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authorJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
committerJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
commit7dfced21a2e5aac7195e0e1ad76468e30306766b (patch)
treebd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoBackends/OGL/TextureCache.cpp
parentc25be031fc1031d795157d8344b87b7841145197 (diff)
parent7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff)
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureCache.cpp521
1 files changed, 521 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..0256b303e7
--- /dev/null
+++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp
@@ -0,0 +1,521 @@
+// Copyright 2008 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <cmath>
+#include <fstream>
+#include <vector>
+
+#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/GLInterfaceBase.h"
+#include "VideoBackends/OGL/ProgramShaderCache.h"
+#include "VideoBackends/OGL/Render.h"
+#include "VideoBackends/OGL/SamplerCache.h"
+#include "VideoBackends/OGL/StreamBuffer.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;
+
+static SHADER s_palette_pixel_shader[3];
+static StreamBuffer* s_palette_stream_buffer = nullptr;
+static GLuint s_palette_resolv_texture;
+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)
+{
+ 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;
+ }
+}
+
+TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config)
+: TCacheEntryBase(_config)
+{
+ glGenTextures(1, &texture);
+
+ 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;
+ }
+}
+
+bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int 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;
+}
+
+void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
+ 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);
+
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
+
+ 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);
+
+ if (expanded_width != width)
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+
+ TextureCache::SetStage();
+}
+
+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);
+
+ 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_ColorCopyPositionUniform;
+ }
+
+ 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);
+
+ if (!g_ActiveConfig.bSkipEFBCopyToRam)
+ {
+ int encoded_size = TextureConverter::EncodeToRamFromTexture(
+ dstAddr,
+ read_texture,
+ srcFormat == PEControl::Z24,
+ isIntensity,
+ dstFormat,
+ scaleByHalf,
+ srcRect);
+
+ u8* dst = Memory::GetPointer(dstAddr);
+ u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
+
+ size_in_bytes = (u32)encoded_size;
+
+ TextureCache::MakeRangeDynamic(dstAddr, encoded_size);
+
+ hash = new_hash;
+ }
+
+ FramebufferManager::SetFramebuffer(0);
+
+ g_renderer->RestoreAPIState();
+}
+
+TextureCache::TextureCache()
+{
+ CompileShaders();
+
+ s_ActiveTexture = -1;
+ for (auto& gtex : s_Textures)
+ gtex = -1;
+
+ if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
+ {
+ s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, 1024*1024);
+ 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();
+
+ if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
+ {
+ delete s_palette_stream_buffer;
+ s_palette_stream_buffer = nullptr;
+ glDeleteTextures(1, &s_palette_resolv_texture);
+ }
+}
+
+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);
+}
+
+void TextureCache::CompileShaders()
+{
+ const char *pColorMatrixProg =
+ "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";
+
+ const char *pDepthMatrixProg =
+ "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 = clamp(int(texcol.x * 16777216.0), 0, 0xFFFFFF);\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";
+
+ const char *VProgram =
+ "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 char *GProgram = 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" : nullptr;
+
+ const char* prefix = (GProgram == nullptr) ? "f" : "v";
+ const char* depth_layer = (g_ActiveConfig.bStereoEFBMonoDepth) ? "0.0" : "f_uv0.z";
+
+ ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram);
+ ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram);
+
+ 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");
+
+ std::string palette_shader =
+ R"GLSL(
+ uniform int texture_buffer_offset;
+ uniform float multiplier;
+ SAMPLER_BINDING(9) uniform sampler2DArray samp9;
+ SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
+
+ in vec3 f_uv0;
+ out vec4 ocol0;
+
+ int Convert3To8(int v)
+ {
+ // Swizzle bits: 00000123 -> 12312312
+ return (v << 5) | (v << 2) | (v >> 1);
+ }
+
+ int Convert4To8(int v)
+ {
+ // Swizzle bits: 00001234 -> 12341234
+ return (v << 4) | v;
+ }
+
+ int Convert5To8(int v)
+ {
+ // Swizzle bits: 00012345 -> 12345123
+ return (v << 3) | (v >> 2);
+ }
+
+ int Convert6To8(int v)
+ {
+ // Swizzle bits: 00123456 -> 12345612
+ return (v << 2) | (v >> 4);
+ }
+
+ float4 DecodePixel_RGB5A3(int val)
+ {
+ int r,g,b,a;
+ if ((val&0x8000) > 0)
+ {
+ r=Convert5To8((val>>10) & 0x1f);
+ g=Convert5To8((val>>5 ) & 0x1f);
+ b=Convert5To8((val ) & 0x1f);
+ a=0xFF;
+ }
+ else
+ {
+ a=Convert3To8((val>>12) & 0x7);
+ r=Convert4To8((val>>8 ) & 0xf);
+ g=Convert4To8((val>>4 ) & 0xf);
+ b=Convert4To8((val ) & 0xf);
+ }
+ return float4(r, g, b, a) / 255.0;
+ }
+
+ float4 DecodePixel_RGB565(int val)
+ {
+ int r, g, b, a;
+ r = Convert5To8((val >> 11) & 0x1f);
+ g = Convert6To8((val >> 5) & 0x3f);
+ b = Convert5To8((val) & 0x1f);
+ a = 0xFF;
+ return float4(r, g, b, a) / 255.0;
+ }
+
+ float4 DecodePixel_IA8(int val)
+ {
+ int i = val & 0xFF;
+ int a = val >> 8;
+ return float4(i, i, i, a) / 255.0;
+ }
+
+ void main()
+ {
+ int src = int(round(texture(samp9, f_uv0).r * multiplier));
+ src = int(texelFetch(samp10, src + texture_buffer_offset).r);
+ src = ((src << 8) & 0xFF00) | (src >> 8);
+ ocol0 = DECODE(src);
+ }
+ )GLSL";
+
+ if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
+ {
+ ProgramShaderCache::CompileShader(
+ s_palette_pixel_shader[GX_TL_IA8],
+ StringFromFormat(VProgram, prefix, prefix).c_str(),
+ ("#define DECODE DecodePixel_IA8" + palette_shader).c_str(),
+ GProgram);
+ 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(VProgram, prefix, prefix).c_str(),
+ ("#define DECODE DecodePixel_RGB565" + palette_shader).c_str(),
+ GProgram);
+ 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(VProgram, prefix, prefix).c_str(),
+ ("#define DECODE DecodePixel_RGB5A3" + palette_shader).c_str(),
+ GProgram);
+ 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();
+
+ 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)
+{
+ 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();
+
+ int size = unconverted->format == 0 ? 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 == 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();
+}
+
+}