dolphin/Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp

369 lines
12 KiB
C++

// Copyright (C) 2003-2009 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/
// Fast image conversion using OpenGL shaders.
// This kind of stuff would be a LOT nicer with OpenCL.
#include "TextureConverter.h"
#include "TextureConversionShader.h"
#include "PixelShaderCache.h"
#include "VertexShaderManager.h"
#include "Globals.h"
#include "Config.h"
#include "ImageWrite.h"
#include "Render.h"
namespace TextureConverter
{
static GLuint s_texConvFrameBuffer = 0;
static GLuint s_srcTexture = 0; // for decoding from RAM
static GLuint s_dstRenderBuffer = 0; // for encoding to RAM
const int renderBufferWidth = 1024;
const int renderBufferHeight = 1024;
static FRAGMENTSHADER s_rgbToYuyvProgram;
static FRAGMENTSHADER s_yuyvToRgbProgram;
// Not all slots are taken - but who cares.
const u32 NUM_ENCODING_PROGRAMS = 64;
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
// TODO: Use the dot() function for faster dot products. Probably mostly helps ATI (nvidia is scalar anyway).
const char *FProgram =
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
" float3 c0 = texRECT(samp0, uv0).rgb;\n"
" float3 c1 = texRECT(samp0, uv1).rgb;\n"
" float y0 = (0.257f * c0.r) + (0.504f * c0.g) + (0.098f * c0.b) + 0.0625f;\n"
" float u0 =-(0.148f * c0.r) - (0.291f * c0.g) + (0.439f * c0.b) + 0.5f;\n"
" float v0 = (0.439f * c0.r) - (0.368f * c0.g) - (0.071f * c0.b) + 0.5f;\n"
" float y1 = (0.257f * c1.r) + (0.504f * c1.g) + (0.098f * c1.b) + 0.0625f;\n"
" float u1 =-(0.148f * c1.r) - (0.291f * c1.g) + (0.439f * c1.b) + 0.5f;\n"
" float v1 = (0.439f * c1.r) - (0.368f * c1.g) - (0.071f * c1.b) + 0.5f;\n"
" ocol0 = float4(y1, (u0 + u1) / 2, y0, (v0 + v1) / 2);\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) {
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program");
}
}
void CreateYuyvToRgbProgram()
{
const char *FProgram =
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float4 c0 = texRECT(samp0, uv0).rgba;\n"
" float f = step(0.5, frac(uv0.x));\n"
" float y = lerp(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" ocol0 = float4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram)) {
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program");
}
}
FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
{
if (format > NUM_ENCODING_PROGRAMS)
{
PanicAlert("Unknown texture copy format: 0x%x\n", format);
return s_encodingPrograms[0];
}
if (s_encodingPrograms[format].glprogid == 0)
{
const char* shader = TextureConversionShader::GenerateEncodingShader(format);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_SAVESHADERS && shader) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s/enc_%04i.txt", FULL_DUMP_DIR, counter++);
SaveData(szTemp, shader);
}
#endif
if (!PixelShaderCache::CompilePixelShader(s_encodingPrograms[format], shader)) {
const char* error = cgGetLastListing(g_cgcontext);
ERROR_LOG(VIDEO, "Failed to create encoding fragment program");
}
}
return s_encodingPrograms[format];
}
void Init()
{
glGenFramebuffersEXT(1, &s_texConvFrameBuffer);
glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
glGenTextures(1, &s_srcTexture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
CreateRgbToYuyvProgram();
CreateYuyvToRgbProgram();
}
void Shutdown()
{
glDeleteTextures(1, &s_srcTexture);
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
s_encodingPrograms[i].Destroy();
s_srcTexture = 0;
s_dstRenderBuffer = 0;
s_texConvFrameBuffer = 0;
}
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, bool linearFilter)
{
Renderer::ResetGLState();
// switch to texture converter frame buffer
// attach render buffer as color destination
Renderer::SetFramebuffer(s_texConvFrameBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
GL_REPORT_ERRORD();
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
// set source texture
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, srcTexture);
if (linearFilter)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
GL_REPORT_ERRORD();
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader.glprogid);
// Draw...
glBegin(GL_QUADS);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom); glVertex2f(-1,1);
glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1);
glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
glEnd();
GL_REPORT_ERRORD();
// .. and then readback the results.
// TODO: make this less slow.
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
GL_REPORT_ERRORD();
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
}
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle& source)
{
u32 format = copyfmt;
if (bFromZBuffer)
{
format |= _GX_TF_ZTF;
if (copyfmt == 11)
format = GX_TF_Z16;
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
format |= _GX_TF_CTF;
}
else
if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
format |= _GX_TF_CTF;
FRAGMENTSHADER& texconv_shader = GetOrCreateEncodingShader(format);
if (texconv_shader.glprogid == 0)
return;
u8 *dest_ptr = Memory_GetPtr(address);
GLuint source_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source) : Renderer::ResolveAndGetRenderTarget(source);
int width = source.right - source.left;
int height = source.bottom - source.top;
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
// Invalidate any existing texture covering this memory range.
// TODO - don't delete the texture if it already exists, just replace the contents.
TextureMngr::InvalidateRange(address, size_in_bytes);
if (bScaleByHalf)
{
// Hm. Shouldn't this only scale destination, not source?
// The bloom in Beyond Good & Evil is a good test case - due to this problem,
// it goes very wrong. Compare by switching back and forth between Copy textures to RAM and GL Texture.
// This also affects the shadows in Burnout 2 badly.
width /= 2;
height /= 2;
}
u16 blkW = TextureConversionShader::GetBlockWidthInTexels(format) - 1;
u16 blkH = TextureConversionShader::GetBlockHeightInTexels(format) - 1;
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
// only copy on cache line boundaries
// extra pixels are copied but not displayed in the resulting texture
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
float MValueX = Renderer::GetTargetScaleX();
float MValueY = Renderer::GetTargetScaleY();
float top = Renderer::GetTargetHeight() - (source.top + expandedHeight) * MValueY;
float sampleStride = bScaleByHalf?2.0f:1.0f;
TextureConversionShader::SetShaderParameters((float)expandedWidth, expandedHeight * MValueY, source.left * MValueX, top, sampleStride * MValueX, sampleStride * MValueY);
TargetRectangle scaledSource;
scaledSource.top = 0;
scaledSource.bottom = expandedHeight;
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, bScaleByHalf);
}
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight)
{
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, false);
}
// Should be scale free.
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
u8* srcAddr = Memory_GetPtr(xfbAddr);
if (!srcAddr)
{
WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
return;
}
Renderer::ResetGLState();
float srcFormatFactor = 0.5f;
float srcFmtWidth = srcWidth * srcFormatFactor;
// swich to texture converter frame buffer
// attach destTexture as color destination
Renderer::SetFramebuffer(s_texConvFrameBuffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
GL_REPORT_FBO_ERROR();
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
// activate source texture
// set srcAddr as data for source texture
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
// TODO: make this less slow. (How?)
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
glViewport(0, 0, srcWidth, srcHeight);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_yuyvToRgbProgram.glprogid);
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f(srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
glTexCoord2f(srcFmtWidth, 0); glVertex2f(1,1);
glTexCoord2f(0, 0); glVertex2f(-1,1);
glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
glEnd();
// reset state
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
TextureMngr::DisableStage(0);
VertexShaderManager::SetViewportChanged();
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
}
} // namespace