Merged some FramebufferManager code into VideoCommon.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6417 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak 2010-11-14 23:31:53 +00:00
parent 2378b443c1
commit 0da42fcca7
27 changed files with 840 additions and 1319 deletions

View file

@ -19,17 +19,39 @@
#include "FramebufferManager.h"
#include "TextureConverter.h"
#include "XFB.h"
#include "Render.h"
extern bool s_bHaveFramebufferBlit; // comes from Render.cpp
FramebufferManager g_framebufferManager;
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
int FramebufferManager::m_msaaCoverageSamples;
void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples, int 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
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;
@ -147,7 +169,7 @@ void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples
// EFB framebuffer is currently bound.
}
void FramebufferManager::Shutdown()
FramebufferManager::~FramebufferManager()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
@ -164,11 +186,9 @@ void FramebufferManager::Shutdown()
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
glObj[2] = m_realXFBSource.texture;
glDeleteTextures(3, glObj);
glDeleteTextures(2, glObj);
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_realXFBSource.texture = 0;
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
@ -178,15 +198,9 @@ void FramebufferManager::Shutdown()
glDeleteRenderbuffersEXT(2, glObj);
m_efbColor = 0;
m_efbDepth = 0;
for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
{
glDeleteTextures(1, &it->xfbSource.texture);
}
m_virtualXFBList.clear();
}
GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc) const
GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
{
if (m_msaaSamples <= 1)
{
@ -216,7 +230,7 @@ GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc) cons
}
}
GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc) const
GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
{
if (m_msaaSamples <= 1)
{
@ -246,84 +260,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc) cons
}
}
void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
if (g_ActiveConfig.bUseRealXFB)
copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
else
copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
}
const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
if (g_ActiveConfig.bUseRealXFB)
return getRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
else
return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
}
FramebufferManager::VirtualXFBListType::iterator FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
{
u32 srcLower = xfbAddr;
u32 srcUpper = xfbAddr + 2 * width * height;
VirtualXFBListType::iterator it;
for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
{
u32 dstLower = it->xfbAddr;
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (dstLower >= srcLower && dstUpper <= srcUpper)
return it;
}
// That address is not in the Virtual XFB list.
return m_virtualXFBList.end();
}
void FramebufferManager::replaceVirtualXFB()
{
VirtualXFBListType::iterator it = m_virtualXFBList.begin();
s32 srcLower = it->xfbAddr;
s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
s32 lineSize = 2 * it->xfbWidth;
++it;
while (it != m_virtualXFBList.end())
{
s32 dstLower = it->xfbAddr;
s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (dstLower >= srcLower && dstUpper <= srcUpper)
{
// Invalidate the data
it->xfbAddr = 0;
it->xfbHeight = 0;
it->xfbWidth = 0;
}
else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
{
s32 upperOverlap = (srcUpper - dstLower) / lineSize;
s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
if (upperOverlap > 0 && lowerOverlap < 0)
{
it->xfbAddr += lineSize * upperOverlap;
it->xfbHeight -= upperOverlap;
}
else if (lowerOverlap > 0)
{
it->xfbHeight -= lowerOverlap;
}
}
++it;
}
}
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
if (!xfb_in_ram)
@ -332,199 +269,8 @@ void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
return;
}
XFB_Write(xfb_in_ram, sourceRc, fbWidth, fbHeight);
}
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
GLuint xfbTexture;
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
// Replace the last virtual XFB
--it;
}
if (it != m_virtualXFBList.end())
{
// Overwrite an existing Virtual XFB.
it->xfbAddr = xfbAddr;
it->xfbWidth = fbWidth;
it->xfbHeight = fbHeight;
it->xfbSource.srcAddr = xfbAddr;
it->xfbSource.srcWidth = fbWidth;
it->xfbSource.srcHeight = fbHeight;
it->xfbSource.texWidth = Renderer::GetTargetWidth();
it->xfbSource.texHeight = Renderer::GetTargetHeight();
it->xfbSource.sourceRc = Renderer::ConvertEFBRectangle(sourceRc);
xfbTexture = it->xfbSource.texture;
// Move this Virtual XFB to the front of the list.
m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
// Keep stale XFB data from being used
replaceVirtualXFB();
}
else
{
// Create a new Virtual XFB and place it at the front of the list.
glGenTextures(1, &xfbTexture);
#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
if (m_msaaSamples > 1)
#else
if (s_bHaveFramebufferBlit)
#endif
{
// In MSAA mode, allocate the texture image here. In non-MSAA mode,
// the image will be allocated by glCopyTexImage2D (later).
