diff options
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/TextureCache.cpp | 430 |
1 files changed, 94 insertions, 336 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp index 169dec0bc5..b4f16266ee 100644 --- a/Source/Core/VideoBackends/OGL/TextureCache.cpp +++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp @@ -2,8 +2,6 @@ // Licensed under GPLv2+ // Refer to the license.txt file included. -#include "VideoBackends/OGL/TextureCache.h" - #include <algorithm> #include <cmath> #include <cstring> @@ -11,17 +9,18 @@ #include <memory> #include <vector> -#include "Common/Assert.h" #include "Common/GL/GLInterfaceBase.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/GPUTimer.h" +#include "VideoBackends/OGL/OGLTexture.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/ImageWrite.h" @@ -31,20 +30,8 @@ namespace OGL { -static SHADER s_ColorCopyProgram; -static SHADER s_ColorMatrixProgram; -static SHADER s_DepthMatrixProgram; -static GLuint s_ColorMatrixUniform; -static GLuint s_DepthMatrixUniform; -static GLuint s_ColorCopyPositionUniform; -static GLuint s_ColorMatrixPositionUniform; -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 std::unique_ptr<StreamBuffer> s_palette_stream_buffer; static GLuint s_palette_resolv_texture; @@ -72,290 +59,9 @@ static std::array<GLuint, TextureConversionShader::BUFFER_FORMAT_COUNT> static void CreateTextureDecodingResources(); static void DestroyTextureDecodingResources(); -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); -} - -static GLenum GetGLInternalFormatForTextureFormat(HostTextureFormat format, bool storage) +std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config) { - switch (format) - { - case HostTextureFormat::DXT1: - return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; - case HostTextureFormat::DXT3: - return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; - case HostTextureFormat::DXT5: - return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; - case HostTextureFormat::RGBA8: - default: - return storage ? GL_RGBA8 : GL_RGBA; - } -} - -static GLenum GetGLFormatForTextureFormat(HostTextureFormat format) -{ - switch (format) - { - case HostTextureFormat::RGBA8: - return GL_RGBA; - - // Compressed texture formats don't use this parameter. - default: - return GL_UNSIGNED_BYTE; - } -} - -static GLenum GetGLTypeForTextureFormat(HostTextureFormat format) -{ - switch (format) - { - case HostTextureFormat::RGBA8: - return GL_UNSIGNED_BYTE; - - // Compressed texture formats don't use this parameter. - default: - return GL_UNSIGNED_BYTE; - } -} - -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) -{ - // We can't dump compressed textures currently (it would mean drawing them to a RGBA8 - // framebuffer, and saving that). TextureCache does not call Save for custom textures - // anyway, so this is fine for now. - _assert_(config.format == HostTextureFormat::RGBA8); - - 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 (g_ogl_config.bSupportsTextureStorage) - { - GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(config.format, true); - glTexStorage3D(GL_TEXTURE_2D_ARRAY, config.levels, gl_internal_format, config.width, - config.height, config.layers); - } - - if (config.rendertarget) - { - // We can't render to compressed formats. - _assert_(!IsCompressedHostTextureFormat(config.format)); - if (!g_ogl_config.bSupportsTextureStorage) - { - for (u32 level = 0; level < config.levels; level++) - { - glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, std::max(config.width >> level, 1u), - std::max(config.height >> level, 1u), 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) -{ - 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(u32 level, u32 width, u32 height, u32 row_length, - const u8* buffer, size_t buffer_size) -{ - 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 (row_length != width) - glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); - - GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(config.format, false); - if (IsCompressedHostTextureFormat(config.format)) - { - if (g_ogl_config.bSupportsTextureStorage) - { - glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, - gl_internal_format, static_cast<GLsizei>(buffer_size), buffer); - } - else - { - glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, - static_cast<GLsizei>(buffer_size), buffer); - } - } - else - { - GLenum gl_format = GetGLFormatForTextureFormat(config.format); - GLenum gl_type = GetGLTypeForTextureFormat(config.format); - if (g_ogl_config.bSupportsTextureStorage) - { - glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type, - buffer); - } - else - { - glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format, - gl_type, buffer); - } - } - - if (row_length != width) - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - - TextureCache::SetStage(); -} - -void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, 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 = is_depth_copy ? - 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 (is_depth_copy) - { - 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(); + return std::make_unique<OGLTexture>(config); } void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width, @@ -370,10 +76,6 @@ TextureCache::TextureCache() { CompileShaders(); - s_ActiveTexture = UINT32_MAX; - for (auto& gtex : s_Textures) - gtex = UINT32_MAX; - if (g_ActiveConfig.backend_info.bSupportsPaletteConversion) { s32 buffer_size_mb = (g_ActiveConfig.backend_info.bSupportsGPUTextureDecoding ? 32 : 1); @@ -409,15 +111,19 @@ TextureCache::~TextureCache() } } -void TextureCache::DisableStage(unsigned int stage) +TextureCache* TextureCache::GetInstance() { + return static_cast<TextureCache*>(g_texture_cache.get()); } -void TextureCache::SetStage() +const SHADER& TextureCache::GetColorCopyProgram() const { - // -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); + return m_colorCopyProgram; +} + +GLuint TextureCache::GetColorCopyPositionUniform() const +{ + return m_colorCopyPositionUniform; } bool TextureCache::CompileShaders() @@ -504,28 +210,28 @@ bool TextureCache::CompileShaders() const char* prefix = geo_program.empty() ? "f" : "v"; const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z"; - if (!ProgramShaderCache::CompileShader(s_ColorCopyProgram, + if (!ProgramShaderCache::CompileShader(m_colorCopyProgram, StringFromFormat(vertex_program, prefix, prefix), color_copy_program, geo_program) || - !ProgramShaderCache::CompileShader(s_ColorMatrixProgram, + !ProgramShaderCache::CompileShader(m_colorMatrixProgram, StringFromFormat(vertex_program, prefix, prefix), color_matrix_program, geo_program) || !ProgramShaderCache::CompileShader( - s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix), + m_depthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix), StringFromFormat(depth_matrix_program, depth_layer), geo_program)) { return false; } - s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat"); - s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat"); - s_ColorCbufid = UINT32_MAX; - s_DepthCbufid = UINT32_MAX; + m_colorMatrixUniform = glGetUniformLocation(m_colorMatrixProgram.glprogid, "colmat"); + m_depthMatrixUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "colmat"); + s_ColorCbufid = UINT_MAX; + s_DepthCbufid = UINT_MAX; - s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position"); - s_ColorMatrixPositionUniform = - glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position"); - s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position"); + m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position"); + m_colorMatrixPositionUniform = + glGetUniformLocation(m_colorMatrixProgram.glprogid, "copy_position"); + m_depthCopyPositionUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "copy_position"); std::string palette_shader = R"GLSL( @@ -654,43 +360,42 @@ bool TextureCache::CompileShaders() void TextureCache::DeleteShaders() { - s_ColorMatrixProgram.Destroy(); - s_DepthMatrixProgram.Destroy(); + m_colorMatrixProgram.Destroy(); + m_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) +void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette, + TlutFormat format) { if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion) return; g_renderer->ResetAPIState(); - TCacheEntry* entry = (TCacheEntry*)_entry; - TCacheEntry* unconverted = (TCacheEntry*)_unconverted; + OGLTexture* source_texture = static_cast<OGLTexture*>(source->texture.get()); + OGLTexture* destination_texture = static_cast<OGLTexture*>(destination->texture.get()); glActiveTexture(GL_TEXTURE9); - glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture); + glBindTexture(GL_TEXTURE_2D_ARRAY, source_texture->GetRawTexIdentifier()); g_sampler_cache->BindNearestSampler(9); - FramebufferManager::SetFramebuffer(entry->framebuffer); - glViewport(0, 0, entry->config.width, entry->config.height); + FramebufferManager::SetFramebuffer(destination_texture->GetFramebuffer()); + glViewport(0, 0, destination->GetWidth(), destination->GetHeight()); s_palette_pixel_shader[format].Bind(); // C14 textures are currently unsupported - int size = (unconverted->format & 0xf) == GX_TF_I4 ? 32 : 512; + int size = (source->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); + glUniform1f(s_palette_multiplier_uniform[format], (source->format & 0xf) == 0 ? 15.0f : 255.0f); + glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, + static_cast<float>(source->GetWidth()), static_cast<float>(source->GetHeight())); glActiveTexture(GL_TEXTURE10); glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture); @@ -775,7 +480,7 @@ bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TlutFormat pal return true; } -void TextureCache::DecodeTextureOnGPU(TCacheEntryBase* entry, u32 dst_level, const u8* data, +void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u8* data, size_t data_size, TextureFormat format, u32 width, u32 height, u32 aligned_width, u32 aligned_height, u32 row_stride, const u8* palette, TlutFormat palette_format) @@ -846,16 +551,69 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntryBase* entry, u32 dst_level, con auto dispatch_groups = TextureConversionShader::GetDispatchCount(info.base_info, aligned_width, aligned_height); - glBindImageTexture(0, static_cast<TCacheEntry*>(entry)->texture, dst_level, GL_TRUE, 0, - GL_WRITE_ONLY, GL_RGBA8); + glBindImageTexture(0, static_cast<OGLTexture*>(entry->texture.get())->GetRawTexIdentifier(), + dst_level, GL_TRUE, 0, GL_WRITE_ONLY, GL_RGBA8); glDispatchCompute(dispatch_groups.first, dispatch_groups.second, 1); glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT); - TextureCache::SetStage(); + OGLTexture::SetStage(); #ifdef TIME_TEXTURE_DECODING WARN_LOG(VIDEO, "Decode texture format %u size %ux%u took %.4fms", static_cast<u32>(format), width, height, timer.GetTimeMilliseconds()); #endif } + +void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, + const EFBRectangle& src_rect, bool scale_by_half, + unsigned int cbuf_id, const float* colmat) +{ + auto* destination_texture = static_cast<OGLTexture*>(entry->texture.get()); + g_renderer->ResetAPIState(); // reset any game specific settings + + // Make sure to resolve anything we need to read from. + const GLuint read_texture = is_depth_copy ? + FramebufferManager::ResolveAndGetDepthTarget(src_rect) : + FramebufferManager::ResolveAndGetRenderTarget(src_rect); + + FramebufferManager::SetFramebuffer(destination_texture->GetFramebuffer()); + + OpenGL_BindAttributelessVAO(); + + glActiveTexture(GL_TEXTURE9); + glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture); + if (scale_by_half) + g_sampler_cache->BindLinearSampler(9); + else + g_sampler_cache->BindNearestSampler(9); + + glViewport(0, 0, destination_texture->GetConfig().width, destination_texture->GetConfig().height); + + GLuint uniform_location; + if (is_depth_copy) + { + m_depthMatrixProgram.Bind(); + if (s_DepthCbufid != cbuf_id) + glUniform4fv(m_depthMatrixUniform, 5, colmat); + s_DepthCbufid = cbuf_id; + uniform_location = m_depthCopyPositionUniform; + } + else + { + m_colorMatrixProgram.Bind(); + if (s_ColorCbufid != cbuf_id) + glUniform4fv(m_colorMatrixUniform, 7, colmat); + s_ColorCbufid = cbuf_id; + uniform_location = m_colorMatrixPositionUniform; + } + + TargetRectangle R = g_renderer->ConvertEFBRectangle(src_rect); + 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(); +} } |
