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812ff4686b
The header has no content, so it can can just be deleted.
419 lines
11 KiB
C++
419 lines
11 KiB
C++
// Copyright 2013 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 <cmath>
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#include <fstream>
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#include <vector>
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#ifdef _WIN32
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#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
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#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
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#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
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#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
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#include <intrin.h>
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#undef _interlockedbittestandset
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#undef _interlockedbittestandreset
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#undef _interlockedbittestandset64
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#undef _interlockedbittestandreset64
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#endif
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#include "Common/CommonPaths.h"
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#include "Common/FileUtil.h"
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#include "Common/Hash.h"
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#include "Common/MemoryUtil.h"
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#include "Common/StringUtil.h"
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#include "Core/HW/Memmap.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/TextureCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/HiresTextures.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/Statistics.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_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_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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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, 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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u8* data = new u8[width * height * 4];
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glBindTexture(textarget, 0);
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TextureCache::SetStage();
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const GLenum err = GL_REPORT_ERROR();
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if (GL_NO_ERROR != err)
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{
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PanicAlert("Can't save texture, GL Error: %d", err);
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delete[] data;
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return false;
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}
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bool success = TextureToPng(data, width * 4, filename, width, height, true);
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delete[] data;
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return success;
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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()
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{
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glGenTextures(1, &texture);
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GL_REPORT_ERRORD();
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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, 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, texture, virtual_width, virtual_height, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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unsigned int height, unsigned int expanded_width,
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unsigned int tex_levels, PC_TexFormat pcfmt)
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{
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int gl_format = 0,
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gl_iformat = 0,
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gl_type = 0;
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if (pcfmt != PC_TEX_FMT_DXT1)
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{
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switch (pcfmt)
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{
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default:
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case PC_TEX_FMT_NONE:
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PanicAlert("Invalid PC texture format %i", pcfmt);
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case PC_TEX_FMT_BGRA32:
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gl_format = GL_BGRA;
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gl_iformat = GL_RGBA;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_RGBA32:
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gl_format = GL_RGBA;
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gl_iformat = GL_RGBA;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_I4_AS_I8:
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gl_format = GL_LUMINANCE;
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gl_iformat = GL_INTENSITY4;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_IA4_AS_IA8:
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gl_format = GL_LUMINANCE_ALPHA;
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gl_iformat = GL_LUMINANCE4_ALPHA4;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_I8:
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gl_format = GL_LUMINANCE;
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gl_iformat = GL_INTENSITY8;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_IA8:
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gl_format = GL_LUMINANCE_ALPHA;
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gl_iformat = GL_LUMINANCE8_ALPHA8;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_RGB565:
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gl_format = GL_RGB;
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gl_iformat = GL_RGB;
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gl_type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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}
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}
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TCacheEntry &entry = *new TCacheEntry;
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entry.gl_format = gl_format;
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entry.gl_iformat = gl_iformat;
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entry.gl_type = gl_type;
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entry.pcfmt = pcfmt;
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, entry.texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, tex_levels - 1);
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entry.Load(width, height, expanded_width, 0);
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// This isn't needed as Load() also reset the stage in the end
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//TextureCache::SetStage();
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return &entry;
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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{
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if (pcfmt != PC_TEX_FMT_DXT1)
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{
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, texture);
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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else
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{
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PanicAlert("PC_TEX_FMT_DXT1 support disabled");
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//glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
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//width, height, 0, expanded_width * expanded_height/2, temp);
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}
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TextureCache::SetStage();
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GL_REPORT_ERRORD();
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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unsigned int scaled_tex_w, unsigned int scaled_tex_h)
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{
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TCacheEntry *const entry = new TCacheEntry;
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, entry->texture);
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GL_REPORT_ERRORD();
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const GLenum
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gl_format = GL_RGBA,
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gl_iformat = GL_RGBA,
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gl_type = GL_UNSIGNED_BYTE;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, nullptr);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffers(1, &entry->framebuffer);
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FramebufferManager::SetFramebuffer(entry->framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, entry->texture, 0);
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GL_REPORT_FBO_ERROR();
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SetStage();
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GL_REPORT_ERRORD();
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return entry;
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, 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 = (srcFormat == PEControl::Z24) ?
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FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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FramebufferManager::ResolveAndGetRenderTarget(srcRect);
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GL_REPORT_ERRORD();
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if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
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{
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FramebufferManager::SetFramebuffer(framebuffer);
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GL_REPORT_ERRORD();
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, read_texture);
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glViewport(0, 0, virtual_width, virtual_height);
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if (srcFormat == PEControl::Z24)
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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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}
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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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}
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TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
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glUniform4f(srcFormat == PEControl::Z24 ? s_DepthCopyPositionUniform : s_ColorCopyPositionUniform,
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R.left, R.top, R.right, R.bottom);
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GL_REPORT_ERRORD();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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GL_REPORT_ERRORD();
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}
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if (false == g_ActiveConfig.bCopyEFBToTexture)
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{
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int encoded_size = TextureConverter::EncodeToRamFromTexture(
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addr,
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read_texture,
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srcFormat == PEControl::Z24,
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isIntensity,
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dstFormat,
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scaleByHalf,
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srcRect);
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u8* dst = Memory::GetPointer(addr);
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u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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// Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date
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if (!g_ActiveConfig.bEFBCopyCacheEnable)
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TextureCache::MakeRangeDynamic(addr,encoded_size);
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else if (!TextureCache::Find(addr, new_hash))
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TextureCache::MakeRangeDynamic(addr,encoded_size);
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hash = new_hash;
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}
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FramebufferManager::SetFramebuffer(0);
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GL_REPORT_ERRORD();
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if (g_ActiveConfig.bDumpEFBTarget)
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{
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static int count = 0;
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SaveTexture(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
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count++), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0);
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}
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g_renderer->RestoreAPIState();
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}
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TextureCache::TextureCache()
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{
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const char *pColorMatrixProg =
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"uniform sampler2D samp9;\n"
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"uniform vec4 colmat[7];\n"
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"in vec2 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, uv0);\n"
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" texcol = round(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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const char *pDepthMatrixProg =
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"uniform sampler2D samp9;\n"
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"uniform vec4 colmat[5];\n"
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"in vec2 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, uv0);\n"
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" vec4 EncodedDepth = fract((texcol.r * (16777215.0/16777216.0)) * vec4(1.0,256.0,256.0*256.0,1.0));\n"
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" 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"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];"
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"}\n";
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const char *VProgram =
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"out vec2 uv0;\n"
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"uniform sampler2D 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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" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 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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ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
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ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg);
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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_ColorMatrixProgram.glprogid, "copy_position");
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s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
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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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}
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TextureCache::~TextureCache()
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{
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s_ColorMatrixProgram.Destroy();
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s_DepthMatrixProgram.Destroy();
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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 testure 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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}
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