dolphin/Source/Core/VideoBackends/OGL/TextureCache.cpp
magumagu 812ff4686b OpenGL backend: remove useless header Globals.h.
The header has no content, so it can can just be deleted.
2014-04-12 19:25:37 -07:00

419 lines
11 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cmath>
#include <fstream>
#include <vector>
#ifdef _WIN32
#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
#include <intrin.h>
#undef _interlockedbittestandset
#undef _interlockedbittestandreset
#undef _interlockedbittestandset64
#undef _interlockedbittestandreset64
#endif
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Common/Hash.h"
#include "Common/MemoryUtil.h"
#include "Common/StringUtil.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoBackends/OGL/TextureConverter.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/HiresTextures.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{
static SHADER s_ColorMatrixProgram;
static SHADER s_DepthMatrixProgram;
static GLuint s_ColorMatrixUniform;
static GLuint s_DepthMatrixUniform;
static GLuint s_ColorCopyPositionUniform;
static GLuint s_DepthCopyPositionUniform;
static u32 s_ColorCbufid;
static u32 s_DepthCbufid;
static u32 s_Textures[8];
static u32 s_ActiveTexture;
bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
{
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return false;
int width = std::max(virtual_width >> level, 1);
int height = std::max(virtual_height >> level, 1);
u8* data = new u8[width * height * 4];
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(textarget, tex);
glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data);
glBindTexture(textarget, 0);
TextureCache::SetStage();
const GLenum err = GL_REPORT_ERROR();
if (GL_NO_ERROR != err)
{
PanicAlert("Can't save texture, GL Error: %d", err);
delete[] data;
return false;
}
bool success = TextureToPng(data, width * 4, filename, width, height, true);
delete[] data;
return success;
}
TextureCache::TCacheEntry::~TCacheEntry()
{
if (texture)
{
for (auto& gtex : s_Textures)
if (gtex == texture)
gtex = 0;
glDeleteTextures(1, &texture);
texture = 0;
}
if (framebuffer)
{
glDeleteFramebuffers(1, &framebuffer);
framebuffer = 0;
}
}
TextureCache::TCacheEntry::TCacheEntry()
{
glGenTextures(1, &texture);
GL_REPORT_ERRORD();
framebuffer = 0;
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
if (s_Textures[stage] != texture)
{
if (s_ActiveTexture != stage)
{
glActiveTexture(GL_TEXTURE0 + stage);
s_ActiveTexture = stage;
}
glBindTexture(GL_TEXTURE_2D, texture);
s_Textures[stage] = texture;
}
}
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
{
return SaveTexture(filename, GL_TEXTURE_2D, texture, virtual_width, virtual_height, level);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
unsigned int height, unsigned int expanded_width,
unsigned int tex_levels, PC_TexFormat pcfmt)
{
int gl_format = 0,
gl_iformat = 0,
gl_type = 0;
if (pcfmt != PC_TEX_FMT_DXT1)
{
switch (pcfmt)
{
default:
case PC_TEX_FMT_NONE:
PanicAlert("Invalid PC texture format %i", pcfmt);
case PC_TEX_FMT_BGRA32:
gl_format = GL_BGRA;
gl_iformat = GL_RGBA;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_RGBA32:
gl_format = GL_RGBA;
gl_iformat = GL_RGBA;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_I4_AS_I8:
gl_format = GL_LUMINANCE;
gl_iformat = GL_INTENSITY4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_IA4_AS_IA8:
gl_format = GL_LUMINANCE_ALPHA;
gl_iformat = GL_LUMINANCE4_ALPHA4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_I8:
gl_format = GL_LUMINANCE;
gl_iformat = GL_INTENSITY8;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_IA8:
gl_format = GL_LUMINANCE_ALPHA;
gl_iformat = GL_LUMINANCE8_ALPHA8;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_RGB565:
gl_format = GL_RGB;
gl_iformat = GL_RGB;
gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
}
}
TCacheEntry &entry = *new TCacheEntry;
entry.gl_format = gl_format;
entry.gl_iformat = gl_iformat;
entry.gl_type = gl_type;
entry.pcfmt = pcfmt;
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, entry.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, tex_levels - 1);
entry.Load(width, height, expanded_width, 0);
// This isn't needed as Load() also reset the stage in the end
//TextureCache::SetStage();
return &entry;
}
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level)
{
if (pcfmt != PC_TEX_FMT_DXT1)
{
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, texture);
if (expanded_width != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
if (expanded_width != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
else
{
PanicAlert("PC_TEX_FMT_DXT1 support disabled");
//glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
//width, height, 0, expanded_width * expanded_height/2, temp);
}
TextureCache::SetStage();
GL_REPORT_ERRORD();
}
TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
unsigned int scaled_tex_w, unsigned int scaled_tex_h)
{
TCacheEntry *const entry = new TCacheEntry;
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, entry->texture);
GL_REPORT_ERRORD();
const GLenum
gl_format = GL_RGBA,
gl_iformat = GL_RGBA,
gl_type = GL_UNSIGNED_BYTE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &entry->framebuffer);
FramebufferManager::SetFramebuffer(entry->framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, entry->texture, 0);
GL_REPORT_FBO_ERROR();
SetStage();
GL_REPORT_ERRORD();
return entry;
}
void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat)
{
g_renderer->ResetAPIState(); // reset any game specific settings
// Make sure to resolve anything we need to read from.
