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authorJasper St. Pierre <jstpierre@mecheye.net>2013-12-07 15:14:29 -0500
committerJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:03:19 -0500
commit34692ab826abc8f8faa61bdb2280b742424528f1 (patch)
treeb0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoBackends/OGL/TextureCache.cpp
parent43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff)
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureCache.cpp437
1 files changed, 437 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp
new file mode 100644
index 0000000000..fa3093c30d
--- /dev/null
+++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp
@@ -0,0 +1,437 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include <vector>
+#include <cmath>
+
+
+#include <fstream>
+#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 "BPStructs.h"
+#include "CommonPaths.h"
+#include "FileUtil.h"
+#include "FramebufferManager.h"
+#include "Globals.h"
+#include "Hash.h"
+#include "HiresTextures.h"
+#include "HW/Memmap.h"
+#include "ImageWrite.h"
+#include "MemoryUtil.h"
+#include "ProgramShaderCache.h"
+#include "Render.h"
+#include "Statistics.h"
+#include "StringUtil.h"
+#include "TextureCache.h"
+#include "TextureConverter.h"
+#include "TextureDecoder.h"
+#include "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;
+static u32 s_NextStage;
+
+bool SaveTexture(const std::string filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
+{
+#ifndef USE_GLES3
+ 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;
+#else
+ return false;
+#endif
+}
+
+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;
+#ifndef USE_GLES3
+ 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;
+#endif
+ 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;
+
+ entry.m_tex_levels = tex_levels;
+
+ entry.Load(width, height, expanded_width, 0);
+
+ return &entry;
+}
+
+void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
+ unsigned int expanded_width, unsigned int level)
+{
+ if (s_ActiveTexture != s_NextStage)
+ {
+ glActiveTexture(GL_TEXTURE0 + s_NextStage);
+ s_ActiveTexture = s_NextStage;
+ }
+
+ if (s_Textures[s_NextStage] != texture)
+ {
+ glBindTexture(GL_TEXTURE_2D, texture);
+ s_Textures[s_NextStage] = texture;
+ }
+
+ // TODO: sloppy, just do this on creation?
+ if (level == 0)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, m_tex_levels - 1);
+ }
+
+ if (pcfmt != PC_TEX_FMT_DXT1)
+ {
+ 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);
+ }
+ 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);
+ entry->m_tex_levels = 1;
+
+ glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
+ 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,
+ unsigned int 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 == PIXELFMT_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 == PIXELFMT_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 == PIXELFMT_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 == PIXELFMT_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"
+ "VARYIN 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"
+ "VARYIN 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 =
+ "VARYOUT 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;
+ s_NextStage = -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);
+}
+
+void TextureCache::SetNextStage ( unsigned int stage )
+{
+ s_NextStage = stage;
+}
+
+
+
+}