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Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/FramebufferManager.cpp | 639 |
1 files changed, 639 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp new file mode 100644 index 0000000000..3fee033c57 --- /dev/null +++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp @@ -0,0 +1,639 @@ +// Copyright 2009 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include "Common/CommonFuncs.h" +#include "Core/HW/Memmap.h" + +#include "VideoBackends/OGL/FramebufferManager.h" +#include "VideoBackends/OGL/GLInterfaceBase.h" +#include "VideoBackends/OGL/Render.h" +#include "VideoBackends/OGL/SamplerCache.h" +#include "VideoBackends/OGL/TextureConverter.h" + +#include "VideoCommon/DriverDetails.h" +#include "VideoCommon/OnScreenDisplay.h" +#include "VideoCommon/VertexShaderGen.h" + +namespace OGL +{ + +int FramebufferManager::m_targetWidth; +int FramebufferManager::m_targetHeight; +int FramebufferManager::m_msaaSamples; + +GLenum FramebufferManager::m_textureType; +GLuint* FramebufferManager::m_efbFramebuffer; +GLuint FramebufferManager::m_xfbFramebuffer; +GLuint FramebufferManager::m_efbColor; +GLuint FramebufferManager::m_efbDepth; +GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats + +// Only used in MSAA mode. +GLuint* FramebufferManager::m_resolvedFramebuffer; +GLuint FramebufferManager::m_resolvedColorTexture; +GLuint FramebufferManager::m_resolvedDepthTexture; + +// reinterpret pixel format +SHADER FramebufferManager::m_pixel_format_shaders[2]; + +// EFB pokes +GLuint FramebufferManager::m_EfbPokes_VBO; +GLuint FramebufferManager::m_EfbPokes_VAO; +SHADER FramebufferManager::m_EfbPokes; + +FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples) +{ + m_xfbFramebuffer = 0; + m_efbColor = 0; + m_efbDepth = 0; + m_efbColorSwap = 0; + m_resolvedColorTexture = 0; + m_resolvedDepthTexture = 0; + + m_targetWidth = targetWidth; + m_targetHeight = targetHeight; + + m_msaaSamples = msaaSamples; + + // The EFB can be set to different pixel formats by the game through the + // BPMEM_ZCOMPARE register (which should probably have a different name). + // They are: + // - 24-bit RGB (8-bit components) with 24-bit Z + // - 24-bit RGBA (6-bit components) with 24-bit Z + // - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z + // We only use one EFB format here: 32-bit ARGB with 24-bit Z. + // Multisampling depends on user settings. + // The distinction becomes important for certain operations, i.e. the + // alpha channel should be ignored if the EFB does not have one. + + glActiveTexture(GL_TEXTURE9); + + GLuint glObj[3]; + glGenTextures(3, glObj); + m_efbColor = glObj[0]; + m_efbDepth = glObj[1]; + m_efbColorSwap = glObj[2]; + + m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1; + m_efbFramebuffer = new GLuint[m_EFBLayers](); + m_resolvedFramebuffer = new GLuint[m_EFBLayers](); + + // OpenGL MSAA textures are a different kind of texture type and must be allocated + // with a different function, so we create them separately. + if (m_msaaSamples <= 1) + { + m_textureType = GL_TEXTURE_2D_ARRAY; + + glBindTexture(m_textureType, m_efbColor); + glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0); + glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + + glBindTexture(m_textureType, m_efbDepth); + glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0); + glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); + + glBindTexture(m_textureType, m_efbColorSwap); + glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0); + glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + } + else + { + GLenum resolvedType = GL_TEXTURE_2D_ARRAY; + + // Only use a layered multisample texture if needed. Some drivers + // slow down significantly with single-layered multisample textures. + if (m_EFBLayers > 1) + { + m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY; + + glBindTexture(m_textureType, m_efbColor); + glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false); + + glBindTexture(m_textureType, m_efbDepth); + glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers, false); + + glBindTexture(m_textureType, m_efbColorSwap); + glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false); + glBindTexture(m_textureType, 0); + } + else + { + m_textureType = GL_TEXTURE_2D_MULTISAMPLE; + + glBindTexture(m_textureType, m_efbColor); + glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false); + + glBindTexture(m_textureType, m_efbDepth); + glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, false); + + glBindTexture(m_textureType, m_efbColorSwap); + glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false); + glBindTexture(m_textureType, 0); + } + + // Although we are able to access the multisampled texture directly, we don't do it everywhere. + // The old way is to "resolve" this multisampled texture by copying it into a non-sampled texture. + // This would lead to an unneeded copy of the EFB, so we are going to avoid it. + // But as this job isn't done right now, we do need that texture for resolving: + glGenTextures(2, glObj); + m_resolvedColorTexture = glObj[0]; + m_resolvedDepthTexture = glObj[1]; + + glBindTexture(resolvedType, m_resolvedColorTexture); + glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0); + glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + + glBindTexture(resolvedType, m_resolvedDepthTexture); + glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0); + glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); + + // Bind resolved textures to resolved framebuffer. + glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer); + glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[0]); + FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolvedType, m_resolvedColorTexture, 0); + FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resolvedType, m_resolvedDepthTexture, 0); + + // Bind all the other layers as separate FBOs for blitting. + for (unsigned int i = 1; i < m_EFBLayers; i++) + { + glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]); + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0, i); + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0, i); + } + } + + // Create XFB framebuffer; targets will be created elsewhere. + glGenFramebuffers(1, &m_xfbFramebuffer); + + // Bind target textures to EFB framebuffer. + glGenFramebuffers(m_EFBLayers, m_efbFramebuffer); + glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]); + FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0); + FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0); + + // Bind all the other layers as separate FBOs for blitting. + for (unsigned int i = 1; i < m_EFBLayers; i++) + { + glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[i]); + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0, i); + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i); + } + + // EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f + glViewport(0, 0, m_targetWidth, m_targetHeight); + glScissor(0, 0, m_targetWidth, m_targetHeight); + glClearColor(0.f, 0.f, 0.f, 1.f); + glClearDepthf(1.0f); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + + // reinterpret pixel format + const char* vs = m_EFBLayers > 1 ? + "void main(void) {\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" : + "flat out int layer;\n" + "void main(void) {\n" + " layer = 0;\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"; + + // The way to sample the EFB is based on the on the current configuration. + // As we use the same sampling way for both interpreting shaders, the sampling + // shader are generated first: + std::string sampler; + if (m_msaaSamples <= 1) + { + // non-msaa, so just fetch the pixel + sampler = + "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" + "vec4 sampleEFB(ivec3 pos) {\n" + " return texelFetch(samp9, pos, 0);\n" + "}\n"; + } + else if (g_ogl_config.bSupportSampleShading) + { + // msaa + sample shading available, so just fetch the sample + // This will lead to sample shading, but it's the only way to not loose + // the values of each sample. + if (m_EFBLayers > 1) + { + sampler = + "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n" + "vec4 sampleEFB(ivec3 pos) {\n" + " return texelFetch(samp9, pos, gl_SampleID);\n" + "}\n"; + } + else + { + sampler = + "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n" + "vec4 sampleEFB(ivec3 pos) {\n" + " return texelFetch(samp9, pos.xy, gl_SampleID);\n" + "}\n"; + } + } + else + { + // msaa without sample shading: calculate the mean value of the pixel + std::stringstream samples; + samples << m_msaaSamples; + if (m_EFBLayers > 1) + { + sampler = + "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n" + "vec4 sampleEFB(ivec3 pos) {\n" + " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n" + " for(int i=0; i<" + samples.str() + "; i++)\n" + " color += texelFetch(samp9, pos, 0), i);\n" + " return color / " + samples.str() + ";\n" + "}\n"; + } + else + { + sampler = + "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n" + "vec4 sampleEFB(ivec3 pos) {\n" + " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n" + " for(int i=0; i<" + samples.str() + "; i++)\n" + " color += texelFetch(samp9, pos.xy, i);\n" + " return color / " + samples.str() + ";\n" + "}\n"; + } + } + + std::string ps_rgba6_to_rgb8 = sampler + + "flat in int layer;\n" + "out vec4 ocol0;\n" + "void main()\n" + "{\n" + " ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));\n" + " ivec4 dst8;\n" + " dst8.r = (src6.r << 2) | (src6.g >> 4);\n" + " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" + " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n" + " dst8.a = 255;\n" + " ocol0 = float4(dst8) / 255.f;\n" + "}"; + + std::string