dolphin/Source/Plugins/Plugin_VideoOGL/Src/TextureMngr.cpp
hrydgard c6ffcec991 First version of MSAA code added. No UI yet. No CSAA yet. Doesn't work in Zeldas and Metroids for unknown reason.
Automatic texture invalidation when using copy efb to ram (fixes weird flickery scanner in metroid 2). 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2617 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-08 19:19:51 +00:00

774 lines
26 KiB
C++

// Copyright (C) 2003-2008 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/
#include <vector>
#include "Globals.h"
#include "CommonPaths.h"
#include "StringUtil.h"
#ifdef _WIN32
#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
#include <intrin.h>
#undef _interlockedbittestandset
#undef _interlockedbittestandreset
#undef _interlockedbittestandset64
#undef _interlockedbittestandreset64
#endif
#include "Config.h"
#include "Statistics.h"
#include "Profiler.h"
#include "ImageWrite.h"
#include "Render.h"
#include "MemoryUtil.h"
#include "BPStructs.h"
#include "TextureDecoder.h"
#include "TextureMngr.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
u8 *TextureMngr::temp = NULL;
TextureMngr::TexCache TextureMngr::textures;
std::map<u32, TextureMngr::DEPTHTARGET> TextureMngr::mapDepthTargets;
int TextureMngr::nTex2DEnabled, TextureMngr::nTexRECTEnabled;
extern int frameCount;
static u32 s_TempFramebuffer = 0;
#define TEMP_SIZE (1024*1024*4)
#define TEXTURE_KILL_THRESHOLD 200
const GLint c_MinLinearFilter[8] = {
GL_NEAREST,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR
};
const GLint c_WrapSettings[4] = {
GL_CLAMP_TO_EDGE,
GL_REPEAT,
GL_MIRRORED_REPEAT,
GL_REPEAT
};
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height)
{
std::vector<u32> data(width * height);
glBindTexture(textarget, tex);
glGetTexImage(textarget, 0, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
GLenum err;
GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
{
PanicAlert("Can't save texture, GL Error: %s", gluErrorString(err));
return false;
}
return SaveTGA(filename, width, height, &data[0]);
}
bool TextureMngr::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
{
if (addr + size_in_bytes < range_address)
return false;
if (addr >= range_address + range_size)
return false;
return true;
}
void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode)
{
mode = newmode;
if (isNonPow2) {
// very limited!
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
(g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
if (newmode.wrap_s == 2 || newmode.wrap_t == 2)
DEBUG_LOG(VIDEO, "cannot support mirrorred repeat mode\n");
if (newmode.wrap_s == 1 || newmode.wrap_t == 1)
DEBUG_LOG(VIDEO, "cannot support repeat mode\n");
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
if (bHaveMipMaps) {
int filt = newmode.min_filter;
if (g_Config.bForceFiltering && newmode.min_filter < 4)
newmode.min_filter += 4; // take equivalent forced linear
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]);
}
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
}
if (g_Config.iMaxAnisotropy >= 1)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_Config.iMaxAnisotropy));
}
}
void TextureMngr::TCacheEntry::Destroy(bool shutdown)
{
if (!texture)
return;
glDeleteTextures(1, &texture);
if (!isRenderTarget && !shutdown && !g_Config.bSafeTextureCache) {
u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr + hashoffset * 4);
if (ptr && *ptr == hash)
*ptr = oldpixel;
}
texture = 0;
}
void TextureMngr::Init()
{
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
nTex2DEnabled = nTexRECTEnabled = 0;
TexDecoder_SetTexFmtOverlayOptions(g_Config.bTexFmtOverlayEnable, g_Config.bTexFmtOverlayCenter);
}
void TextureMngr::Invalidate(bool shutdown)
{
for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter)
iter->second.Destroy(shutdown);
textures.clear();
}
void TextureMngr::Shutdown()
{
Invalidate(true);
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
for (itdepth = mapDepthTargets.begin(); itdepth != mapDepthTargets.end(); ++itdepth)
{
glDeleteRenderbuffersEXT(1, &itdepth->second.targ);
}
mapDepthTargets.clear();
if (s_TempFramebuffer) {
glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
FreeMemoryPages(temp, TEMP_SIZE);
temp = NULL;
}
#ifdef _WIN32
#define ERASE_THROUGH_ITERATOR(container, iterator) iterator = container.erase(iterator)
#else
#define ERASE_THROUGH_ITERATOR(container, iterator) container.erase(iterator++)
#endif
void TextureMngr::ProgressiveCleanup()
{
TexCache::iterator iter = textures.begin();
while (iter != textures.end())
{
if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount)
{
if (!iter->second.isRenderTarget) {
iter->second.Destroy(false);
ERASE_THROUGH_ITERATOR(textures, iter);
}
else {
iter->second.Destroy(false);
ERASE_THROUGH_ITERATOR(textures, iter);
}
}
else
iter++;
}
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
while (itdepth != mapDepthTargets.end())
{
if (frameCount > 20 + itdepth->second.framecount) {
ERASE_THROUGH_ITERATOR(mapDepthTargets, itdepth);
}
else ++itdepth;
}
}
void TextureMngr::InvalidateRange(u32 start_address, u32 size) {
TexCache::iterator iter = textures.begin();
while (iter != textures.end())
{
if (iter->second.IntersectsMemoryRange(start_address, size))
{
iter->second.Destroy(false);
ERASE_THROUGH_ITERATOR(textures, iter);
}
else {
++iter;
}
}
}
TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
{
/* notes (about "UNsafe texture cache"):
* Have to be removed soon.
