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https://github.com/dolphin-emu/dolphin.git
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Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
This commit is contained in:
parent
77c0539b5e
commit
2cdc93f4ab
48 changed files with 1822 additions and 1397 deletions
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@ -2,8 +2,6 @@
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/OGL/TextureCache.h"
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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@ -11,17 +9,18 @@
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#include <memory>
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#include <vector>
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#include "Common/Assert.h"
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#include "Common/GL/GLInterfaceBase.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/GPUTimer.h"
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#include "VideoBackends/OGL/OGLTexture.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoCommon/ImageWrite.h"
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@ -31,20 +30,8 @@
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namespace OGL
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{
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static SHADER s_ColorCopyProgram;
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static SHADER s_ColorMatrixProgram;
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static SHADER s_DepthMatrixProgram;
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static GLuint s_ColorMatrixUniform;
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static GLuint s_DepthMatrixUniform;
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static GLuint s_ColorCopyPositionUniform;
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static GLuint s_ColorMatrixPositionUniform;
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static GLuint s_DepthCopyPositionUniform;
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static u32 s_ColorCbufid;
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static u32 s_DepthCbufid;
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static u32 s_Textures[8];
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static u32 s_ActiveTexture;
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static SHADER s_palette_pixel_shader[3];
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static std::unique_ptr<StreamBuffer> s_palette_stream_buffer;
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static GLuint s_palette_resolv_texture;
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@ -72,290 +59,9 @@ static std::array<GLuint, TextureConversionShader::BUFFER_FORMAT_COUNT>
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static void CreateTextureDecodingResources();
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static void DestroyTextureDecodingResources();
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
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int virtual_height, unsigned int level)
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std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
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{
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if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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return false;
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int width = std::max(virtual_width >> level, 1);
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int height = std::max(virtual_height >> level, 1);
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std::vector<u8> data(width * height * 4);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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TextureCache::SetStage();
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return TextureToPng(data.data(), width * 4, filename, width, height, true);
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}
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static GLenum GetGLInternalFormatForTextureFormat(HostTextureFormat format, bool storage)
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{
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switch (format)
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{
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case HostTextureFormat::DXT1:
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return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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case HostTextureFormat::DXT3:
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return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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case HostTextureFormat::DXT5:
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return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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case HostTextureFormat::RGBA8:
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default:
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return storage ? GL_RGBA8 : GL_RGBA;
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}
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}
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static GLenum GetGLFormatForTextureFormat(HostTextureFormat format)
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{
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switch (format)
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{
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case HostTextureFormat::RGBA8:
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return GL_RGBA;
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// Compressed texture formats don't use this parameter.
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default:
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return GL_UNSIGNED_BYTE;
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}
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}
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static GLenum GetGLTypeForTextureFormat(HostTextureFormat format)
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{
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switch (format)
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{
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case HostTextureFormat::RGBA8:
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return GL_UNSIGNED_BYTE;
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// Compressed texture formats don't use this parameter.
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default:
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return GL_UNSIGNED_BYTE;
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}
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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if (texture)
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{
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for (auto& gtex : s_Textures)
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if (gtex == texture)
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gtex = 0;
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glDeleteTextures(1, &texture);
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texture = 0;
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}
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if (framebuffer)
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{
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glDeleteFramebuffers(1, &framebuffer);
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framebuffer = 0;
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}
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}
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TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config)
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{
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glGenTextures(1, &texture);
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framebuffer = 0;
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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if (s_Textures[stage] != texture)
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{
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if (s_ActiveTexture != stage)
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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s_ActiveTexture = stage;
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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s_Textures[stage] = texture;
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}
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}
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bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
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{
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// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
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// framebuffer, and saving that). TextureCache does not call Save for custom textures
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// anyway, so this is fine for now.
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_assert_(config.format == HostTextureFormat::RGBA8);
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return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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TCacheEntry* entry = new TCacheEntry(config);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
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if (g_ogl_config.bSupportsTextureStorage)
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{
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GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(config.format, true);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, config.levels, gl_internal_format, config.width,
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config.height, config.layers);
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}
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if (config.rendertarget)
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{
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// We can't render to compressed formats.
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_assert_(!IsCompressedHostTextureFormat(config.format));
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if (!g_ogl_config.bSupportsTextureStorage)
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{
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for (u32 level = 0; level < config.levels; level++)
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{
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, std::max(config.width >> level, 1u),
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std::max(config.height >> level, 1u), config.layers, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, nullptr);
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}
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}
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glGenFramebuffers(1, &entry->framebuffer);
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FramebufferManager::SetFramebuffer(entry->framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D_ARRAY, entry->texture, 0);
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}
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TextureCache::SetStage();
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return entry;
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}
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void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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{
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TCacheEntry* srcentry = (TCacheEntry*)source;
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if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
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g_ogl_config.bSupportsCopySubImage)
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{
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glCopyImageSubData(srcentry->texture, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
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texture, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
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dstrect.GetWidth(), dstrect.GetHeight(), srcentry->config.layers);
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return;
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}
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else if (!framebuffer)
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{
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glGenFramebuffers(1, &framebuffer);
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FramebufferManager::SetFramebuffer(framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D_ARRAY, texture, 0);
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}
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g_renderer->ResetAPIState();
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FramebufferManager::SetFramebuffer(framebuffer);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
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g_sampler_cache->BindLinearSampler(9);
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glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
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s_ColorCopyProgram.Bind();
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glUniform4f(s_ColorCopyPositionUniform, float(srcrect.left), float(srcrect.top),
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float(srcrect.GetWidth()), float(srcrect.GetHeight()));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_length,
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const u8* buffer, size_t buffer_size)
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{
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if (level >= config.levels)
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PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
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if (width != std::max(1u, config.width >> level) ||
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height != std::max(1u, config.height >> level))
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PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
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std::max(1u, config.width >> level), std::max(1u, config.height >> level), width,
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height);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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if (row_length != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
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GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(config.format, false);
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if (IsCompressedHostTextureFormat(config.format))
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{
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1,
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gl_internal_format, static_cast<GLsizei>(buffer_size), buffer);
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}
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else
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{
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glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0,
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static_cast<GLsizei>(buffer_size), buffer);
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}
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}
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else
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{
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GLenum gl_format = GetGLFormatForTextureFormat(config.format);
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GLenum gl_type = GetGLTypeForTextureFormat(config.format);
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type,
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buffer);
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}
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else
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{
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format,
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gl_type, buffer);
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}
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}
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if (row_length != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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TextureCache::SetStage();
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
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bool scaleByHalf, unsigned int cbufid,
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const float* colmat)
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{
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g_renderer->ResetAPIState(); // reset any game specific settings
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// Make sure to resolve anything we need to read from.
