diff options
Diffstat (limited to 'Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_FramebufferManager.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_FramebufferManager.cpp | 385 |
1 files changed, 385 insertions, 0 deletions
diff --git a/Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_FramebufferManager.cpp b/Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_FramebufferManager.cpp new file mode 100644 index 0000000000..f03edef9f7 --- /dev/null +++ b/Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_FramebufferManager.cpp @@ -0,0 +1,385 @@ +// Copyright (C) 2003 Dolphin Project.
+
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, version 2.0.
+
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License 2.0 for more details.
+
+// A copy of the GPL 2.0 should have been included with the program.
+// If not, see http://www.gnu.org/licenses/
+
+// Official SVN repository and contact information can be found at
+// http://code.google.com/p/dolphin-emu/
+
+// OGL
+#include "OGL_Render.h"
+#include "OGL_XFB.h"
+#include "OGL_FramebufferManager.h"
+#include "OGL_TextureConverter.h"
+
+namespace OGL
+{
+
+extern bool s_bHaveFramebufferBlit; // comes from Render.cpp
+
+int FramebufferManager::m_targetWidth;
+int FramebufferManager::m_targetHeight;
+int FramebufferManager::m_msaaSamples;
+int FramebufferManager::m_msaaCoverageSamples;
+
+GLuint FramebufferManager::m_efbFramebuffer;
+GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
+GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
+
+// Only used in MSAA mode.
+GLuint FramebufferManager::m_resolvedFramebuffer;
+GLuint FramebufferManager::m_resolvedColorTexture;
+GLuint FramebufferManager::m_resolvedDepthTexture;
+
+GLuint FramebufferManager::m_xfbFramebuffer; // Only used in MSAA mode
+XFBSource FramebufferManager::m_realXFBSource; // Only used in Real XFB mode
+
+FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
+{
+ // m_efbFramebuffer(0),
+ // m_efbColor(0),
+ // m_efbDepth(0),
+ // m_resolvedFramebuffer(0),
+ // m_resolvedColorTexture(0),
+ // m_resolvedDepthTexture(0),
+ // m_xfbFramebuffer(0)
+
+ m_targetWidth = targetWidth;
+ m_targetHeight = targetHeight;
+ m_msaaSamples = msaaSamples;
+ m_msaaCoverageSamples = msaaCoverageSamples;
+
+ // 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.
+
+ // Create EFB target.
+
+ glGenFramebuffersEXT(1, &m_efbFramebuffer);
+
+ if (m_msaaSamples <= 1)
+ {
+ // EFB targets will be textures in non-MSAA mode.
+
+ GLuint glObj[2];
+ glGenTextures(2, glObj);
+ m_efbColor = glObj[0];
+ m_efbDepth = glObj[1];
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+
+ // Bind target textures to the EFB framebuffer.
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
+
+ GL_REPORT_FBO_ERROR();
+ }
+ else
+ {
+ // EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
+ // Resolve targets will be created to transfer EFB to RAM textures.
+ // XFB framebuffer will be created to transfer EFB to XFB texture.
+
+ // Create EFB target renderbuffers.
+
+ GLuint glObj[2];
+ glGenRenderbuffersEXT(2, glObj);
+ m_efbColor = glObj[0];
+ m_efbDepth = glObj[1];
+
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
+ if (m_msaaCoverageSamples)
+ glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
+ else
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
+
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
+ if (m_msaaCoverageSamples)
+ glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
+ else
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
+
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+
+ // Bind target renderbuffers to EFB framebuffer.
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
+
+ GL_REPORT_FBO_ERROR();
+
+ // Create resolved targets for transferring multisampled EFB to texture.
+
+ glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
+
+ glGenTextures(2, glObj);
+ m_resolvedColorTexture = glObj[0];
+ m_resolvedDepthTexture = glObj[1];
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+
+ // Bind resolved textures to resolved framebuffer.
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
+
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
+
+ GL_REPORT_FBO_ERROR();
+
+ // Return to EFB framebuffer.
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ }
+
+ // Create XFB framebuffer; targets will be created elsewhere.
+
+ glGenFramebuffersEXT(1, &m_xfbFramebuffer);
+
+ // EFB framebuffer is currently bound.
+}
+
+FramebufferManager::~FramebufferManager()
+{
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+
+ GLuint glObj[3];
+
+ // Note: OpenGL deletion functions silently ignore parameters of "0".
