dolphin/Source/Core/VideoBackends/OGL/TextureConverter.cpp

170 lines
5.9 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// Fast image conversion using OpenGL shaders.
#include "VideoBackends/OGL/TextureConverter.h"
#include <string>
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{
namespace TextureConverter
{
namespace
{
struct EncodingProgram
{
SHADER program;
GLint copy_position_uniform;
GLint y_scale_uniform;
GLint gamma_rcp_uniform;
GLint clamp_tb_uniform;
GLint filter_coefficients_uniform;
};
std::map<EFBCopyParams, EncodingProgram> s_encoding_programs;
std::unique_ptr<AbstractTexture> s_encoding_render_texture;
const int renderBufferWidth = EFB_WIDTH * 4;
const int renderBufferHeight = 1024;
} // namespace
static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyParams& params)
{
auto iter = s_encoding_programs.find(params);
if (iter != s_encoding_programs.end())
return iter->second;
const char* shader =
TextureConversionShaderTiled::GenerateEncodingShader(params, APIType::OpenGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
{
static int counter = 0;
std::string filename =
StringFromFormat("%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, shader);
}
#endif
const char* VProgram = "void main()\n"
"{\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";
EncodingProgram program;
if (!ProgramShaderCache::CompileShader(program.program, VProgram, shader))
PanicAlert("Failed to compile texture encoding shader.");
program.copy_position_uniform = glGetUniformLocation(program.program.glprogid, "position");
program.y_scale_uniform = glGetUniformLocation(program.program.glprogid, "y_scale");
program.gamma_rcp_uniform = glGetUniformLocation(program.program.glprogid, "gamma_rcp");
program.clamp_tb_uniform = glGetUniformLocation(program.program.glprogid, "clamp_tb");
program.filter_coefficients_uniform =
glGetUniformLocation(program.program.glprogid, "filter_coefficients");
return s_encoding_programs.emplace(params, program).first->second;
}
void Init()
{
s_encoding_render_texture = g_renderer->CreateTexture(TextureCache::GetEncodingTextureConfig());
}
void Shutdown()
{
s_encoding_render_texture.reset();
for (auto& program : s_encoding_programs)
program.second.program.Destroy();
s_encoding_programs.clear();
}
// dst_line_size, writeStride in bytes
static void EncodeToRamUsingShader(GLuint srcTexture, AbstractStagingTexture* destAddr,
u32 dst_line_size, u32 dstHeight, u32 writeStride,
bool linearFilter, float y_scale)
{
FramebufferManager::SetFramebuffer(
static_cast<OGLTexture*>(s_encoding_render_texture.get())->GetFramebuffer());
// set source texture
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
// Also, box filtering won't be correct for anything other than 1x IR
if (linearFilter || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f)
g_sampler_cache->BindLinearSampler(9);
else
g_sampler_cache->BindNearestSampler(9);
glViewport(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight);
ProgramShaderCache::BindVertexFormat(nullptr);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
MathUtil::Rectangle<int> copy_rect(0, 0, dst_line_size / 4, dstHeight);
destAddr->CopyFromTexture(s_encoding_render_texture.get(), copy_rect, 0, 0, copy_rect);
}
void EncodeToRamFromTexture(AbstractStagingTexture* dest, const EFBCopyParams& params,
u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half,
float y_scale, float gamma, float clamp_top, float clamp_bottom,
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients)
{
g_renderer->ResetAPIState();
EncodingProgram& texconv_shader = GetOrCreateEncodingShader(params);
texconv_shader.program.Bind();
glUniform4i(texconv_shader.copy_position_uniform, src_rect.left, src_rect.top, native_width,
scale_by_half ? 2 : 1);
glUniform1f(texconv_shader.y_scale_uniform, y_scale);
glUniform1f(texconv_shader.gamma_rcp_uniform, 1.0f / gamma);
glUniform2f(texconv_shader.clamp_tb_uniform, clamp_top, clamp_bottom);
glUniform3f(texconv_shader.filter_coefficients_uniform, filter_coefficients[0],
filter_coefficients[1], filter_coefficients[2]);
const GLuint read_texture = params.depth ?
FramebufferManager::ResolveAndGetDepthTarget(src_rect) :
FramebufferManager::ResolveAndGetRenderTarget(src_rect);
EncodeToRamUsingShader(read_texture, dest, bytes_per_row, num_blocks_y, memory_stride,
scale_by_half && !params.depth, y_scale);
g_renderer->RestoreAPIState();
}
} // namespace TextureConverter
} // namespace OGL