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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/TextureConverter.cpp
parentc25be031fc1031d795157d8344b87b7841145197 (diff)
parent7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff)
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureConverter.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureConverter.cpp389
1 files changed, 389 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
new file mode 100644
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+++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
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+// Copyright 2008 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+// Fast image conversion using OpenGL shaders.
+
+#include <string>
+
+#include "Common/FileUtil.h"
+#include "Common/StringUtil.h"
+
+#include "Core/HW/Memmap.h"
+
+#include "VideoBackends/OGL/FramebufferManager.h"
+#include "VideoBackends/OGL/ProgramShaderCache.h"
+#include "VideoBackends/OGL/Render.h"
+#include "VideoBackends/OGL/SamplerCache.h"
+#include "VideoBackends/OGL/TextureCache.h"
+#include "VideoBackends/OGL/TextureConverter.h"
+
+#include "VideoCommon/DriverDetails.h"
+#include "VideoCommon/ImageWrite.h"
+#include "VideoCommon/TextureConversionShader.h"
+#include "VideoCommon/VideoConfig.h"
+
+
+namespace OGL
+{
+
+namespace TextureConverter
+{
+
+using OGL::TextureCache;
+
+static GLuint s_texConvFrameBuffer[2] = {0,0};
+static GLuint s_srcTexture = 0; // for decoding from RAM
+static GLuint s_dstTexture = 0; // for encoding to RAM
+
+const int renderBufferWidth = EFB_WIDTH * 4;
+const int renderBufferHeight = 1024;
+
+static SHADER s_rgbToYuyvProgram;
+static int s_rgbToYuyvUniform_loc;
+
+static SHADER s_yuyvToRgbProgram;
+
+// Not all slots are taken - but who cares.
+const u32 NUM_ENCODING_PROGRAMS = 64;
+static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
+static int s_encodingUniforms[NUM_ENCODING_PROGRAMS];
+
+static GLuint s_PBO = 0; // for readback with different strides
+
+static void CreatePrograms()
+{
+ /* TODO: Accuracy Improvements
+ *
+ * This shader doesn't really match what the GameCube does internally in the
+ * copy pipeline.
+ * 1. It uses OpenGL's built in filtering when yscaling, someone could work
+ * out how the copypipeline does it's filtering and implement it correctly
+ * in this shader.
+ * 2. Deflickering isn't implemented, a futher filtering over 3 lines.
+ * Isn't really needed on non-interlaced monitors (and would lower quality;
+ * But hey, accuracy!)
+ * 3. Flipper's YUYV conversion implements a 3 pixel horizontal blur on the
+ * UV channels, centering the U channel on the Left pixel and the V channel
+ * on the Right pixel.
+ * The current implementation Centers both UV channels at the same place
+ * inbetween the two Pixels, and only blurs over these two pixels.
+ */
+ // Output is BGRA because that is slightly faster than RGBA.
+ const char *VProgramRgbToYuyv =
+ "out vec2 uv0;\n"
+ "uniform vec4 copy_position;\n" // left, top, right, bottom
+ "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
+ "void main()\n"
+ "{\n"
+ " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
+ " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
+ " uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
+ "}\n";
+ const char *FProgramRgbToYuyv =
+ "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
+ "in vec2 uv0;\n"
+ "out vec4 ocol0;\n"
+ "void main()\n"
+ "{\n"
+ " vec3 c0 = texture(samp9, vec3(uv0 - dFdx(uv0) * 0.25, 0.0)).rgb;\n"
+ " vec3 c1 = texture(samp9, vec3(uv0 + dFdx(uv0) * 0.25, 0.0)).rgb;\n"
+ " vec3 c01 = (c0 + c1) * 0.5;\n"
+ " vec3 y_const = vec3(0.257,0.504,0.098);\n"
+ " vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
+ " vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
+ " vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
+ " ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
+ "}\n";
+ ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgramRgbToYuyv, FProgramRgbToYuyv);
+ s_rgbToYuyvUniform_loc = glGetUniformLocation(s_rgbToYuyvProgram.glprogid, "copy_position");
+
+ /* TODO: Accuracy Improvements
+ *
+ * The YVYU to RGB conversion here matches the RGB to YUYV done above, but
+ * if a game modifies or adds images to the XFB then it should be using the
+ * same algorithm as the flipper, and could result in slight color inaccuracies
+ * when run back through this shader.