+
+ glObj[0] = m_efbFramebuffer;
+ glObj[1] = m_resolvedFramebuffer;
+ glObj[2] = m_xfbFramebuffer;
+ glDeleteFramebuffersEXT(3, glObj);
+ m_efbFramebuffer = 0;
+ m_xfbFramebuffer = 0;
+
+ glObj[0] = m_resolvedColorTexture;
+ glObj[1] = m_resolvedDepthTexture;
+ glObj[2] = m_realXFBSource.texture;
+ glDeleteTextures(3, glObj);
+ m_resolvedColorTexture = 0;
+ m_resolvedDepthTexture = 0;
+ m_realXFBSource.texture = 0;
+
+ glObj[0] = m_efbColor;
+ glObj[1] = m_efbDepth;
+ if (m_msaaSamples <= 1)
+ glDeleteTextures(2, glObj);
+ else
+ glDeleteRenderbuffersEXT(2, glObj);
+ m_efbColor = 0;
+ m_efbDepth = 0;
+}
+
+XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
+{
+ XFBSource* const xfbs = new XFBSource;
+
+ glGenTextures(1, &xfbs->texture);
+
+ return xfbs;
+}
+
+void XFBSource::CopyEFB(const TargetRectangle& efbSource)
+{
+ // Copy EFB to XFB texture
+
+#if 0
+ if (m_msaaSamples <= 1)
+#else
+ if (!s_bHaveFramebufferBlit)
+#endif
+ {
+ // Just copy the EFB directly.
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::m_efbFramebuffer);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
+ glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+ }
+ else
+ {
+ // OpenGL cannot copy directly from a multisampled framebuffer, so use
+ // EXT_framebuffer_blit.
+
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::m_efbFramebuffer);
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::m_xfbFramebuffer);
+
+ // Bind texture.
+ glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_TEXTURE_RECTANGLE_ARB, texture, 0);
+
+ GL_REPORT_FBO_ERROR();
+
+ glBlitFramebufferEXT(0, 0, texWidth, texHeight, 0, 0, texWidth,
+ texHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ // Unbind texture.
+ glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
+
+ // Return to EFB.
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::m_efbFramebuffer);
+ }
+}
+
+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 = RendererBase::ConvertEFBRectangle(sourceRc);
+ targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
+
+ // Resolve.
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
+ glBlitFramebufferEXT(
+ 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.
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+
+ return m_resolvedColorTexture;
+ }
+}
+
+GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
+{
+ if (m_msaaSamples <= 1)
+ {
+ return m_efbDepth;
+ }
+ else
+ {
+ // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
+ // required.
+
+ TargetRectangle targetRc = RendererBase::ConvertEFBRectangle(sourceRc);
+ targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
+
+ // Resolve.
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
+ glBlitFramebufferEXT(
+ 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.
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
+
+ return m_resolvedDepthTexture;
+ }
+}
+
+void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
+{
+ u8* pXFB = Memory_GetPtr(xfbAddr);
+ if (!pXFB)
+ {
+ WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
+ return;
+ }
+
+ XFB_Write(pXFB, sourceRc, fbWidth, fbHeight);
+}
+
+const XFBSourceBase** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
+{
+ xfbCount = 1;
+
+ m_realXFBSource.texWidth = MAX_XFB_WIDTH;
+ m_realXFBSource.texHeight = MAX_XFB_HEIGHT;
+
+ m_realXFBSource.srcAddr = xfbAddr;
+ m_realXFBSource.srcWidth = fbWidth;
+ m_realXFBSource.srcHeight = fbHeight;
+
+ // OpenGL texture coordinates originate at the lower left, which is why
+ // sourceRc.top = fbHeight and sourceRc.bottom = 0.
+ m_realXFBSource.sourceRc.left = 0;
+ m_realXFBSource.sourceRc.top = fbHeight;
+ m_realXFBSource.sourceRc.right = fbWidth;
+ m_realXFBSource.sourceRc.bottom = 0;
+
+ if (!m_realXFBSource.texture)
+ {
+ glGenTextures(1, &m_realXFBSource.texture);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
+ }
+
+ // Decode YUYV data from GameCube RAM
+ TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
+
+ m_overlappingXFBArray[0] = &m_realXFBSource;
+
+ return &m_overlappingXFBArray[0];
+}
+
+void FramebufferManager::SetFramebuffer(GLuint fb)
+{
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
+}
+
+// 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);
+}
+
+}
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