const GLuint read_texture = (srcFormat == PEControl::Z24) ?
FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
FramebufferManager::ResolveAndGetRenderTarget(srcRect);
GL_REPORT_ERRORD();
if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
{
FramebufferManager::SetFramebuffer(framebuffer);
GL_REPORT_ERRORD();
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, read_texture);
glViewport(0, 0, virtual_width, virtual_height);
if (srcFormat == PEControl::Z24)
{
s_DepthMatrixProgram.Bind();
if (s_DepthCbufid != cbufid)
glUniform4fv(s_DepthMatrixUniform, 5, colmat);
s_DepthCbufid = cbufid;
}
else
{
s_ColorMatrixProgram.Bind();
if (s_ColorCbufid != cbufid)
glUniform4fv(s_ColorMatrixUniform, 7, colmat);
s_ColorCbufid = cbufid;
}
TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
glUniform4f(srcFormat == PEControl::Z24 ? s_DepthCopyPositionUniform : s_ColorCopyPositionUniform,
R.left, R.top, R.right, R.bottom);
GL_REPORT_ERRORD();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_REPORT_ERRORD();
}
if (false == g_ActiveConfig.bCopyEFBToTexture)
{
int encoded_size = TextureConverter::EncodeToRamFromTexture(
addr,
read_texture,
srcFormat == PEControl::Z24,
isIntensity,
dstFormat,
scaleByHalf,
srcRect);
u8* dst = Memory::GetPointer(addr);
u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
// Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date
if (!g_ActiveConfig.bEFBCopyCacheEnable)
TextureCache::MakeRangeDynamic(addr,encoded_size);
else if (!TextureCache::Find(addr, new_hash))
TextureCache::MakeRangeDynamic(addr,encoded_size);
hash = new_hash;
}
FramebufferManager::SetFramebuffer(0);
GL_REPORT_ERRORD();
if (g_ActiveConfig.bDumpEFBTarget)
{
static int count = 0;
SaveTexture(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
count++), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0);
}
g_renderer->RestoreAPIState();
}
TextureCache::TextureCache()
{
const char *pColorMatrixProg =
"uniform sampler2D samp9;\n"
"uniform vec4 colmat[7];\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, uv0);\n"
" texcol = round(texcol * colmat[5]) * colmat[6];\n"
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n";
const char *pDepthMatrixProg =
"uniform sampler2D samp9;\n"
"uniform vec4 colmat[5];\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, uv0);\n"
" vec4 EncodedDepth = fract((texcol.r * (16777215.0/16777216.0)) * vec4(1.0,256.0,256.0*256.0,1.0));\n"
" texcol = round(EncodedDepth * (16777216.0/16777215.0) * vec4(255.0,255.0,255.0,15.0)) / vec4(255.0,255.0,255.0,15.0);\n"
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];"
"}\n";
const char *VProgram =
"out vec2 uv0;\n"
"uniform sampler2D samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0));\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg);
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
s_ColorCbufid = -1;
s_DepthCbufid = -1;
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
s_ActiveTexture = -1;
for (auto& gtex : s_Textures)
gtex = -1;
}
TextureCache::~TextureCache()
{
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
}
void TextureCache::DisableStage(unsigned int stage)
{
}
void TextureCache::SetStage ()
{
// -1 is the initial value as we don't know which testure should be bound
if (s_ActiveTexture != (u32)-1)
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
}
}