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const GLuint read_texture = is_depth_copy ?
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FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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FramebufferManager::ResolveAndGetRenderTarget(srcRect);
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FramebufferManager::SetFramebuffer(framebuffer);
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OpenGL_BindAttributelessVAO();
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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if (scaleByHalf)
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g_sampler_cache->BindLinearSampler(9);
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else
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g_sampler_cache->BindNearestSampler(9);
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glViewport(0, 0, config.width, config.height);
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GLuint uniform_location;
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if (is_depth_copy)
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{
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s_DepthMatrixProgram.Bind();
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if (s_DepthCbufid != cbufid)
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glUniform4fv(s_DepthMatrixUniform, 5, colmat);
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s_DepthCbufid = cbufid;
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uniform_location = s_DepthCopyPositionUniform;
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}
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else
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{
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s_ColorMatrixProgram.Bind();
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if (s_ColorCbufid != cbufid)
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glUniform4fv(s_ColorMatrixUniform, 7, colmat);
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s_ColorCbufid = cbufid;
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uniform_location = s_ColorMatrixPositionUniform;
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}
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TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
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glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
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static_cast<float>(R.right), static_cast<float>(R.bottom));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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return std::make_unique<OGLTexture>(config);
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}
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void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
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{
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CompileShaders();
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s_ActiveTexture = UINT32_MAX;
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for (auto& gtex : s_Textures)
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gtex = UINT32_MAX;
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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{
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s32 buffer_size_mb = (g_ActiveConfig.backend_info.bSupportsGPUTextureDecoding ? 32 : 1);
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}
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}
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void TextureCache::DisableStage(unsigned int stage)
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TextureCache* TextureCache::GetInstance()
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{
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return static_cast<TextureCache*>(g_texture_cache.get());
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}
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void TextureCache::SetStage()
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const SHADER& TextureCache::GetColorCopyProgram() const
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{
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// -1 is the initial value as we don't know which texture should be bound
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if (s_ActiveTexture != (u32)-1)
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glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
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return m_colorCopyProgram;
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}
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GLuint TextureCache::GetColorCopyPositionUniform() const
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{
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return m_colorCopyPositionUniform;
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}
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bool TextureCache::CompileShaders()
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@ -504,28 +210,28 @@ bool TextureCache::CompileShaders()
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const char* prefix = geo_program.empty() ? "f" : "v";
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const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
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if (!ProgramShaderCache::CompileShader(s_ColorCopyProgram,
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if (!ProgramShaderCache::CompileShader(m_colorCopyProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_copy_program, geo_program) ||
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!ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
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!ProgramShaderCache::CompileShader(m_colorMatrixProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_matrix_program, geo_program) ||
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!ProgramShaderCache::CompileShader(
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s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
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m_depthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
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StringFromFormat(depth_matrix_program, depth_layer), geo_program))
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{
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return false;
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}
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s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
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s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
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s_ColorCbufid = UINT32_MAX;
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s_DepthCbufid = UINT32_MAX;
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m_colorMatrixUniform = glGetUniformLocation(m_colorMatrixProgram.glprogid, "colmat");
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m_depthMatrixUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "colmat");
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s_ColorCbufid = UINT_MAX;
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s_DepthCbufid = UINT_MAX;
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s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
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s_ColorMatrixPositionUniform =
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glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
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s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
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m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
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m_colorMatrixPositionUniform =
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glGetUniformLocation(m_colorMatrixProgram.glprogid, "copy_position");
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m_depthCopyPositionUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "copy_position");
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std::string palette_shader =
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R"GLSL(
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@ -654,43 +360,42 @@ bool TextureCache::CompileShaders()
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void TextureCache::DeleteShaders()
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{
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s_ColorMatrixProgram.Destroy();
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s_DepthMatrixProgram.Destroy();
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m_colorMatrixProgram.Destroy();
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m_depthMatrixProgram.Destroy();
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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for (auto& shader : s_palette_pixel_shader)
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shader.Destroy();
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}
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void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted,
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void* palette, TlutFormat format)
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void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
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TlutFormat format)
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{
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if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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return;
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g_renderer->ResetAPIState();
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TCacheEntry* entry = (TCacheEntry*)_entry;
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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();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue