dolphin/Source/Core/VideoBackends/OGL/OGLTexture.cpp
Stenzek f43d85921d VideoBackends: Add AbstractStagingTexture class
Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00

596 lines
20 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConfig.h"
namespace OGL
{
namespace
{
std::array<u32, 8> s_Textures;
u32 s_ActiveTexture;
GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case AbstractTextureFormat::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case AbstractTextureFormat::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
case AbstractTextureFormat::BPTC:
return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
case AbstractTextureFormat::RGBA8:
return storage ? GL_RGBA8 : GL_RGBA;
case AbstractTextureFormat::BGRA8:
return storage ? GL_RGBA8 : GL_BGRA;
default:
PanicAlert("Unhandled texture format.");
return storage ? GL_RGBA8 : GL_RGBA;
}
}
GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
return GL_RGBA;
case AbstractTextureFormat::BGRA8:
return GL_BGRA;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
case AbstractTextureFormat::BGRA8:
return GL_UNSIGNED_BYTE;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
bool UsePersistentStagingBuffers()
{
// We require ARB_buffer_storage to create the persistent mapped buffer,
// ARB_shader_image_load_store for glMemoryBarrier, and ARB_sync to ensure
// the GPU has finished the copy before reading the buffer from the CPU.
return g_ogl_config.bSupportsGLBufferStorage && g_ogl_config.bSupportsImageLoadStore &&
g_ogl_config.bSupportsGLSync;
}
} // Anonymous namespace
OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
{
glGenTextures(1, &m_texId);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1);
if (g_ogl_config.bSupportsTextureStorage)
{
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, m_config.levels, gl_internal_format, m_config.width,
m_config.height, m_config.layers);
}
if (m_config.rendertarget)
{
// We can't render to compressed formats.
_assert_(!IsCompressedFormat(m_config.format));
if (!g_ogl_config.bSupportsTextureStorage)
{
for (u32 level = 0; level < m_config.levels; level++)
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, std::max(m_config.width >> level, 1u),
std::max(m_config.height >> level, 1u), m_config.layers, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
}
glGenFramebuffers(1, &m_framebuffer);
FramebufferManager::SetFramebuffer(m_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, m_texId, 0);
// We broke the framebuffer binding here, and need to restore it, as the CreateTexture
// method is in the base renderer class and can be called by VideoCommon.
FramebufferManager::SetFramebuffer(0);
}
SetStage();
}
OGLTexture::~OGLTexture()
{
if (m_texId)
{
for (auto& gtex : s_Textures)
if (gtex == m_texId)
gtex = 0;
glDeleteTextures(1, &m_texId);
m_texId = 0;
}
if (m_framebuffer)
{
glDeleteFramebuffers(1, &m_framebuffer);
m_framebuffer = 0;
}
}
GLuint OGLTexture::GetRawTexIdentifier() const
{
return m_texId;
}
GLuint OGLTexture::GetFramebuffer() const
{
return m_framebuffer;
}
void OGLTexture::Bind(unsigned int stage)
{
if (s_Textures[stage] != m_texId)
{
if (s_ActiveTexture != stage)
{
glActiveTexture(GL_TEXTURE0 + stage);
s_ActiveTexture = stage;
}
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
s_Textures[stage] = m_texId;
}
}
std::optional<AbstractTexture::RawTextureInfo> OGLTexture::MapFullImpl()
{
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return {};
m_staging_data.reserve(m_config.width * m_config.height * 4);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_staging_data.data());
OGLTexture::SetStage();
return AbstractTexture::RawTextureInfo{reinterpret_cast<u8*>(m_staging_data.data()),
m_config.width * 4, m_config.width, m_config.height};
}
std::optional<AbstractTexture::RawTextureInfo> OGLTexture::MapRegionImpl(u32 level, u32 x, u32 y,
u32 width, u32 height)
{
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return {};
m_staging_data.reserve(m_config.width * m_config.height * 4);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
if (g_ogl_config.bSupportTextureSubImage)
{
glGetTextureSubImage(GL_TEXTURE_2D_ARRAY, level, GLint(x), GLint(y), 0, GLsizei(width),
GLsizei(height), 0, GL_RGBA, GL_UNSIGNED_BYTE, GLsizei(width * height * 4),
m_staging_data.data());
}
else
{
MapRegionSlow(level, x, y, width, height);
}
OGLTexture::SetStage();
return AbstractTexture::RawTextureInfo{m_staging_data.data(), width * 4, width, height};
}
void OGLTexture::MapRegionSlow(u32 level, u32 x, u32 y, u32 width, u32 height)
{
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_staging_data.data());
// Now copy the region out of the staging data
const u32 partial_stride = width * 4;
std::vector<u8> partial_data;
partial_data.resize(partial_stride * height);
const u32 staging_stride = m_config.width * 4;
const u32 x_offset = x * 4;
auto staging_location = m_staging_data.begin() + staging_stride * y;
auto partial_location = partial_data.begin();
for (size_t i = 0; i < height; ++i)
{
auto starting_location = staging_location + x_offset;
std::copy(starting_location, starting_location + partial_stride, partial_location);
staging_location += staging_stride;
partial_location += partial_stride;
}
// Now swap the region back in for the staging data
m_staging_data.swap(partial_data);
}
void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(source);
if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
g_ogl_config.bSupportsCopySubImage)
{
glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