+ */
+ const char *VProgramYuyvToRgb =
+ "void main()\n"
+ "{\n"
+ " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
+ " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
+ "}\n";
+ const char *FProgramYuyvToRgb =
+ "SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
+ "in vec2 uv0;\n"
+ "out vec4 ocol0;\n"
+ "void main()\n"
+ "{\n"
+ " ivec2 uv = ivec2(gl_FragCoord.xy);\n"
+ // We switch top/bottom here. TODO: move this to screen blit.
+ " ivec2 ts = textureSize(samp9, 0);\n"
+ " vec4 c0 = texelFetch(samp9, ivec2(uv.x>>1, ts.y-uv.y-1), 0);\n"
+ " float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n"
+ " float yComp = 1.164 * (y - 0.0625);\n"
+ " float uComp = c0.g - 0.5;\n"
+ " float vComp = c0.a - 0.5;\n"
+ " ocol0 = vec4(yComp + (1.596 * vComp),\n"
+ " yComp - (0.813 * vComp) - (0.391 * uComp),\n"
+ " yComp + (2.018 * uComp),\n"
+ " 1.0);\n"
+ "}\n";
+ ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
+}
+
+static SHADER &GetOrCreateEncodingShader(u32 format)
+{
+ if (format >= NUM_ENCODING_PROGRAMS)
+ {
+ PanicAlert("Unknown texture copy format: 0x%x\n", format);
+ return s_encodingPrograms[0];
+ }
+
+ if (s_encodingPrograms[format].glprogid == 0)
+ {
+ const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_OPENGL);
+
+#if defined(_DEBUG) || defined(DEBUGFAST)
+ if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
+ {
+ static int counter = 0;
+ std::string filename = StringFromFormat("%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
+
+ SaveData(filename, shader);
+ }
+#endif
+
+ const char *VProgram =
+ "void main()\n"
+ "{\n"
+ " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
+ " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
+ "}\n";
+
+ ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
+
+ s_encodingUniforms[format] = glGetUniformLocation(s_encodingPrograms[format].glprogid, "position");
+ }
+ return s_encodingPrograms[format];
+}
+
+void Init()
+{
+ glGenFramebuffers(2, s_texConvFrameBuffer);
+
+ glActiveTexture(GL_TEXTURE9);
+ glGenTextures(1, &s_srcTexture);
+ glBindTexture(GL_TEXTURE_2D, s_srcTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+
+ glGenTextures(1, &s_dstTexture);
+ glBindTexture(GL_TEXTURE_2D, s_dstTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+
+ FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
+ FramebufferManager::SetFramebuffer(0);
+
+ glGenBuffers(1, &s_PBO);
+
+ CreatePrograms();
+}
+
+void Shutdown()
+{
+ glDeleteTextures(1, &s_srcTexture);
+ glDeleteTextures(1, &s_dstTexture);
+ glDeleteBuffers(1, &s_PBO);
+ glDeleteFramebuffers(2, s_texConvFrameBuffer);
+
+ s_rgbToYuyvProgram.Destroy();
+ s_yuyvToRgbProgram.Destroy();
+
+ for (auto& program : s_encodingPrograms)
+ program.Destroy();
+
+ s_srcTexture = 0;
+ s_dstTexture = 0;
+ s_PBO = 0;
+ s_texConvFrameBuffer[0] = 0;
+ s_texConvFrameBuffer[1] = 0;
+}
+
+static void EncodeToRamUsingShader(GLuint srcTexture,
+ u8* destAddr, int dstWidth, int dstHeight, int readStride,
+ bool linearFilter)
+{
+
+
+ // switch to texture converter frame buffer
+ // attach render buffer as color destination
+ FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
+
+ OpenGL_BindAttributelessVAO();
+
+ // set source texture
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
+
+ if (linearFilter)
+ g_sampler_cache->BindLinearSampler(9);
+ else
+ g_sampler_cache->BindNearestSampler(9);
+
+ glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ // .. and then read back the results.
+ // TODO: make this less slow.
