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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/OGL/TextureCache.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureCache.cpp764
1 files changed, 378 insertions, 386 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp
index 6cd9c50359..82d036a631 100644
--- a/Source/Core/VideoBackends/OGL/TextureCache.cpp
+++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp
@@ -36,7 +36,6 @@
namespace OGL
{
-
static SHADER s_ColorCopyProgram;
static SHADER s_ColorMatrixProgram;
static SHADER s_DepthMatrixProgram;
@@ -58,270 +57,250 @@ static GLuint s_palette_buffer_offset_uniform[3];
static GLuint s_palette_multiplier_uniform[3];
static GLuint s_palette_copy_position_uniform[3];
-bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
+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);
- std::vector<u8> data(width * height * 4);
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(textarget, tex);
- glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
- TextureCache::SetStage();
-
- return TextureToPng(data.data(), width * 4, filename, width, height, true);
+ if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
+ return false;
+ int width = std::max(virtual_width >> level, 1);
+ int height = std::max(virtual_height >> level, 1);
+ std::vector<u8> data(width * height * 4);
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(textarget, tex);
+ glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
+ TextureCache::SetStage();
+
+ return TextureToPng(data.data(), width * 4, filename, width, height, true);
}
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;
- }
+ 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(const TCacheEntryConfig& _config)
-: TCacheEntryBase(_config)
+TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config)
{
- glGenTextures(1, &texture);
+ glGenTextures(1, &texture);
- framebuffer = 0;
+ 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_ARRAY, texture);
- s_Textures[stage] = texture;
- }
+ if (s_Textures[stage] != texture)
+ {
+ if (s_ActiveTexture != stage)
+ {
+ glActiveTexture(GL_TEXTURE0 + stage);
+ s_ActiveTexture = stage;
+ }
+
+ glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
+ s_Textures[stage] = texture;
+ }
}
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
{
- return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
+ return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
{
- TCacheEntry* entry = new TCacheEntry(config);
-
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
-
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
-
- if (config.rendertarget)
- {
- for (u32 level = 0; level <= config.levels; level++)
- {
- glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, config.width, config.height, config.layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- }
- glGenFramebuffers(1, &entry->framebuffer);
- FramebufferManager::SetFramebuffer(entry->framebuffer);
- FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, entry->texture, 0);
- }
-
- TextureCache::SetStage();
- return entry;
+ TCacheEntry* entry = new TCacheEntry(config);
+
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
+
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
+
+ if (config.rendertarget)
+ {
+ for (u32 level = 0; level <= config.levels; level++)
+ {
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, config.width, config.height, config.layers,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ }
+ glGenFramebuffers(1, &entry->framebuffer);
+ FramebufferManager::SetFramebuffer(entry->framebuffer);
+ FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D_ARRAY, entry->texture, 0);
+ }
+
+ TextureCache::SetStage();
+ return entry;
}
-void TextureCache::TCacheEntry::CopyRectangleFromTexture(
- const TCacheEntryBase* source,
- const MathUtil::Rectangle<int> &srcrect,
- const MathUtil::Rectangle<int> &dstrect)
+void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
+ const MathUtil::Rectangle<int>& srcrect,