* But we keep it until the "safe" way became rock solid
* pros: it has an unique ID held by the texture data itself (@address) once cached.
* cons: it writes this unique ID in the gc RAM <- very dangerous (break MP1) and ugly
*/
/* notes (about "safe texture cache"):
* Metroids text issue (character table):
* Same addr, same GX_TF_C4 texture data but different TLUT (hence different outputs).
* That's why we have to hash the TLUT too for TLUT tex_format dependent textures (ie. GX_TF_C4, GX_TF_C8, GX_TF_C14X2).
* And since the address and tex data don't change, the key index in the cacheEntry map can't be the address but
* have to be a real unique ID.
* DONE but not satifiying yet -> may break copyEFBToTexture sometimes.
*
* Pokemon Colosseum text issue (plain text):
* Use a GX_TF_I4 512x512 text-flush-texture at a const address.
* The problem here was just the sparse hash on the texture. This texture is partly overwrited (what is needed only)
* so lot's of remaning old text. Thin white chars on black bg too.
*/
// TODO: - clean this up when ready to kill old "unsafe texture cache"
// - fix the key index situation with CopyRenderTargetToTexture.
// Could happen only for GX_TF_C4, GX_TF_C8 and GX_TF_C14X2 fmt.
// Wonder if we can't use tex width&height to know if EFB might be copied to it...
// raw idea: TOCHECK if addresses are aligned we have few bits left...
if (address == 0)
return NULL;
TexMode0 &tm0 = bpmem.tex[texstage > 3].texMode0[texstage & 3];
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
int bs = TexDecoder_GetBlockWidthInTexels(tex_format) - 1;
int expandedWidth = (width + bs) & (~bs);
u32 hash_value;
u32 texID = address;
if (g_Config.bSafeTextureCache)
{
hash_value = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, height, tex_format, 0); // remove last arg
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
{
// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
//texID ^= TexDecoder_GetTlutHash(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format));
// This trick (to change the texID depending on the TLUT addr) is a trick to get around
// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
// each other stored in a single texture, and uses the palette to make different characters
// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
// we must make sure that texture with different tluts get different IDs.
texID ^= TexDecoder_GetTlutHash(&texMem[tlutaddr], (tex_format == GX_TF_C4) ? 32 : 128);
//DebugLog("addr: %08x | texID: %08x | texHash: %08x", address, texID, hash_value);
}
}
bool skip_texture_create = false;
TexCache::iterator iter = textures.find(texID);
if (iter != textures.end()) {
TCacheEntry &entry = iter->second;
if (!g_Config.bSafeTextureCache)
hash_value = ((u32 *)ptr)[entry.hashoffset];
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash)))
{
entry.frameCount = frameCount;
//glEnable(entry.isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D);
// entry.isNonPow2 ? TextureMngr::EnableTex2D(texstage) : TextureMngr::EnableTexRECT(texstage);
glBindTexture(entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
if (entry.mode.hex != tm0.hex)
entry.SetTextureParameters(tm0);
//DebugLog("%cC addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_Config.bSafeTextureCache ? 'S' : 'U'
// , address, tex_format, entry.hash, width, height);
return &entry;
}
else
{
// Let's reload the new texture data into the same texture,
// instead of destroying it and having to create a new one.
