dolphin/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
Ryan Houdek bc9ef95643 Support Sampler binding in the shader.
In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.

Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-07-18 17:04:03 -05:00

450 lines
15 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Core/HW/Memmap.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/TextureConverter.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VertexShaderGen.h"
namespace OGL
{
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
GLenum FramebufferManager::m_textureType;
GLuint FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_xfbFramebuffer;
GLuint FramebufferManager::m_efbColor;
GLuint FramebufferManager::m_efbDepth;
GLuint FramebufferManager::m_efbColorSwap; // for hot swap when reinterpreting EFB pixel formats
// Only used in MSAA mode.
GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture;
// reinterpret pixel format
SHADER FramebufferManager::m_pixel_format_shaders[2];
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
m_efbColor = 0;
m_efbDepth = 0;
m_efbColorSwap = 0;
m_resolvedFramebuffer = 0;
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples;
// 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.
glActiveTexture(GL_TEXTURE0 + 9);
GLuint glObj[3];
glGenTextures(3, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
m_efbColorSwap = glObj[2];
// OpenGL MSAA textures are a different kind of texture type and must be allocated
// with a different function, so we create them separately.
if (m_msaaSamples <= 1)
{
m_textureType = GL_TEXTURE_2D;
glBindTexture(m_textureType, m_efbColor);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(m_textureType, m_efbDepth);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(m_textureType, m_efbColorSwap);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
glBindTexture(m_textureType, m_efbColor);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glBindTexture(m_textureType, m_efbDepth);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
glBindTexture(m_textureType, m_efbColorSwap);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glBindTexture(m_textureType, 0);
// Although we are able to access the multisampled texture directly, we don't do it everywhere.
// The old way is to "resolve" this multisampled texture by copying it into a non-sampled texture.
// This would lead to an unneeded copy of the EFB, so we are going to avoid it.
// But as this job isn't done right now, we do need that texture for resolving:
glGenTextures(2, glObj);
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, m_resolvedDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind resolved textures to resolved framebuffer.
glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
GL_REPORT_FBO_ERROR();
}
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer);
// Bind target textures to EFB framebuffer.
glGenFramebuffers(1, &m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// reinterpret pixel format
char vs[] =
"void main(void) {\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";
// The way to sample the EFB is based on the on the current configuration.
// As we use the same sampling way for both interpreting shaders, the sampling
// shader are generated first:
std::string sampler;
if (m_msaaSamples <= 1)
{
// non-msaa, so just fetch the pixel
sampler =
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, 0);\n"
"}\n";
}
else if (g_ogl_config.bSupportSampleShading)
{
// msaa + sample shading available, so just fetch the sample
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, gl_SampleID);\n"
"}\n";
}
else
{
// msaa without sample shading: calculate the mean value of the pixel
std::stringstream samples;
samples << m_msaaSamples;
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
" for(int i=0; i<" + samples.str() + "; i++)\n"
" color += texelFetch(samp9, pos, i);\n"
" return color / " + samples.str() + ";\n"
"}\n";
}
std::string ps_rgba6_to_rgb8 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n"
" ivec4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
" dst8.a = 255;\n"
" ocol0 = float4(dst8) / 255.f;\n"
"}";
std::string ps_rgb8_to_rgba6 = sampler +
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n"
" ivec4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
" dst6.a = src8.b & 0x3F;\n"
" ocol0 = float4(dst6) / 63.f;\n"
"}";
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str());
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str());
}
FramebufferManager::~FramebufferManager()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLuint glObj[3];
// Note: OpenGL deletion functions silently ignore parameters of "0".
glObj[0] = m_efbFramebuffer;
glObj[1] = m_xfbFramebuffer;
glObj[2] = m_resolvedFramebuffer;
glDeleteFramebuffers(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
m_resolvedFramebuffer = 0;
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
glDeleteTextures(2, glObj);
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
glObj[2] = m_efbColorSwap;
glDeleteTextures(3, glObj);
m_efbColor = 0;
m_efbDepth = 0;
m_efbColorSwap = 0;
// reinterpret pixel format
m_pixel_format_shaders[0].Destroy();
m_pixel_format_shaders[1].Destroy();
}
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 = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
glBlitFramebuffer(
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.
glBindFramebuffer(GL_FRAMEBUFFER, 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.
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer);
glBlitFramebuffer(
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.
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
return m_resolvedDepthTexture;
}
}
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
if (!xfb_in_ram)
{
WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
return;
}
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
}
void FramebufferManager::SetFramebuffer(GLuint fb)
{
glBindFramebuffer(GL_FRAMEBUFFER, 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);
}
void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
{
g_renderer->ResetAPIState();
GLuint src_texture = 0;
// We aren't allowed to render and sample the same texture in one draw call,
// so we have to create a new texture and overwrite it completely.
// To not allocate one big texture every time, we've allocated two on
// initialization and just swap them here:
src_texture = m_efbColor;
m_efbColor = m_efbColorSwap;
m_efbColorSwap = src_texture;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(m_textureType, src_texture);
m_pixel_format_shaders[convtype ? 1 : 0].Bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(m_textureType, 0);
g_renderer->RestoreAPIState();
}
XFBSource::~XFBSource()
{
glDeleteTextures(1, &texture);
}
void XFBSource::Draw(const MathUtil::Rectangle<int> &sourcerc,
const MathUtil::Rectangle<float> &drawrc) const
{
// Texture map xfbSource->texture onto the main buffer
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
(int)drawrc.left, (int)drawrc.bottom, (int)drawrc.right, (int)drawrc.top,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
GL_REPORT_ERRORD();
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
}
void XFBSource::CopyEFB(float Gamma)
{
g_renderer->ResetAPIState();
// Copy EFB data to XFB and restore render target again
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
// Bind texture.
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GL_REPORT_FBO_ERROR();
glBlitFramebuffer(
0, 0, texWidth, texHeight,
0, 0, texWidth, texHeight,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Return to EFB.
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
GLuint texture;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, target_width, target_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
return new XFBSource(texture);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
{
*width = m_targetWidth;
*height = m_targetHeight;
}
} // namespace OGL