Files
dolphin/Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp
Scott Mansell b5bd2ba847 OpenGL: Enable filtering for EFB to Real XFB copies.
This fixes Real XFB Jaggies in OpenGL on games which use yscaling, such
as most PAL games.

This fixes the last of the "Real XFB Macroblocking" issues for opengl,
see issue #6503
2013-11-25 01:11:42 +13:00

443 lines
13 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
// Fast image conversion using OpenGL shaders.
// This kind of stuff would be a LOT nicer with OpenCL.
#include "TextureConverter.h"
#include "TextureConversionShader.h"
#include "TextureCache.h"
#include "ProgramShaderCache.h"
#include "FramebufferManager.h"
#include "Globals.h"
#include "VideoConfig.h"
#include "ImageWrite.h"
#include "Render.h"
#include "FileUtil.h"
#include "HW/Memmap.h"
#include "DriverDetails.h"
namespace OGL
{
namespace TextureConverter
{
using OGL::TextureCache;
static GLuint s_texConvFrameBuffer = 0;
static GLuint s_srcTexture = 0; // for decoding from RAM
static GLuint s_srcTextureWidth = 0;
static GLuint s_srcTextureHeight = 0;
static GLuint s_dstTexture = 0; // for encoding to RAM
const int renderBufferWidth = 1024;
const int renderBufferHeight = 1024;
static SHADER s_rgbToYuyvProgram;
static SHADER s_yuyvToRgbProgram;
// Not all slots are taken - but who cares.
const u32 NUM_ENCODING_PROGRAMS = 64;
static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
static GLuint s_encode_VBO = 0;
static GLuint s_encode_VAO = 0;
static GLuint s_decode_VBO = 0;
static GLuint s_decode_VAO = 0;
static TargetRectangle s_cached_sourceRc;
static int s_cached_srcWidth = 0;
static int s_cached_srcHeight = 0;
static const char *VProgram =
"ATTRIN vec2 rawpos;\n"
"ATTRIN vec2 tex0;\n"
"VARYOUT vec2 uv0;\n"
"void main()\n"
"{\n"
" uv0 = tex0;\n"
" gl_Position = vec4(rawpos, 0.0, 1.0);\n"
"}\n";
void CreatePrograms()
{
// Output is BGRA because that is slightly faster than RGBA.
const char *FProgramRgbToYuyv =
"uniform sampler2DRect samp9;\n"
"VARYIN vec2 uv0;\n"
"COLOROUT(ocol0)\n"
"void main()\n"
"{\n"
" vec3 c0 = texture2DRect(samp9, uv0 - dFdx(uv0) * 0.25).rgb;\n"
" vec3 c1 = texture2DRect(samp9, uv0 + dFdx(uv0) * 0.25).rgb;\n"
" vec3 c01 = (c0 + c1) * 0.5;\n"
" vec3 y_const = vec3(0.257,0.504,0.098);\n"
" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
" vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
" vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
" ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
const char *FProgramYuyvToRgb =
"uniform sampler2DRect samp9;\n"
"VARYIN vec2 uv0;\n"
"COLOROUT(ocol0)\n"
"void main()\n"
"{\n"
#ifdef USE_GLES3
" vec4 c0 = texelFetch(samp9, ivec2(uv0), 0);\n"
#else
" vec4 c0 = texelFetch(samp9, ivec2(uv0));\n"
#endif
" float f = step(0.5, fract(uv0.x));\n"
" float y = mix(c0.b, c0.r, f);\n"
" float yComp = 1.164 * (y - 0.0625);\n"
" float uComp = c0.g - 0.5;\n"
" float vComp = c0.a - 0.5;\n"
" ocol0 = vec4(yComp + (1.596 * vComp),\n"
" yComp - (0.813 * vComp) - (0.391 * uComp),\n"
" yComp + (2.018 * uComp),\n"
" 1.0);\n"
"}\n";
ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgram, FProgramRgbToYuyv);
ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgram, FProgramYuyvToRgb);
}
SHADER &GetOrCreateEncodingShader(u32 format)
{
if (format > NUM_ENCODING_PROGRAMS)
{
PanicAlert("Unknown texture copy format: 0x%x\n", format);
return s_encodingPrograms[0];
}
if (s_encodingPrograms[format].glprogid == 0)
{
const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_OPENGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
{
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, shader);
}
#endif
ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
}
return s_encodingPrograms[format];
}
void Init()
{
glGenFramebuffers(1, &s_texConvFrameBuffer);
glGenBuffers(1, &s_encode_VBO );
glGenVertexArrays(1, &s_encode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBindVertexArray( s_encode_VAO );
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
s_cached_sourceRc.top = -1;
s_cached_sourceRc.bottom = -1;
s_cached_sourceRc.left = -1;
s_cached_sourceRc.right = -1;
glGenBuffers(1, &s_decode_VBO );
glGenVertexArrays(1, &s_decode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
glBindVertexArray( s_decode_VAO );
s_cached_srcWidth = -1;
s_cached_srcHeight = -1;
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
s_srcTextureWidth = 0;
s_srcTextureHeight = 0;
glActiveTexture(GL_TEXTURE0 + 9);
glGenTextures(1, &s_srcTexture);
glBindTexture(getFbType(), s_srcTexture);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glGenTextures(1, &s_dstTexture);
glBindTexture(GL_TEXTURE_2D, s_dstTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
CreatePrograms();
}
void Shutdown()
{
glDeleteTextures(1, &s_srcTexture);
glDeleteTextures(1, &s_dstTexture);
glDeleteFramebuffers(1, &s_texConvFrameBuffer);
glDeleteBuffers(1, &s_encode_VBO );
glDeleteVertexArrays(1, &s_encode_VAO );
glDeleteBuffers(1, &s_decode_VBO );
glDeleteVertexArrays(1, &s_decode_VAO );
s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
for (auto& program : s_encodingPrograms)
program.Destroy();
s_srcTexture = 0;
s_dstTexture = 0;
s_texConvFrameBuffer = 0;
}
void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, int readStride,
bool toTexture, bool linearFilter)
{
// switch to texture converter frame buffer
// attach render buffer as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
GL_REPORT_ERRORD();
// set source texture
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(getFbType(), srcTexture);
if (linearFilter)
{
glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
GL_REPORT_ERRORD();
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
GL_REPORT_ERRORD();
if(!(s_cached_sourceRc == sourceRc)) {
GLfloat vertices[] = {
-1.f, -1.f,
(float)sourceRc.left, (float)sourceRc.top,
-1.f, 1.f,
(float)sourceRc.left, (float)sourceRc.bottom,
1.f, -1.f,
(float)sourceRc.right, (float)sourceRc.top,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom
};
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
s_cached_sourceRc = sourceRc;
}
glBindVertexArray( s_encode_VAO );
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_REPORT_ERRORD();
// .. and then read back the results.
