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- // Copyright 2008 Dolphin Emulator Project
- // Licensed under GPLv2+
- // Refer to the license.txt file included.
- // Fast image conversion using OpenGL shaders.
- #include <string>
- #include "Common/FileUtil.h"
- #include "Common/StringUtil.h"
- #include "Core/HW/Memmap.h"
- #include "VideoBackends/OGL/FramebufferManager.h"
- #include "VideoBackends/OGL/ProgramShaderCache.h"
- #include "VideoBackends/OGL/Render.h"
- #include "VideoBackends/OGL/SamplerCache.h"
- #include "VideoBackends/OGL/TextureCache.h"
- #include "VideoBackends/OGL/TextureConverter.h"
- #include "VideoCommon/DriverDetails.h"
- #include "VideoCommon/ImageWrite.h"
- #include "VideoCommon/TextureConversionShader.h"
- #include "VideoCommon/VideoConfig.h"
- namespace OGL
- {
- namespace TextureConverter
- {
- using OGL::TextureCache;
- static GLuint s_texConvFrameBuffer[2] = {0,0};
- static GLuint s_srcTexture = 0; // for decoding from RAM
- static GLuint s_dstTexture = 0; // for encoding to RAM
- const int renderBufferWidth = EFB_WIDTH * 4;
- const int renderBufferHeight = 1024;
- static SHADER s_rgbToYuyvProgram;
- static int s_rgbToYuyvUniform_loc;
- static SHADER s_yuyvToRgbProgram;
- // Not all slots are taken - but who cares.
- const u32 NUM_ENCODING_PROGRAMS = 64;
- static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
- static int s_encodingUniforms[NUM_ENCODING_PROGRAMS];
- static GLuint s_PBO = 0; // for readback with different strides
- static void CreatePrograms()
- {
- /* TODO: Accuracy Improvements
- *
- * This shader doesn't really match what the GameCube does internally in the
- * copy pipeline.
- * 1. It uses OpenGL's built in filtering when yscaling, someone could work
- * out how the copypipeline does it's filtering and implement it correctly
- * in this shader.
- * 2. Deflickering isn't implemented, a futher filtering over 3 lines.
- * Isn't really needed on non-interlaced monitors (and would lower quality;
- * But hey, accuracy!)
- * 3. Flipper's YUYV conversion implements a 3 pixel horizontal blur on the
- * UV channels, centering the U channel on the Left pixel and the V channel
- * on the Right pixel.
- * The current implementation Centers both UV channels at the same place
- * inbetween the two Pixels, and only blurs over these two pixels.
- */
- // Output is BGRA because that is slightly faster than RGBA.
- const char *VProgramRgbToYuyv =
- "out vec2 uv0;\n"
- "uniform vec4 copy_position;\n" // left, top, right, bottom
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "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"
- " uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
- "}\n";
- const char *FProgramRgbToYuyv =
- "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "in vec2 uv0;\n"
- "out vec4 ocol0;\n"
- "void main()\n"
- "{\n"
- " vec3 c0 = texture(samp9, vec3(uv0 - dFdx(uv0) * 0.25, 0.0)).rgb;\n"
- " vec3 c1 = texture(samp9, vec3(uv0 + dFdx(uv0) * 0.25, 0.0)).rgb;\n"
- " vec3 c01 = (c0 + c1) * 0.5;\n"
- " vec3 y_const = vec3(0.257,0.504,0.098);\n"
- " vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
- " vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
- " vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
- " ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
- "}\n";
- ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgramRgbToYuyv, FProgramRgbToYuyv);
- s_rgbToYuyvUniform_loc = glGetUniformLocation(s_rgbToYuyvProgram.glprogid, "copy_position");
- /* TODO: Accuracy Improvements
- *
- * The YVYU to RGB conversion here matches the RGB to YUYV done above, but
- * if a game modifies or adds images to the XFB then it should be using the
- * same algorithm as the flipper, and could result in slight color inaccuracies
- * when run back through this shader.
- */
- const char *VProgramYuyvToRgb =
- "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";
- const char *FProgramYuyvToRgb =
- "SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
- "in vec2 uv0;\n"
- "out vec4 ocol0;\n"
- "void main()\n"
- "{\n"
- " ivec2 uv = ivec2(gl_FragCoord.xy);\n"
- // We switch top/bottom here. TODO: move this to screen blit.
