// 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 #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 { 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; struct EncodingProgram { SHADER program; GLint copy_position_uniform; GLint y_scale_uniform; }; static std::map s_encoding_programs; static GLuint s_PBO = 0; // for readback with different strides 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 = TextureConversionShader::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"); return s_encoding_programs.emplace(params, program).first->second; } 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); } void Shutdown() { glDeleteTextures(1, &s_srcTexture); glDeleteTextures(1, &s_dstTexture); glDeleteBuffers(1, &s_PBO); glDeleteFramebuffers(2, s_texConvFrameBuffer); for (auto& program : s_encoding_programs) program.second.program.Destroy(); s_encoding_programs.clear(); s_srcTexture = 0; s_dstTexture = 0; s_PBO = 0; s_texConvFrameBuffer[0] = 0; s_texConvFrameBuffer[1] = 0; } // dst_line_size, writeStride in bytes static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line_size, u32 dstHeight, u32 writeStride, bool linearFilter, float y_scale) { // 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); // 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); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); int dstSize = dst_line_size * dstHeight; // When the dst_line_size and writeStride are the same, we could use glReadPixels directly to RAM. // But instead we always copy the data via a PBO, because macOS inexplicably prefers this (most // noticeably in the Super Mario Sunshine transition). glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO); glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ); glReadPixels(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT); if (dst_line_size == writeStride) { memcpy(destAddr, pbo, dst_line_size * dstHeight); } else { for (size_t i = 0; i < dstHeight; ++i) { memcpy(destAddr, pbo, dst_line_size); pbo += dst_line_size; destAddr += writeStride; } } glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } void EncodeToRamFromTexture(u8* dest_ptr, 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) { 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, params.y_scale); const GLuint read_texture = params.depth ? FramebufferManager::ResolveAndGetDepthTarget(src_rect) : FramebufferManager::ResolveAndGetRenderTarget(src_rect); EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride, scale_by_half && !params.depth, params.y_scale); FramebufferManager::SetFramebuffer(0); g_renderer->RestoreAPIState(); } } // namespace } // namespace OGL