+ const MathUtil::Rectangle<int>& dstrect)
{
- TCacheEntry* srcentry = (TCacheEntry*)source;
- if (srcrect.GetWidth() == dstrect.GetWidth()
- && srcrect.GetHeight() == dstrect.GetHeight()
- && g_ogl_config.bSupportsCopySubImage)
- {
- glCopyImageSubData(
- srcentry->texture,
- GL_TEXTURE_2D_ARRAY,
- 0,
- srcrect.left,
- srcrect.top,
- 0,
- texture,
- GL_TEXTURE_2D_ARRAY,
- 0,
- dstrect.left,
- dstrect.top,
- 0,
- dstrect.GetWidth(),
- dstrect.GetHeight(),
- srcentry->config.layers);
- return;
- }
- else if (!framebuffer)
- {
- glGenFramebuffers(1, &framebuffer);
- FramebufferManager::SetFramebuffer(framebuffer);
- FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, texture, 0);
- }
- g_renderer->ResetAPIState();
- FramebufferManager::SetFramebuffer(framebuffer);
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
- g_sampler_cache->BindLinearSampler(9);
- glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
- s_ColorCopyProgram.Bind();
- glUniform4f(s_ColorCopyPositionUniform,
- float(srcrect.left),
- float(srcrect.top),
- float(srcrect.GetWidth()),
- float(srcrect.GetHeight()));
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- FramebufferManager::SetFramebuffer(0);
- g_renderer->RestoreAPIState();
+ TCacheEntry* srcentry = (TCacheEntry*)source;
+ if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
+ g_ogl_config.bSupportsCopySubImage)
+ {
+ glCopyImageSubData(srcentry->texture, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
+ texture, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
+ dstrect.GetWidth(), dstrect.GetHeight(), srcentry->config.layers);
+ return;
+ }
+ else if (!framebuffer)
+ {
+ glGenFramebuffers(1, &framebuffer);
+ FramebufferManager::SetFramebuffer(framebuffer);
+ FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D_ARRAY, texture, 0);
+ }
+ g_renderer->ResetAPIState();
+ FramebufferManager::SetFramebuffer(framebuffer);
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
+ g_sampler_cache->BindLinearSampler(9);
+ glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
+ s_ColorCopyProgram.Bind();
+ glUniform4f(s_ColorCopyPositionUniform, 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 TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
- unsigned int expanded_width, unsigned int level)
+ unsigned int expanded_width, unsigned int level)
{
- if (level >= config.levels)
- PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
- if (width != std::max(1u, config.width >> level) || height != std::max(1u, config.height >> level))
- PanicAlert("size of level %d must be %dx%d, but %dx%d requested",
- level, std::max(1u, config.width >> level), std::max(1u, config.height >> level), width, height);
+ if (level >= config.levels)
+ PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
+ if (width != std::max(1u, config.width >> level) ||
+ height != std::max(1u, config.height >> level))
+ PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
+ std::max(1u, config.width >> level), std::max(1u, config.height >> level), width,
+ height);
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
- if (expanded_width != width)
- glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
+ if (expanded_width != width)
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
- glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp);
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
+ temp);
- if (expanded_width != width)
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ if (expanded_width != width)
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- TextureCache::SetStage();
+ TextureCache::SetStage();
}
-void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
- bool scaleByHalf, unsigned int cbufid, const float *colmat)
+void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::PixelFormat srcFormat,
+ const EFBRectangle& srcRect, 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);
-
- FramebufferManager::SetFramebuffer(framebuffer);
-
- OpenGL_BindAttributelessVAO();
-
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