- " ivec2 ts = textureSize(samp9, 0);\n"
- " vec4 c0 = texelFetch(samp9, ivec2(uv.x>>1, ts.y-uv.y-1), 0);\n"
- " float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n"
- " float yComp = 1.164 * (y - 0.0625);\n"
- " float uComp = c0.g - 0.5;\n"
- " float vComp = c0.a - 0.5;\n"
- " ocol0 = vec4(yComp + (1.596 * vComp),\n"
- " yComp - (0.813 * vComp) - (0.391 * uComp),\n"
- " yComp + (2.018 * uComp),\n"
- " 1.0);\n"
- "}\n";
- ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
- }
- static SHADER &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, API_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";
- ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
- s_encodingUniforms[format] = glGetUniformLocation(s_encodingPrograms[format].glprogid, "position");
- }
- return s_encodingPrograms[format];
- }
- void Init()
- {
- glGenFramebuffers(2, s_texConvFrameBuffer);
- glActiveTexture(GL_TEXTURE9);
- glGenTextures(1, &s_srcTexture);
- glBindTexture(GL_TEXTURE_2D, s_srcTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glGenTextures(1, &s_dstTexture);
- glBindTexture(GL_TEXTURE_2D, s_dstTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
- FramebufferManager::SetFramebuffer(0);
- glGenBuffers(1, &s_PBO);
- CreatePrograms();
- }
- void Shutdown()
- {
- glDeleteTextures(1, &s_srcTexture);
- glDeleteTextures(1, &s_dstTexture);
- glDeleteBuffers(1, &s_PBO);
- glDeleteFramebuffers(2, s_texConvFrameBuffer);
- s_rgbToYuyvProgram.Destroy();
- s_yuyvToRgbProgram.Destroy();
- for (auto& program : s_encodingPrograms)
- program.Destroy();
- s_srcTexture = 0;
- s_dstTexture = 0;
- s_PBO = 0;
- s_texConvFrameBuffer[0] = 0;
- s_texConvFrameBuffer[1] = 0;
- }
- static void EncodeToRamUsingShader(GLuint srcTexture,
- u8* destAddr, int dstWidth, int dstHeight, int readStride,
- bool linearFilter)
- {
- // switch to texture converter frame buffer
- // attach render buffer as color destination
- FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
- OpenGL_BindAttributelessVAO();
- // set source texture
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
- if (linearFilter)
- g_sampler_cache->BindLinearSampler(9);
- else
- g_sampler_cache->BindNearestSampler(9);
- glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- // .. and then read back the results.
- // TODO: make this less slow.
- int writeStride = bpmem.copyMipMapStrideChannels * 32;
- int dstSize = dstWidth*dstHeight*4;
- int readHeight = readStride / dstWidth / 4; // 4 bytes per pixel
- int readLoops = dstHeight / readHeight;
- if (writeStride != readStride && readLoops > 1)
- {
- // writing to a texture of a different size
- // also copy more then one block line, so the different strides matters
- // copy into one pbo first, map this buffer, and then memcpy into GC memory
- // in this way, we only have one vram->ram transfer, but maybe a bigger
- // CPU overhead because of the pbo
- glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
- glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
- glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
- u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
- for (int i = 0; i < readLoops; i++)
- {
- memcpy(destAddr, pbo, readStride);
- pbo += readStride;
- destAddr += writeStride;
- }
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
- glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
- }
- else
- {
- glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
- }
- }
- int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int 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;
- }
- SHADER& texconv_shader = GetOrCreateEncodingShader(format);
- u8 *dest_ptr = Memory::GetPointer(address);
- int width = (source.right - source.left) >> bScaleByHalf;
- int height = (source.bottom - source.top) >> bScaleByHalf;
- int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
- u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
- u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
- // 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);
- texconv_shader.Bind();
- glUniform4i(s_encodingUniforms[format],
- source.left, source.top,
- expandedWidth, bScaleByHalf ? 2 : 1);
- unsigned int numBlocksX = expandedWidth / TexDecoder_GetBlockWidthInTexels(format);
- unsigned int numBlocksY = expandedHeight / TexDecoder_GetBlockHeightInTexels(format);
- unsigned int cacheLinesPerRow;
- if ((format & 0x0f) == 6)
- cacheLinesPerRow = numBlocksX * 2;
- else
- cacheLinesPerRow = numBlocksX;
- EncodeToRamUsingShader(source_texture,
- dest_ptr, cacheLinesPerRow * 8, numBlocksY, cacheLinesPerRow * 32,
- bScaleByHalf > 0 && !bFromZBuffer);
- return size_in_bytes; // TODO: D3D11 is calculating this value differently!
- }
- void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
- {
- g_renderer->ResetAPIState();
- s_rgbToYuyvProgram.Bind();
- glUniform4f(s_rgbToYuyvUniform_loc, static_cast<float>(sourceRc.left), static_cast<float>(sourceRc.top),
- static_cast<float>(sourceRc.right), static_cast<float>(sourceRc.bottom));
- // We enable linear filtering, because the GameCube does filtering in the vertical direction when
- // yscale is enabled.
- // Otherwise we get jaggies when a game uses yscaling (most PAL games)
- EncodeToRamUsingShader(srcTexture, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true);
- FramebufferManager::SetFramebuffer(0);
- TextureCache::DisableStage(0);
- g_renderer->RestoreAPIState();
- }
- // Should be scale free.
- void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
- {
- u8* srcAddr = Memory::GetPointer(xfbAddr);
- if (!srcAddr)
- {
- WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
- return;
- }
- g_renderer->ResetAPIState(); // reset any game specific settings
- OpenGL_BindAttributelessVAO();
- // switch to texture converter frame buffer
- // attach destTexture as color destination
- FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
- FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, destTexture, 0);
- // activate source texture
- // set srcAddr as data for source texture
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D, s_srcTexture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
- g_sampler_cache->BindNearestSampler(9);
- glViewport(0, 0, srcWidth, srcHeight);
- s_yuyvToRgbProgram.Bind();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- FramebufferManager::SetFramebuffer(0);
- g_renderer->RestoreAPIState();
- }
- } // namespace
- } // namespace OGL
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