebuffer());
|
|
glReadPixels(src_rect.left, src_rect.top, src_rect.GetWidth(), src_rect.GetHeight(),
|
|
GetGLFormatForTextureFormat(m_config.format),
|
|
GetGLTypeForTextureFormat(m_config.format), reinterpret_cast<void*>(dst_offset));
|
|
|
|
// Reset both read/draw framebuffers.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
|
|
}
|
|
else
|
|
{
|
|
if (g_ogl_config.bSupportsTextureSubImage)
|
|
{
|
|
glGetTextureSubImage(
|
|
gltex->GetRawTexIdentifier(), src_level, src_rect.left, src_rect.top, src_layer,
|
|
src_rect.GetWidth(), src_rect.GetHeight(), 1,
|
|
GetGLFormatForTextureFormat(m_config.format), GetGLTypeForTextureFormat(m_config.format),
|
|
static_cast<GLsizei>(m_buffer_size - dst_offset), reinterpret_cast<void*>(dst_offset));
|
|
}
|
|
else
|
|
{
|
|
// TODO: Investigate whether it's faster to use glReadPixels() with a framebuffer, since we're
|
|
// copying the whole texture, which may waste bandwidth. So we're trading CPU work in creating
|
|
// the framebuffer for GPU work in copying potentially redundant texels.
|
|
glActiveTexture(GL_TEXTURE9);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, gltex->GetRawTexIdentifier());
|
|
glGetTexImage(GL_TEXTURE_2D_ARRAY, src_level, GetGLFormatForTextureFormat(m_config.format),
|
|
GetGLTypeForTextureFormat(m_config.format), nullptr);
|
|
}
|
|
}
|
|
|
|
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
|
|
// If we support buffer storage, create a fence for synchronization.
|
|
if (UsePersistentStagingBuffers())
|
|
{
|
|
if (m_fence != 0)
|
|
glDeleteSync(m_fence);
|
|
|
|
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
|
|
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
glFlush();
|
|
}
|
|
|
|
m_needs_flush = true;
|
|
}
|
|
|
|
void OGLStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect,
|
|
AbstractTexture* dst,
|
|
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
|
|
u32 dst_level)
|
|
{
|
|
ASSERT(m_type == StagingTextureType::Upload);
|
|
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
|
|
src_rect.GetHeight() == dst_rect.GetHeight());
|
|
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
|
|
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
|
|
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
|
|
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
|
|
|
|
size_t src_offset = src_rect.top * m_config.GetStride() + src_rect.left * m_texel_size;
|
|
size_t copy_size = src_rect.GetHeight() * m_config.GetStride();
|
|
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_buffer_name);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, m_config.width);
|
|
|
|
if (!UsePersistentStagingBuffers())
|
|
{
|
|
// Unmap the buffer before writing when not using persistent mappings.
|
|
if (m_map_pointer)
|
|
{
|
|
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
|
m_map_pointer = nullptr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Since we're not using coherent mapping, we must flush the range explicitly.
|
|
if (m_type == StagingTextureType::Upload)
|
|
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, src_offset, copy_size);
|
|
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
|
|
}
|
|
|
|
// Copy from the staging buffer to the texture object.
|
|
glActiveTexture(GL_TEXTURE9);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, static_cast<const OGLTexture*>(dst)->GetRawTexIdentifier());
|
|
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, dst_rect.left, dst_rect.top, dst_layer,
|
|
dst_rect.GetWidth(), dst_rect.GetHeight(), 1,
|
|
GetGLFormatForTextureFormat(m_config.format),
|
|
GetGLTypeForTextureFormat(m_config.format), reinterpret_cast<void*>(src_offset));
|
|
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
|
|
// If we support buffer storage, create a fence for synchronization.
|
|
if (UsePersistentStagingBuffers())
|
|
{
|
|
if (m_fence != 0)
|
|
glDeleteSync(m_fence);
|
|
|
|
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
glFlush();
|
|
}
|
|
|
|
m_needs_flush = true;
|
|
}
|
|
|
|
void OGLStagingTexture::Flush()
|
|
{
|
|
// No-op when not using buffer storage, as the transfers happen on Map().
|
|
// m_fence will always be zero in this case.
|
|
if (m_fence == 0)
|
|
{
|
|
m_needs_flush = false;
|
|
return;
|
|
}
|
|
|
|
glClientWaitSync(m_fence, 0, GL_TIMEOUT_IGNORED);
|
|
glDeleteSync(m_fence);
|
|
m_fence = 0;
|
|
m_needs_flush = false;
|
|
}
|
|
|
|
bool OGLStagingTexture::Map()
|
|
{
|
|
if (m_map_pointer)
|
|
return true;
|
|
|
|
// Slow path, map the texture, unmap it later.
|
|
GLenum flags;
|
|
if (m_type == StagingTextureType::Readback)
|
|
flags = GL_MAP_READ_BIT;
|
|
else if (m_type == StagingTextureType::Upload)
|
|
flags = GL_MAP_WRITE_BIT;
|
|
else
|
|
flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
|
|
glBindBuffer(m_target, m_buffer_name);
|
|
m_map_pointer = reinterpret_cast<char*>(glMapBufferRange(m_target, 0, m_buffer_size, flags));
|
|
glBindBuffer(m_target, 0);
|
|
return m_map_pointer != nullptr;
|
|
}
|
|
|
|
void OGLStagingTexture::Unmap()
|
|
{
|
|
// No-op with persistent mapped buffers.
|
|
if (!m_map_pointer || UsePersistentStagingBuffers())
|
|
return;
|
|
|
|
glBindBuffer(m_target, m_buffer_name);
|
|
glUnmapBuffer(m_target);
|
|
glBindBuffer(m_target, 0);
|
|
m_map_pointer = nullptr;
|
|
}
|
|
|
|
OGLFramebuffer::OGLFramebuffer(AbstractTextureFormat color_format,
|
|
AbstractTextureFormat depth_format, u32 width, u32 height,
|
|
u32 layers, u32 samples, GLuint fbo)
|
|
: AbstractFramebuffer(color_format, depth_format, width, height, layers, samples), m_fbo(fbo)
|
|
{
|
|
}
|
|
|
|
OGLFramebuffer::~OGLFramebuffer()
|
|
{
|
|
glDeleteFramebuffers(1, &m_fbo);
|
|
}
|
|
|
|
std::unique_ptr<OGLFramebuffer> OGLFramebuffer::Create(const OGLTexture* color_attachment,
|
|
const OGLTexture* depth_attachment)
|
|
{
|
|
if (!ValidateConfig(color_attachment, depth_attachment))
|
|
return nullptr;
|
|
|
|
const AbstractTextureFormat color_format =
|
|
color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined;
|
|
const AbstractTextureFormat depth_format =
|
|
depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined;
|
|
const OGLTexture* either_attachment = color_attachment ? color_attachment : depth_attachment;
|
|
const u32 width = either_attachment->GetWidth();
|
|
const u32 height = either_attachment->GetHeight();
|
|
const u32 layers = either_attachment->GetLayers();
|
|
const u32 samples = either_attachment->GetSamples();
|
|
|
|
GLuint fbo;
|
|
glGenFramebuffers(1, &fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
if (color_attachment)
|
|
{
|
|
if (color_attachment->GetConfig().layers > 1)
|
|
{
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
color_attachment->GetRawTexIdentifier(), 0);
|
|
}
|
|
else
|
|
{
|
|
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
color_attachment->GetRawTexIdentifier(), 0, 0);
|
|
}
|
|
}
|
|
|
|
if (depth_attachment)
|
|
{
|
|
GLenum attachment = AbstractTexture::IsStencilFormat(depth_format) ?
|
|
GL_DEPTH_STENCIL_ATTACHMENT :
|
|
GL_DEPTH_ATTACHMENT;
|
|
if (depth_attachment->GetConfig().layers > 1)
|
|
{
|
|
glFramebufferTexture(GL_FRAMEBUFFER, attachment, depth_attachment->GetRawTexIdentifier(), 0);
|
|
}
|
|
else
|
|
{
|
|
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, depth_attachment->GetRawTexIdentifier(),
|
|
0, 0);
|
|
}
|
|
}
|
|
|
|
DEBUG_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
|
|
FramebufferManager::SetFramebuffer(0);
|
|
return std::make_unique<OGLFramebuffer>(color_format, depth_format, width, height, layers,
|
|
samples, fbo);
|
|
}
|
|
|
|
} // namespace OGL
|