+
+ int writeStride = bpmem.copyMipMapStrideChannels * 32;
+ int dstSize = dstWidth*dstHeight*4;
+ int readHeight = readStride / dstWidth / 4; // 4 bytes per pixel
+ int readLoops = dstHeight / readHeight;
+
+ if (writeStride != readStride && readLoops > 1)
+ {
+ // writing to a texture of a different size
+ // also copy more then one block line, so the different strides matters
+ // copy into one pbo first, map this buffer, and then memcpy into GC memory
+ // in this way, we only have one vram->ram transfer, but maybe a bigger
+ // CPU overhead because of the pbo
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
+ glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
+ glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
+ u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
+
+ for (int i = 0; i < readLoops; i++)
+ {
+ memcpy(destAddr, pbo, readStride);
+ pbo += readStride;
+ destAddr += writeStride;
+ }
+
+ glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+ }
+ else
+ {
+ glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
+ }
+}
+
+int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
+{
+ u32 format = copyfmt;
+
+ if (bFromZBuffer)
+ {
+ format |= _GX_TF_ZTF;
+ if (copyfmt == 11)
+ format = GX_TF_Z16;
+ else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
+ format |= _GX_TF_CTF;
+ }
+ else
+ {
+ if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
+ format |= _GX_TF_CTF;
+ }
+
+ SHADER& texconv_shader = GetOrCreateEncodingShader(format);
+
+ u8 *dest_ptr = Memory::GetPointer(address);
+
+ int width = (source.right - source.left) >> bScaleByHalf;
+ int height = (source.bottom - source.top) >> bScaleByHalf;
+
+ int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
+
+ u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
+ u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
+
+ // only copy on cache line boundaries
+ // extra pixels are copied but not displayed in the resulting texture
+ s32 expandedWidth = (width + blkW) & (~blkW);
+ s32 expandedHeight = (height + blkH) & (~blkH);
+
+ texconv_shader.Bind();
+ glUniform4i(s_encodingUniforms[format],
+ source.left, source.top,
+ expandedWidth, bScaleByHalf ? 2 : 1);
+
+ unsigned int numBlocksX = expandedWidth / TexDecoder_GetBlockWidthInTexels(format);
+ unsigned int numBlocksY = expandedHeight / TexDecoder_GetBlockHeightInTexels(format);
+ unsigned int cacheLinesPerRow;
+ if ((format & 0x0f) == 6)
+ cacheLinesPerRow = numBlocksX * 2;
+ else
+ cacheLinesPerRow = numBlocksX;
+
+ EncodeToRamUsingShader(source_texture,
+ dest_ptr, cacheLinesPerRow * 8, numBlocksY, cacheLinesPerRow * 32,
+ bScaleByHalf > 0 && !bFromZBuffer);
+ return size_in_bytes; // TODO: D3D11 is calculating this value differently!
+
+}
+
+void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
+{
+ g_renderer->ResetAPIState();
+
+ s_rgbToYuyvProgram.Bind();
+
+ glUniform4f(s_rgbToYuyvUniform_loc, static_cast<float>(sourceRc.left), static_cast<float>(sourceRc.top),
+ static_cast<float>(sourceRc.right), static_cast<float>(sourceRc.bottom));
+
+ // We enable linear filtering, because the GameCube does filtering in the vertical direction when
+ // yscale is enabled.
+ // Otherwise we get jaggies when a game uses yscaling (most PAL games)
+ EncodeToRamUsingShader(srcTexture, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true);
+ FramebufferManager::SetFramebuffer(0);
+ TextureCache::DisableStage(0);
+ g_renderer->RestoreAPIState();
+}
+
+
+// Should be scale free.
+void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
+{
+ u8* srcAddr = Memory::GetPointer(xfbAddr);
+ if (!srcAddr)
+ {
+ WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
+ return;
+ }
+
+ g_renderer->ResetAPIState(); // reset any game specific settings
+
+ OpenGL_BindAttributelessVAO();
+
+ // switch to texture converter frame buffer
+ // attach destTexture as color destination
+ FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
+ FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, destTexture, 0);
+
+ // activate source texture
+ // set srcAddr as data for source texture
+ glActiveTexture(GL_TEXTURE9);
+ glBindTexture(GL_TEXTURE_2D, s_srcTexture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
+ g_sampler_cache->BindNearestSampler(9);
+
+ glViewport(0, 0, srcWidth, srcHeight);
+ s_yuyvToRgbProgram.Bind();
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ FramebufferManager::SetFramebuffer(0);
+
+ g_renderer->RestoreAPIState();
+}
+
+} // namespace
+
+} // namespace OGL