ps_rgb8_to_rgba6 = sampler + + "flat in int layer;\n" + "out vec4 ocol0;\n" + "void main()\n" + "{\n" + " ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));\n" + " ivec4 dst6;\n" + " dst6.r = src8.r >> 2;\n" + " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" + " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n" + " dst6.a = src8.b & 0x3F;\n" + " ocol0 = float4(dst6) / 63.f;\n" + "}"; + + std::stringstream vertices, layers; + vertices << m_EFBLayers * 3; + layers << m_EFBLayers; + std::string gs = + "layout(triangles) in;\n" + "layout(triangle_strip, max_vertices = " + vertices.str() + ") out;\n" + "flat out int layer;\n" + "void main()\n" + "{\n" + " for (int j = 0; j < " + layers.str() + "; ++j) {\n" + " for (int i = 0; i < 3; ++i) {\n" + " layer = j;\n" + " gl_Layer = j;\n" + " gl_Position = gl_in[i].gl_Position;\n" + " EmitVertex();\n" + " }\n" + " EndPrimitive();\n" + " }\n" + "}\n"; + + ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr); + ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr); + + ProgramShaderCache::CompileShader(m_EfbPokes, + StringFromFormat( + "in vec2 rawpos;\n" + "in vec4 color0;\n" // color + "in int color1;\n" // depth + "out vec4 v_c;\n" + "out float v_z;\n" + "void main(void) {\n" + " gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);\n" + " gl_PointSize = %d.0 / 640.0;\n" + " v_c = color0.bgra;\n" + " v_z = float(color1 & 0xFFFFFF) / 16777216.0;\n" + "}\n", m_targetWidth).c_str(), + + StringFromFormat( + "in vec4 %s_c;\n" + "in float %s_z;\n" + "out vec4 ocol0;\n" + "void main(void) {\n" + " ocol0 = %s_c;\n" + " gl_FragDepth = %s_z;\n" + "}\n", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v").c_str(), + + m_EFBLayers > 1 ? StringFromFormat( + "layout(points) in;\n" + "layout(points, max_vertices = %d) out;\n" + "in vec4 v_c[1];\n" + "in float v_z[1];\n" + "out vec4 g_c;\n" + "out float g_z;\n" + "void main()\n" + "{\n" + " for (int j = 0; j < %d; ++j) {\n" + " gl_Layer = j;\n" + " gl_Position = gl_in[0].gl_Position;\n" + " gl_PointSize = %d.0 / 640.0;\n" + " g_c = v_c[0];\n" + " g_z = v_z[0];\n" + " EmitVertex();\n" + " EndPrimitive();\n" + " }\n" + "}\n", m_EFBLayers, m_EFBLayers, m_targetWidth).c_str() : nullptr); + glGenBuffers(1, &m_EfbPokes_VBO); + glGenVertexArrays(1, &m_EfbPokes_VAO); + glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO); + glBindVertexArray(m_EfbPokes_VAO ); + glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); + glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_UNSIGNED_SHORT, 0, sizeof(EfbPokeData), (void*)offsetof(EfbPokeData, x)); + glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB); + glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 4, GL_UNSIGNED_BYTE, 1, sizeof(EfbPokeData), (void*)offsetof(EfbPokeData, data)); + glEnableVertexAttribArray(SHADER_COLOR1_ATTRIB); + glVertexAttribIPointer(SHADER_COLOR1_ATTRIB, 1, GL_INT, sizeof(EfbPokeData), (void*)offsetof(EfbPokeData, data)); + + if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL) + glEnable(GL_PROGRAM_POINT_SIZE); +} + +FramebufferManager::~FramebufferManager() +{ + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + GLuint glObj[3]; + + // Note: OpenGL deletion functions silently ignore parameters of "0". + + glDeleteFramebuffers(m_EFBLayers, m_efbFramebuffer); + glDeleteFramebuffers(m_EFBLayers, m_resolvedFramebuffer); + delete [] m_efbFramebuffer; + delete [] m_resolvedFramebuffer; + m_efbFramebuffer = nullptr; + m_resolvedFramebuffer = nullptr; + + glDeleteFramebuffers(1, &m_xfbFramebuffer); + m_xfbFramebuffer = 0; + + glObj[0] = m_resolvedColorTexture; + glObj[1] = m_resolvedDepthTexture; + glDeleteTextures(2, glObj); + m_resolvedColorTexture = 0; + m_resolvedDepthTexture = 0; + + glObj[0] = m_efbColor; + glObj[1] = m_efbDepth; + glObj[2] = m_efbColorSwap; + glDeleteTextures(3, glObj); + m_efbColor = 0; + m_efbDepth = 0; + m_efbColorSwap = 0; + + // reinterpret pixel format + m_pixel_format_shaders[0].Destroy(); + m_pixel_format_shaders[1].Destroy(); + + // EFB pokes + glDeleteBuffers(1, &m_EfbPokes_VBO); + glDeleteVertexArrays(1, &m_EfbPokes_VAO); + m_EfbPokes_VBO = 0; + m_EfbPokes_VAO = 0; + m_EfbPokes.Destroy(); +} + +GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc) +{ + if (m_msaaSamples <= 1) + { + return m_efbColor; + } + else + { + // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is + // required. + + TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc); + targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight); + + // Resolve. + for (unsigned int i = 0; i < m_EFBLayers; i++) + { + glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]); + glBlitFramebuffer( + targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, + targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, + GL_COLOR_BUFFER_BIT, GL_NEAREST + ); + } + + // Return to