// Might speed up movie playback very, very slightly.
if (width == entry.w && height == entry.h && tex_format == entry.fmt)
{
glBindTexture(entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
if (entry.mode.hex != tm0.hex)
entry.SetTextureParameters(tm0);
skip_texture_create = true;
}
else
{
entry.Destroy(false);
textures.erase(iter);
}
}
}
PC_TexFormat dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, tex_format, tlutaddr, tlutfmt);
//Make an entry in the table
TCacheEntry& entry = textures[texID];
entry.hashoffset = 0;
//entry.paletteHash = hashseed;
entry.oldpixel = ((u32 *)ptr)[entry.hashoffset];
if (g_Config.bSafeTextureCache)
entry.hash = hash_value;
else
{
entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
((u32 *)ptr)[entry.hashoffset] = entry.hash;
}
//DebugLog("%c addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_Config.bSafeTextureCache ? 'S' : 'U'
// , address, tex_format, entry.hash, width, height);
entry.addr = address;
entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, tex_format);
entry.isRenderTarget = false;
entry.isNonPow2 = ((width & (width - 1)) || (height & (height - 1)));
GLenum target = entry.isNonPow2 ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D;
if (!skip_texture_create) {
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(target, entry.texture);
}
if (expandedWidth != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
int gl_format;
int gl_iformat;
int gl_type;
switch (dfmt)
{
default:
case PC_TEX_FMT_NONE:
PanicAlert("Invalid PC texture format %i", dfmt);
case PC_TEX_FMT_BGRA32:
gl_format = GL_BGRA;
gl_iformat = 4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_I8:
gl_format = GL_LUMINANCE;
gl_iformat = GL_INTENSITY;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_IA8:
gl_format = GL_LUMINANCE_ALPHA;
gl_iformat = GL_LUMINANCE8_ALPHA8;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_RGB565:
gl_format = GL_RGB;
gl_iformat = GL_RGB;
gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
}
if (!entry.isNonPow2 && ((tm0.min_filter & 3) == 1 || (tm0.min_filter & 3) == 2))
{
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
entry.bHaveMipMaps = true;
}
else
glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
if (expandedWidth != width) // reset
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
entry.frameCount = frameCount;
entry.w = width;
entry.h = height;
entry.fmt = tex_format;
entry.SetTextureParameters(tm0);
if (g_Config.bDumpTextures) // dump texture to file
{
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s/txt_%04i_%i.tga", FULL_DUMP_TEXTURES_DIR, counter++, tex_format);
SaveTexture(szTemp,target, entry.texture, width, height);
}
INCSTAT(stats.numTexturesCreated);
SETSTAT(stats.numTexturesAlive, textures.size());
return &entry;
}
void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const TRectangle &source_rect)
{
DVSTARTPROFILE();
GL_REPORT_ERRORD();
// for intensity values, use Y of YUV format!
// for all purposes, treat 4bit equivalents as 8bit (probably just used for compression)
// RGBA8 - RGBA8
// RGB565 - RGB565
// RGB5A3 - RGB5A3
// I4,R4,Z4 - I4
// IA4,RA4 - IA4
// Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8
// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
bool bIsInit = textures.find(address) != textures.end();
PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d\n", address, (int)bFromZBuffer, (int)bIsIntensityFmt,copyfmt);
TCacheEntry& entry = textures[address];
entry.isNonPow2 = true;
entry.hash = 0;
entry.hashoffset = 0;
entry.frameCount = frameCount;
int mult = bScaleByHalf ? 2 : 1;
int w = (abs(source_rect.GetWidth()) / mult);
int h = (abs(source_rect.GetHeight()) / mult);
GL_REPORT_ERRORD();
if (!bIsInit)
{
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
else
{
_assert_(entry.texture);
bool bReInit = true;
if (entry.w == w && entry.h == h)
{
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
// for some reason mario sunshine errors here...
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
if (err == GL_NO_ERROR)
bReInit = false;
}
if (bReInit)
{
// necessary, for some reason opengl gives errors when texture isn't deleted
glDeleteTextures(1,(GLuint *)&entry.texture);
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_REPORT_ERRORD();
}
}
if (!bIsInit || !entry.isRenderTarget)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
}
entry.w = w;
entry.h = h;
entry.isRenderTarget = true;
entry.fmt = copyfmt;
float colmat[16];
float fConstAdd[4] = {0};
memset(colmat, 0, sizeof(colmat));
if (bFromZBuffer)
{
switch(copyfmt)
{
case 0: // Z4
case 1: // Z8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 3: // Z16 //?
case 11: // Z16
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
break;
case 6: // Z24X8
colmat[0] = 1;
colmat[5] = 1;
colmat[10] = 1;
break;
case 9: // Z8M
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // Z8L
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 12: // Z16L
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else if (bIsIntensityFmt)
{
fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
switch (copyfmt)
{
case 0: // I4
case 1: // I8
case 2: // IA4
case 3: // IA8
// TODO - verify these coefficients
colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
if (copyfmt < 2)
{
fConstAdd[3] = 16.0f / 255.0f;
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
}
else// alpha
colmat[15] = 1;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else
{
switch (copyfmt)
{
case 0: // R4
case 8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 2: // RA4
case 3: // RA8
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
break;
case 7: // A8
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
break;
case 9: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 11: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
case 12: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
break;
case 4: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1;
fConstAdd[3] = 1; // set alpha to 1
break;
case 5: // RGB5A3
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x\n", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
// if (bCopyToTarget) {
// _assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
// GL_REPORT_ERRORD();
// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
// entry.isUpsideDown = true; // note that the copy is upside down!!