m_texId, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
dstrect.GetWidth(), dstrect.GetHeight(), srcentry->m_config.layers);
return;
}
else if (!m_framebuffer)
{
glGenFramebuffers(1, &m_framebuffer);
FramebufferManager::SetFramebuffer(m_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, m_texId, 0);
}
g_renderer->ResetAPIState();
FramebufferManager::SetFramebuffer(m_framebuffer);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->m_texId);
g_sampler_cache->BindLinearSampler(9);
glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
TextureCache::GetInstance()->GetColorCopyProgram().Bind();
glUniform4f(TextureCache::GetInstance()->GetColorCopyPositionUniform(), float(srcrect.left),
float(srcrect.top), float(srcrect.GetWidth()), float(srcrect.GetHeight()));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
}
void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size)
{
if (level >= m_config.levels)
PanicAlert("Texture only has %d levels, can't update level %d", m_config.levels, level);
if (width != std::max(1u, m_config.width >> level) ||
height != std::max(1u, m_config.height >> level))
PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
std::max(1u, m_config.width >> level), std::max(1u, m_config.height >> level), width,
height);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false);
if (IsCompressedFormat(m_config.format))
{
if (g_ogl_config.bSupportsTextureStorage)
{
glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1,
gl_internal_format, static_cast<GLsizei>(buffer_size), buffer);
}
else
{
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0,
static_cast<GLsizei>(buffer_size), buffer);
}
}
else
{
GLenum gl_format = GetGLFormatForTextureFormat(m_config.format);
GLenum gl_type = GetGLTypeForTextureFormat(m_config.format);
if (g_ogl_config.bSupportsTextureStorage)
{
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type,
buffer);
}
else
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format,
gl_type, buffer);
}
}
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
SetStage();
}
void OGLTexture::DisableStage(unsigned int stage)
{
}
void OGLTexture::SetStage()
{
// -1 is the initial value as we don't know which texture should be bound
if (s_ActiveTexture != (u32)-1)
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
}
OGLStagingTexture::OGLStagingTexture(StagingTextureType type, const TextureConfig& config,
GLenum target, GLuint buffer_name, size_t buffer_size,
char* map_ptr, size_t map_stride)
: AbstractStagingTexture(type, config), m_target(target), m_buffer_name(buffer_name),
m_buffer_size(buffer_size)
{
m_map_pointer = map_ptr;
m_map_stride = map_stride;
}
OGLStagingTexture::~OGLStagingTexture()
{
if (m_fence != 0)
glDeleteSync(m_fence);
if (m_map_pointer)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
if (m_buffer_name != 0)
glDeleteBuffers(1, &m_buffer_name);
}
std::unique_ptr<OGLStagingTexture> OGLStagingTexture::Create(StagingTextureType type,
const TextureConfig& config)
{
size_t stride = config.GetStride();
size_t buffer_size = stride * config.height;
GLenum target =
type == StagingTextureType::Readback ? GL_PIXEL_PACK_BUFFER : GL_PIXEL_UNPACK_BUFFER;
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(target, buffer);
// Prefer using buffer_storage where possible. This allows us to skip the map/unmap steps.
char* buffer_ptr;
if (UsePersistentStagingBuffers())
{
GLenum buffer_flags;
GLenum map_flags;
if (type == StagingTextureType::Readback)
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
}
else if (type == StagingTextureType::Upload)
{
buffer_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
}
else
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
}
glBufferStorage(target, buffer_size, nullptr, buffer_flags);
buffer_ptr =
reinterpret_cast<char*>(glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, buffer_size, map_flags));
_assert_(buffer_ptr != nullptr);
}
else
{
// Otherwise, fallback to mapping the buffer each time.
glBufferData(target, buffer_size, nullptr,
type == StagingTextureType::Readback ? GL_STREAM_READ : GL_STREAM_DRAW);
buffer_ptr = nullptr;
}
glBindBuffer(target, 0);
return std::unique_ptr<OGLStagingTexture>(
new OGLStagingTexture(type, config, target, buffer, buffer_size, buffer_ptr, stride));
}
void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
_assert_(m_type == StagingTextureType::Readback);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
_assert_(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
_assert_(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
// Unmap the buffer before writing when not using persistent mappings.
if (!UsePersistentStagingBuffers())
OGLStagingTexture::Unmap();
// 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
{
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, gltex->GetRawTexIdentifier());
if (g_ogl_config.bSupportsTextureSubImage)
{
glGetTextureSubImage(
GL_TEXTURE_2D_ARRAY, 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.
glGetTexImage(GL_TEXTURE_2D_ARRAY, src_level, GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), nullptr);
}
OGLTexture::SetStage();
}
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);
}
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));
OGLTexture::SetStage();
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);
}
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, GL_SYNC_FLUSH_COMMANDS_BIT, 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));
if (!m_map_pointer)
return false;
return true;
}
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;
}
} // namespace OGL