- if (scaleByHalf)
- g_sampler_cache->BindLinearSampler(9);
- else
- g_sampler_cache->BindNearestSampler(9);
-
- glViewport(0, 0, config.width, config.height);
-
- GLuint uniform_location;
- if (srcFormat == PEControl::Z24)
- {
- s_DepthMatrixProgram.Bind();
- if (s_DepthCbufid != cbufid)
- glUniform4fv(s_DepthMatrixUniform, 5, colmat);
- s_DepthCbufid = cbufid;
- uniform_location = s_DepthCopyPositionUniform;
- }
- else
- {
- s_ColorMatrixProgram.Bind();
- if (s_ColorCbufid != cbufid)
- glUniform4fv(s_ColorMatrixUniform, 7, colmat);
- s_ColorCbufid = cbufid;
- uniform_location = s_ColorMatrixPositionUniform;
- }
-
- TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
- glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
- static_cast<float>(R.right), static_cast<float>(R.bottom));
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- FramebufferManager::SetFramebuffer(0);
- g_renderer->RestoreAPIState();
+ 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);
+
+ FramebufferManager::SetFramebuffer(framebuffer);
+
+ OpenGL_BindAttributelessVAO();
+
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
+ if (scaleByHalf)
+ g_sampler_cache->BindLinearSampler(9);
+ else
+ g_sampler_cache->BindNearestSampler(9);
+
+ glViewport(0, 0, config.width, config.height);
+
+ GLuint uniform_location;
+ if (srcFormat == PEControl::Z24)
+ {
+ s_DepthMatrixProgram.Bind();
+ if (s_DepthCbufid != cbufid)
+ glUniform4fv(s_DepthMatrixUniform, 5, colmat);
+ s_DepthCbufid = cbufid;
+ uniform_location = s_DepthCopyPositionUniform;
+ }
+ else
+ {
+ s_ColorMatrixProgram.Bind();
+ if (s_ColorCbufid != cbufid)
+ glUniform4fv(s_ColorMatrixUniform, 7, colmat);
+ s_ColorCbufid = cbufid;
+ uniform_location = s_ColorMatrixPositionUniform;
+ }
+
+ TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
+ glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
+ static_cast<float>(R.right), static_cast<float>(R.bottom));
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ FramebufferManager::SetFramebuffer(0);
+ g_renderer->RestoreAPIState();
}
-void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
- PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
- bool isIntensity, bool scaleByHalf)
+void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
+ u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
+ const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
- TextureConverter::EncodeToRamFromTexture(
- dst,
- format,
- native_width,
- bytes_per_row,
- num_blocks_y,
- memory_stride,
- srcFormat,
- isIntensity,
- scaleByHalf,
- srcRect);
+ TextureConverter::EncodeToRamFromTexture(dst, format, native_width, bytes_per_row, num_blocks_y,
+ memory_stride, srcFormat, isIntensity, scaleByHalf,
+ srcRect);
}
TextureCache::TextureCache()
{
- CompileShaders();
-
- s_ActiveTexture = -1;
- for (auto& gtex : s_Textures)
- gtex = -1;
-
- if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- {
- s32 buffer_size = 1024 * 1024;
- s32 max_buffer_size = 0;
-
- // The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates
- // is 65KB, we are asking for a 1MB buffer here.
- // Make sure to check the maximum size and if it is below 1MB
- // then use the maximum the hardware supports instead.
- glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size);
- buffer_size = std::min(buffer_size, max_buffer_size);
-
- s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
- glGenTextures(1, &s_palette_resolv_texture);
- glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
- glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
- }
+ CompileShaders();
+
+ s_ActiveTexture = -1;
+ for (auto& gtex : s_Textures)
+ gtex = -1;
+
+ if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
+ {
+ s32 buffer_size = 1024 * 1024;
+ s32 max_buffer_size = 0;
+
+ // The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates
+ // is 65KB, we are asking for a 1MB buffer here.
+ // Make sure to check the maximum size and if it is below 1MB
+ // then use the maximum the hardware supports instead.
+ glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size);
+ buffer_size = std::min(buffer_size, max_buffer_size);
+
+ s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
+ glGenTextures(1, &s_palette_resolv_texture);
+ glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
+ glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
+ }
}
-
TextureCache::~TextureCache()
{
- DeleteShaders();
+ DeleteShaders();
- if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- {
- s_palette_stream_buffer.reset();
- glDeleteTextures(1, &s_palette_resolv_texture);
- }
+ if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
+ {
+ s_palette_stream_buffer.reset();
+ glDeleteTextures(1, &s_palette_resolv_texture);
+ }
}
void TextureCache::DisableStage(unsigned int stage)
@@ -330,109 +309,117 @@ void TextureCache::DisableStage(unsigned int stage)
void TextureCache::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);
+ // -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);
}
void TextureCache::CompileShaders()
{
- constexpr const char* color_copy_program =
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "in vec3 f_uv0;\n"
- "out vec4 ocol0;\n"
- "\n"
- "void main(){\n"
- " vec4 texcol = texture(samp9, f_uv0);\n"
- " ocol0 = texcol;\n"
- "}\n";
-
- constexpr const char* color_matrix_program =
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "uniform vec4 colmat[7];\n"
- "in vec3 f_uv0;\n"
- "out vec4 ocol0;\n"
- "\n"
- "void main(){\n"
- " vec4 texcol = texture(samp9, f_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";
-
- constexpr const char* depth_matrix_program =
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "uniform vec4 colmat[5];\n"
- "in vec3 f_uv0;\n"
- "out vec4 ocol0;\n"
- "\n"
- "void main(){\n"
- " vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
- " int depth = int(texcol.x * 16777216.0);\n"
-
- // Convert to Z24 format
- " ivec4 workspace;\n"
- " workspace.r = (depth >> 16) & 255;\n"
- " workspace.g = (depth >> 8) & 255;\n"
- " workspace.b = depth & 255;\n"
-
- // Convert to Z4 format
- " workspace.a = (depth >> 16) & 0xF0;\n"
-
- // Normalize components to [0.0..1.0]
- " texcol = vec4(workspace) / 255.0;\n"
-
- " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
- "}\n";
-
- constexpr const char* vertex_program =
- "out vec3 %s_uv0;\n"
- "SAMPLER_BINDING(9) uniform sampler2DArray 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"
- " %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\n"
- " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
- "}\n";
-
- const std::string geo_program = g_ActiveConfig.iStereoMode > 0 ?
- "layout(triangles) in;\n"
- "layout(triangle_strip, max_vertices = 6) out;\n"
- "in vec3 v_uv0[3];\n"
- "out vec3 f_uv0;\n"
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "void main()\n"
- "{\n"
- " int layers = textureSize(samp9, 0).z;\n"
- " for (int layer = 0; layer < layers; ++layer) {\n"
- " for (int i = 0; i < 3; ++i) {\n"
- " f_uv0 = vec3(v_uv0[i].xy, layer);\n"
- " gl_Position = gl_in[i].gl_Position;\n"
- " gl_Layer = layer;\n"
- " EmitVertex();\n"
- " }\n"
- " EndPrimitive();\n"
- " }\n"
- "}\n" : "";
-
- const char* prefix = geo_program.empty() ? "f" : "v";
- const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
-
- ProgramShaderCache::CompileShader(s_ColorCopyProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(), color_copy_program, geo_program);
- ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(), color_matrix_program, geo_program);
- ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(), StringFromFormat(depth_matrix_program, depth_layer).c_str(), geo_program);
-
- s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
- s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
- s_ColorCbufid = -1;
- s_DepthCbufid = -1;
-
- s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
- s_ColorMatrixPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
- s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
-
- std::string palette_shader =
- R"GLSL(
+ constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
+ "in vec3 f_uv0;\n"
+ "out vec4 ocol0;\n"
+ "\n"
+ "void main(){\n"
+ " vec4 texcol = texture(samp9, f_uv0);\n"
+ " ocol0 = texcol;\n"
+ "}\n";
+
+ constexpr const char* color_matrix_program =
+ "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
+ "uniform vec4 colmat[7];\n"
+ "in vec3 f_uv0;\n"
+ "out vec4 ocol0;\n"
+ "\n"
+ "void main(){\n"
+ " vec4 texcol = texture(samp9, f_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";
+
+ constexpr const char* depth_matrix_program =
+ "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
+ "uniform vec4 colmat[5];\n"
+ "in vec3 f_uv0;\n"
+ "out vec4 ocol0;\n"
+ "\n"
+ "void main(){\n"
+ " vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
+ " int depth = int(texcol.x * 16777216.0);\n"
+
+ // Convert to Z24 format
+ " ivec4 workspace;\n"
+ " workspace.r = (depth >> 16) & 255;\n"
+ " workspace.g = (depth >> 8) & 255;\n"
+ " workspace.b = depth & 255;\n"
+
+ // Convert to Z4 format
+ " workspace.a = (depth >> 16) & 0xF0;\n"
+
+ // Normalize components to [0.0..1.0]
+ " texcol = vec4(workspace) / 255.0;\n"
+
+ " ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
+ "}\n";
+
+ constexpr const char* vertex_program =
+ "out vec3 %s_uv0;\n"
+ "SAMPLER_BINDING(9) uniform sampler2DArray 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"
+ " %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
+ "0).xy), 0.0);\n"
+ " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
+ "}\n";
+
+ const std::string geo_program = g_ActiveConfig.iStereoMode > 0 ?