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, m_targetWidth, m_targetHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
VirtualXFB newVirt;
newVirt.xfbAddr = xfbAddr;
newVirt.xfbWidth = fbWidth;
newVirt.xfbHeight = fbHeight;
newVirt.xfbSource.srcAddr = xfbAddr;
newVirt.xfbSource.srcWidth = fbWidth;
newVirt.xfbSource.srcHeight = fbHeight;
newVirt.xfbSource.texture = xfbTexture;
newVirt.xfbSource.texWidth = m_targetWidth;
newVirt.xfbSource.texHeight = m_targetHeight;
newVirt.xfbSource.sourceRc = Renderer::ConvertEFBRectangle(sourceRc);
// Add the new Virtual XFB to the list
if ((int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
// List overflowed; delete the oldest.
glDeleteTextures(1, &m_virtualXFBList.back().xfbSource.texture);
m_virtualXFBList.pop_back();
}
m_virtualXFBList.push_front(newVirt);
}
// Copy EFB data to XFB and restore render target again
#if 0
if (m_msaaSamples <= 1)
#else
if (!s_bHaveFramebufferBlit)
#endif
{
// Just copy the EFB directly.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, m_targetWidth, m_targetHeight, 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, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_xfbFramebuffer);
// Bind texture.
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbTexture, 0);
GL_REPORT_FBO_ERROR();
glBlitFramebufferEXT(
0, 0, m_targetWidth, m_targetHeight,
0, 0, m_targetWidth, m_targetHeight,
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, m_efbFramebuffer);
}
}
const XFBSource** 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];
}
const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
xfbCount = 0;
if (m_virtualXFBList.size() == 0)
{
// No Virtual XFBs available.
return NULL;
}
u32 srcLower = xfbAddr;
u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
VirtualXFBListType::reverse_iterator it;
for (it = m_virtualXFBList.rbegin(); it != m_virtualXFBList.rend(); ++it)
{
u32 dstLower = it->xfbAddr;
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
{
m_overlappingXFBArray[xfbCount] = &(it->xfbSource);
xfbCount++;
}
}
return &m_overlappingXFBArray[0];
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
}
void FramebufferManager::SetFramebuffer(GLuint fb)
@ -543,4 +289,110 @@ GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_r
return GetEFBDepthTexture(source_rect);
}
void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
const MathUtil::Rectangle<float> &drawrc, int width, int height) const
{
// Texture map xfbSource->texture onto the main buffer
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
glBegin(GL_QUADS);
glTexCoord2f(sourcerc.left, sourcerc.bottom);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
glVertex2f(drawrc.left, drawrc.bottom);
glTexCoord2f(sourcerc.left, sourcerc.top);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
glVertex2f(drawrc.left, drawrc.top);
glTexCoord2f(sourcerc.right, sourcerc.top);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
glVertex2f(drawrc.right, drawrc.top);
glTexCoord2f(sourcerc.right, sourcerc.bottom);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
glVertex2f(drawrc.right, drawrc.bottom);
glEnd();
GL_REPORT_ERRORD();
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
}
void XFBSource::CopyEFB()
{
// Copy EFB data to XFB and restore render target again
#if 0
if (m_msaaSamples <= 1)
#else
if (!s_bHaveFramebufferBlit)
#endif
{
// Just copy the EFB directly.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::GetEFBFramebuffer());
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::GetEFBFramebuffer());
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::GetXFBFramebuffer());
// 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::GetEFBFramebuffer());
}
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
GLuint texture;
glGenTextures(1, &texture);
#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
if (m_msaaSamples > 1)
#else
if (s_bHaveFramebufferBlit)
#endif
{
// In MSAA mode, allocate the texture image here. In non-MSAA mode,
// the image will be allocated by glCopyTexImage2D (later).
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, target_width, target_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
return new XFBSource(texture);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
{
*width = m_targetWidth;
*height = m_targetHeight;
}