EFB. + glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]); + + return m_resolvedColorTexture; + } +} + +GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc) +{ + if (m_msaaSamples <= 1) + { + return m_efbDepth; + } + else + { + // Transfer the EFB to a resolved texture. + + TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc); + targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight); + + // Resolve. + for (unsigned int i = 0; i < m_EFBLayers; i++) + { + glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]); + glBlitFramebuffer( + targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, + targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, + GL_DEPTH_BUFFER_BIT, GL_NEAREST + ); + } + + // Return to EFB. + glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]); + + return m_resolvedDepthTexture; + } +} + +void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) +{ + u8* xfb_in_ram = Memory::GetPointer(xfbAddr); + if (!xfb_in_ram) + { + WARN_LOG(VIDEO, "Tried to copy to invalid XFB address"); + return; + } + + TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc); + TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight); +} + +void FramebufferManager::SetFramebuffer(GLuint fb) +{ + glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer()); +} + +void FramebufferManager::FramebufferTexture(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) +{ + if (textarget == GL_TEXTURE_2D_ARRAY || textarget == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) + { + if (m_EFBLayers > 1) + glFramebufferTexture(target, attachment, texture, level); + else + glFramebufferTextureLayer(target, attachment, texture, level, 0); + } + else + { + glFramebufferTexture2D(target, attachment, textarget, texture, level); + } +} + +// Apply AA if enabled +GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle &source_rect) +{ + return GetEFBColorTexture(source_rect); +} + +GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect) +{ + return GetEFBDepthTexture(source_rect); +} + +void FramebufferManager::ReinterpretPixelData(unsigned int convtype) +{ + g_renderer->ResetAPIState(); + + OpenGL_BindAttributelessVAO(); + + GLuint src_texture = 0; + + // We aren't allowed to render and sample the same texture in one draw call, + // so we have to create a new texture and overwrite it completely. + // To not allocate one big texture every time, we've allocated two on + // initialization and just swap them here: + src_texture = m_efbColor; + m_efbColor = m_efbColorSwap; + m_efbColorSwap = src_texture; + FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0); + + glViewport(0,0, m_targetWidth, m_targetHeight); + glActiveTexture(GL_TEXTURE9); + glBindTexture(m_textureType, src_texture); + g_sampler_cache->BindNearestSampler(9); + + m_pixel_format_shaders[convtype ? 1 : 0].Bind(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindTexture(m_textureType, 0); + + g_renderer->RestoreAPIState(); +} + +XFBSource::~XFBSource() +{ + glDeleteTextures(1, &texture); +} + +void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) +{ + TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture); +} + +void XFBSource::CopyEFB(float Gamma) +{ + g_renderer->ResetAPIState(); + + // Copy EFB data to XFB and restore render target again + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer()); + + for (int i = 0; i < m_layers; i++) + { + // Bind EFB and texture layer + glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer(i)); + glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, i); + + glBlitFramebuffer( + 0, 0, texWidth, texHeight, + 0, 0, texWidth, texHeight, + GL_COLOR_BUFFER_BIT, GL_NEAREST + ); + } + + // Return to EFB. + FramebufferManager::SetFramebuffer(0); + + g_renderer->RestoreAPIState(); + +} + +XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) +{ + GLuint texture; + + glGenTextures(1, &texture); + + glActiveTexture(GL_TEXTURE9); + glBindTexture(GL_TEXTURE_2D_ARRAY, texture); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + + return new XFBSource(texture, layers); +} + +void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height) +{ + *width = m_targetWidth; + *height = m_targetHeight; +} + +void FramebufferManager::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data) +{ + g_renderer->ResetAPIState(); + + if (type == POKE_Z) + { + glDepthMask(GL_TRUE); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_ALWAYS); + } + + glBindVertexArray(m_EfbPokes_VAO); + glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(EfbPokeData) * data.size(), data.data(), GL_STREAM_DRAW); + m_EfbPokes.Bind(); + glViewport(0, 0, m_targetWidth, m_targetHeight); + glDrawArrays(GL_POINTS, 0, (GLsizei)data.size()); + + g_renderer->RestoreAPIState(); + + // TODO: Could just update the EFB cache with the new value + ClearEFBCache(); +} + +} // namespace OGL |