// TODO: make this less slow.
int writeStride = bpmem.copyMipMapStrideChannels * 32;
if (writeStride != readStride && toTexture)
{
// writing to a texture of a different size
int readHeight = readStride / dstWidth;
readHeight /= 4; // 4 bytes per pixel
int readStart = 0;
int readLoops = dstHeight / readHeight;
for (int i = 0; i < readLoops; i++)
{
glReadPixels(0, readStart, (GLsizei)dstWidth, (GLsizei)readHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
readStart += readHeight;
destAddr += writeStride;
}
}
else
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
GL_REPORT_ERRORD();
}
int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
{
u32 format = copyfmt;
if (bFromZBuffer)
{
format |= _GX_TF_ZTF;
if (copyfmt == 11)
format = GX_TF_Z16;
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
format |= _GX_TF_CTF;
}
else
if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
format |= _GX_TF_CTF;
SHADER& texconv_shader = GetOrCreateEncodingShader(format);
u8 *dest_ptr = Memory::GetPointer(address);
int width = (source.right - source.left) >> bScaleByHalf;
int height = (source.bottom - source.top) >> bScaleByHalf;
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
// only copy on cache line boundaries
// extra pixels are copied but not displayed in the resulting texture
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
float sampleStride = bScaleByHalf ? 2.f : 1.f;
float params[] = {
Renderer::EFBToScaledXf(sampleStride), Renderer::EFBToScaledYf(sampleStride),
0.0f, 0.0f,
(float)expandedWidth, (float)Renderer::EFBToScaledY(expandedHeight)-1,
(float)Renderer::EFBToScaledX(source.left), (float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight)
};
texconv_shader.Bind();
glUniform4fv(texconv_shader.UniformLocations[0], 2, params);
TargetRectangle scaledSource;
scaledSource.top = 0;
scaledSource.bottom = expandedHeight;
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
int cacheBytes = 32;
if ((format & 0x0f) == 6)
cacheBytes = 64;
int readStride = (expandedWidth * cacheBytes) /
TexDecoder_GetBlockWidthInTexels(format);
EncodeToRamUsingShader(source_texture, scaledSource,
dest_ptr, expandedWidth / samples, expandedHeight, readStride,
true, bScaleByHalf > 0 && !bFromZBuffer);
return size_in_bytes; // TODO: D3D11 is calculating this value differently!
}
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
{
g_renderer->ResetAPIState();
s_rgbToYuyvProgram.Bind();
// We enable linear filtering, because the gamecube does filtering in the vertical direction when
// yscale is enabled.
// Otherwise we get jaggies when a game uses yscaling (most PAL games)
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, true);
FramebufferManager::SetFramebuffer(0);
TextureCache::DisableStage(0);
g_renderer->RestoreAPIState();
GL_REPORT_ERRORD();
}
// Should be scale free.
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
u8* srcAddr = Memory::GetPointer(xfbAddr);
if (!srcAddr)
{
WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
return;
}
int srcFmtWidth = srcWidth / 2;
g_renderer->ResetAPIState(); // reset any game specific settings
// switch to texture converter frame buffer
// attach destTexture as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
GL_REPORT_FBO_ERROR();
// activate source texture
// set srcAddr as data for source texture
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(getFbType(), s_srcTexture);
// TODO: make this less slow. (How?)
if ((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
{
glTexSubImage2D(getFbType(), 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
}
else
{
glTexImage2D(getFbType(), 0, GL_RGBA, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
s_srcTextureWidth = (GLsizei)srcFmtWidth;
s_srcTextureHeight = (GLsizei)srcHeight;
}
glViewport(0, 0, srcWidth, srcHeight);
s_yuyvToRgbProgram.Bind();
GL_REPORT_ERRORD();
if(s_cached_srcHeight != srcHeight || s_cached_srcWidth != srcWidth) {
GLfloat vertices[] = {
1.f, -1.f,
(float)srcFmtWidth, (float)srcHeight,
1.f, 1.f,
(float)srcFmtWidth, 0.f,
-1.f, -1.f,
0.f, (float)srcHeight,
-1.f, 1.f,
0.f, 0.f
};
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*4, vertices, GL_STREAM_DRAW);
s_cached_srcHeight = srcHeight;
s_cached_srcWidth = srcWidth;
}
glBindVertexArray( s_decode_VAO );
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_REPORT_ERRORD();
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
GL_REPORT_ERRORD();
}
} // namespace
} // namespace OGL