+ "layout(triangles) in;\n"
+ "layout(triangle_strip, max_vertices = 6) out;\n"
+ "in vec3 v_uv0[3];\n"
+ "out vec3 f_uv0;\n"
+ "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
+ "void main()\n"
+ "{\n"
+ " int layers = textureSize(samp9, 0).z;\n"
+ " for (int layer = 0; layer < layers; ++layer) {\n"
+ " for (int i = 0; i < 3; ++i) {\n"
+ " f_uv0 = vec3(v_uv0[i].xy, layer);\n"
+ " gl_Position = gl_in[i].gl_Position;\n"
+ " gl_Layer = layer;\n"
+ " EmitVertex();\n"
+ " }\n"
+ " EndPrimitive();\n"
+ " }\n"
+ "}\n" :
+ "";
+
+ const char* prefix = geo_program.empty() ? "f" : "v";
+ const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
+
+ ProgramShaderCache::CompileShader(s_ColorCopyProgram,
+ StringFromFormat(vertex_program, prefix, prefix).c_str(),
+ color_copy_program, geo_program);
+ ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
+ StringFromFormat(vertex_program, prefix, prefix).c_str(),
+ color_matrix_program, geo_program);
+ ProgramShaderCache::CompileShader(
+ s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(),
+ StringFromFormat(depth_matrix_program, depth_layer).c_str(), geo_program);
+
+ s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
+ s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
+ s_ColorCbufid = -1;
+ s_DepthCbufid = -1;
+
+ s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
+ s_ColorMatrixPositionUniform =
+ glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
+ s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
+
+ std::string palette_shader =
+ R"GLSL(
uniform int texture_buffer_offset;
uniform float multiplier;
SAMPLER_BINDING(9) uniform sampler2DArray samp9;
@@ -511,83 +498,88 @@ void TextureCache::CompileShaders()
}
)GLSL";
- if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- {
- ProgramShaderCache::CompileShader(
- s_palette_pixel_shader[GX_TL_IA8],
- StringFromFormat(vertex_program, prefix, prefix),
- "#define DECODE DecodePixel_IA8" + palette_shader,
- geo_program);
- s_palette_buffer_offset_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
- s_palette_multiplier_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "multiplier");
- s_palette_copy_position_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
-
- ProgramShaderCache::CompileShader(
- s_palette_pixel_shader[GX_TL_RGB565],
- StringFromFormat(vertex_program, prefix, prefix),
- "#define DECODE DecodePixel_RGB565" + palette_shader,
- geo_program);
- s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
- s_palette_multiplier_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "multiplier");
- s_palette_copy_position_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
-
- ProgramShaderCache::CompileShader(
- s_palette_pixel_shader[GX_TL_RGB5A3],
- StringFromFormat(vertex_program, prefix, prefix),
- "#define DECODE DecodePixel_RGB5A3" + palette_shader,
- geo_program);
- s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
- s_palette_multiplier_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "multiplier");
- s_palette_copy_position_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
- }
+ if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
+ {
+ ProgramShaderCache::CompileShader(
+ s_palette_pixel_shader[GX_TL_IA8], StringFromFormat(vertex_program, prefix, prefix),
+ "#define DECODE DecodePixel_IA8" + palette_shader, geo_program);
+ s_palette_buffer_offset_uniform[GX_TL_IA8] =
+ glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
+ s_palette_multiplier_uniform[GX_TL_IA8] =
+ glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "multiplier");
+ s_palette_copy_position_uniform[GX_TL_IA8] =
+ glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
+
+ ProgramShaderCache::CompileShader(
+ s_palette_pixel_shader[GX_TL_RGB565], StringFromFormat(vertex_program, prefix, prefix),
+ "#define DECODE DecodePixel_RGB565" + palette_shader, geo_program);
+ s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(
+ s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