// GL_REPORT_ERRORD();
// return;
// }
TRectangle scaled_rect;
source_rect.Scale(Renderer::GetTargetScaleX(), Renderer::GetTargetScaleY(), &scaled_rect);
TRectangle flipped_rect;
scaled_rect.FlipY(Renderer::GetTargetHeight(), &flipped_rect);
// Make sure to resolve anything we need to read from.
// TODO - it seems that it sometimes doesn't resolve the entire area we are interested in. See shadows in Burnout 2.
GLuint read_texture = bFromZBuffer ? Renderer::ResolveAndGetFakeZTarget(scaled_rect) : Renderer::ResolveAndGetRenderTarget(scaled_rect);
Renderer::SetRenderMode(Renderer::RM_Normal); // set back to normal
GL_REPORT_ERRORD();
// We have to run a pixel shader, for color conversion.
Renderer::ResetGLState(); // reset any game specific settings
if (s_TempFramebuffer == 0)
glGenFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
Renderer::SetFramebuffer(s_TempFramebuffer);
Renderer::SetRenderTarget(entry.texture);
GL_REPORT_ERRORD();
// create and attach the render target
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.find((h << 16) | w);
if (itdepth == mapDepthTargets.end())
{
DEPTHTARGET& depth = mapDepthTargets[(h << 16) | w];
depth.framecount = frameCount;
glGenRenderbuffersEXT(1, &depth.targ);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth.targ);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, w, h);
GL_REPORT_ERRORD();
Renderer::SetDepthTarget(depth.targ);
GL_REPORT_ERRORD();
}
else
{
itdepth->second.framecount = frameCount;
Renderer::SetDepthTarget(itdepth->second.targ);
GL_REPORT_ERRORD();
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glActiveTexture(GL_TEXTURE0);
TextureMngr::EnableTexRECT(0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
glViewport(0, 0, w, h);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, PixelShaderCache::GetColorMatrixProgram());
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f(flipped_rect.left, flipped_rect.bottom); glVertex2f(-1, 1);
glTexCoord2f(flipped_rect.left, flipped_rect.top ); glVertex2f(-1, -1);
glTexCoord2f(flipped_rect.right, flipped_rect.top ); glVertex2f( 1, -1);
glTexCoord2f(flipped_rect.right, flipped_rect.bottom); glVertex2f( 1, 1);
glEnd();
GL_REPORT_ERRORD();
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderManager::SetViewportChanged();
TextureMngr::DisableStage(0);
if (bFromZBuffer)
Renderer::SetZBufferRender(); // notify for future settings
GL_REPORT_ERRORD();
if (g_Config.bDumpEFBTarget)
{
static int count = 0;
SaveTexture(StringFromFormat("%s/efb_frame_%i.tga", FULL_DUMP_TEXTURES_DIR, count++).c_str(), GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h);
//TODO: Fix this
//SaveTexture(StringFromFormat("%s/efb_tex_%i.tga", FULL_DUMP_TEXTURES_DIR, --count).c_str(), GL_TEXTURE_RECTANGLE_ARB,
// bFromZBuffer ? Renderer::ResolveAndGetFakeZTarget(source_rect) : Renderer::ResolveAndGetRenderTarget(source_rect),
// Renderer::GetTargetWidth() * 2, Renderer::GetTargetHeight() * 2);
}
}
void TextureMngr::EnableTex2D(int stage)
{
if (nTexRECTEnabled & (1<<stage)) {
nTexRECTEnabled &= ~(1<<stage);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
if (!(nTex2DEnabled & (1<<stage))) {
nTex2DEnabled |= (1<<stage);
glEnable(GL_TEXTURE_2D);
}
}
void TextureMngr::EnableTexRECT(int stage)
{
if ((nTex2DEnabled & (1 << stage))) {
nTex2DEnabled &= ~(1 << stage);
glDisable(GL_TEXTURE_2D);
}
if (!(nTexRECTEnabled & (1 << stage))) {
nTexRECTEnabled |= (1 << stage);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
}
}
void TextureMngr::DisableStage(int stage)
{
bool bset = false;
if (nTex2DEnabled & (1 << stage)) {
nTex2DEnabled &= ~(1 << stage);
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_2D);
bset = true;
}
if (nTexRECTEnabled & (1<<stage)) {
nTexRECTEnabled &= ~(1 << stage);
if (!bset)
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}
void TextureMngr::ClearRenderTargets()
{
for (TexCache::iterator iter = textures.begin(); iter != textures.end(); iter++)
iter->second.isRenderTarget = false;
}