+ s_palette_multiplier_uniform[GX_TL_RGB565] =
+ glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "multiplier");
+ s_palette_copy_position_uniform[GX_TL_RGB565] =
+ glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
+
+ ProgramShaderCache::CompileShader(
+ s_palette_pixel_shader[GX_TL_RGB5A3], StringFromFormat(vertex_program, prefix, prefix),
+ "#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program);
+ s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(
+ s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
+ s_palette_multiplier_uniform[GX_TL_RGB5A3] =
+ glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "multiplier");
+ s_palette_copy_position_uniform[GX_TL_RGB5A3] =
+ glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
+ }
}
void TextureCache::DeleteShaders()
{
- s_ColorMatrixProgram.Destroy();
- s_DepthMatrixProgram.Destroy();
+ s_ColorMatrixProgram.Destroy();
+ s_DepthMatrixProgram.Destroy();
- if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- for (auto& shader : s_palette_pixel_shader)
- shader.Destroy();
+ if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
+ for (auto& shader : s_palette_pixel_shader)
+ shader.Destroy();
}
-void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted, void* palette, TlutFormat format)
+void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted,
+ void* palette, TlutFormat format)
{
- if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- return;
-
- g_renderer->ResetAPIState();
-
- TCacheEntry* entry = (TCacheEntry*) _entry;
- TCacheEntry* unconverted = (TCacheEntry*) _unconverted;
-
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
- g_sampler_cache->BindNearestSampler(9);
-
- FramebufferManager::SetFramebuffer(entry->framebuffer);
- glViewport(0, 0, entry->config.width, entry->config.height);
- s_palette_pixel_shader[format].Bind();
-
- // C14 textures are currently unsupported
- int size = (unconverted->format & 0xf) == GX_TF_I4 ? 32 : 512;
- auto buffer = s_palette_stream_buffer->Map(size);
- memcpy(buffer.first, palette, size);
- s_palette_stream_buffer->Unmap(size);
- glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
- glUniform1f(s_palette_multiplier_uniform[format], (unconverted->format & 0xf) == 0 ? 15.0f : 255.0f);
- glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width, (float)unconverted->config.height);
-
- glActiveTexture(GL_TEXTURE10);
- glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
- g_sampler_cache->BindNearestSampler(10);
-
- OpenGL_BindAttributelessVAO();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- FramebufferManager::SetFramebuffer(0);
- g_renderer->RestoreAPIState();
+ if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
+ return;
+
+ g_renderer->ResetAPIState();
+
+ TCacheEntry* entry = (TCacheEntry*)_entry;
+ TCacheEntry* unconverted = (TCacheEntry*)_unconverted;
+
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
+ g_sampler_cache->BindNearestSampler(9);
+
+ FramebufferManager::SetFramebuffer(entry->framebuffer);
+ glViewport(0, 0, entry->config.width, entry->config.height);
+ s_palette_pixel_shader[format].Bind();
+
+ // C14 textures are currently unsupported
+ int size = (unconverted->format & 0xf) == GX_TF_I4 ? 32 : 512;
+ auto buffer = s_palette_stream_buffer->Map(size);
+ memcpy(buffer.first, palette, size);
+ s_palette_stream_buffer->Unmap(size);
+ glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
+ glUniform1f(s_palette_multiplier_uniform[format],
+ (unconverted->format & 0xf) == 0 ? 15.0f : 255.0f);
+ glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width,
+ (float)unconverted->config.height);
+
+ glActiveTexture(GL_TEXTURE10);
+ glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
+ g_sampler_cache->BindNearestSampler(10);
+
+ OpenGL_BindAttributelessVAO();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ FramebufferManager::SetFramebuffer(0);
+ g_renderer->RestoreAPIState();
}
-
}