dolphin/Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_FramebufferManager.cpp
Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

386 lines
12 KiB
C++

// Copyright (C) 2003 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/
// OGL
#include "OGL_Render.h"
#include "OGL_XFB.h"
#include "OGL_FramebufferManager.h"
#include "OGL_TextureConverter.h"
namespace OGL
{
extern bool s_bHaveFramebufferBlit; // comes from Render.cpp
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
int FramebufferManager::m_msaaCoverageSamples;
GLuint FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
GLuint FramebufferManager::m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
// Only used in MSAA mode.
GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture;
GLuint FramebufferManager::m_xfbFramebuffer; // Only used in MSAA mode
XFBSource FramebufferManager::m_realXFBSource; // Only used in Real XFB mode
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
{
// m_efbFramebuffer(0),
// m_efbColor(0),
// m_efbDepth(0),
// m_resolvedFramebuffer(0),
// m_resolvedColorTexture(0),
// m_resolvedDepthTexture(0),
// m_xfbFramebuffer(0)
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
m_msaaSamples = msaaSamples;
m_msaaCoverageSamples = msaaCoverageSamples;
// 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.
// Create EFB target.
glGenFramebuffersEXT(1, &m_efbFramebuffer);
if (m_msaaSamples <= 1)
{
// EFB targets will be textures in non-MSAA mode.
GLuint glObj[2];
glGenTextures(2, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
// Bind target textures to the EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
GL_REPORT_FBO_ERROR();
}
else
{
// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
// Resolve targets will be created to transfer EFB to RAM textures.
// XFB framebuffer will be created to transfer EFB to XFB texture.
// Create EFB target renderbuffers.
GLuint glObj[2];
glGenRenderbuffersEXT(2, glObj);
m_efbColor = glObj[0];
m_efbDepth = glObj[1];
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
if (m_msaaCoverageSamples)
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
else
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// Bind target renderbuffers to EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
GL_REPORT_FBO_ERROR();
// Create resolved targets for transferring multisampled EFB to texture.
glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
glGenTextures(2, glObj);
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
// Bind resolved textures to resolved framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
GL_REPORT_FBO_ERROR();
// Return to EFB framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
}
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffersEXT(1, &m_xfbFramebuffer);
// EFB framebuffer is currently bound.
}
FramebufferManager::~FramebufferManager()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GLuint glObj[3];
// Note: OpenGL deletion functions silently ignore parameters of "0".
glObj[0] = m_efbFramebuffer;
glObj[1] = m_resolvedFramebuffer;
glObj[2] = m_xfbFramebuffer;
glDeleteFramebuffersEXT(3, glObj);
m_efbFramebuffer = 0;
m_xfbFramebuffer = 0;
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
glObj[2] = m_realXFBSource.texture;
glDeleteTextures(3, glObj);
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_realXFBSource.texture = 0;
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
if (m_msaaSamples <= 1)
glDeleteTextures(2, glObj);
else
glDeleteRenderbuffersEXT(2, glObj);
m_efbColor = 0;
m_efbDepth = 0;
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
XFBSource* const xfbs = new XFBSource;
glGenTextures(1, &xfbs->texture);
return xfbs;
}
void XFBSource::CopyEFB(const TargetRectangle& efbSource)
{
// Copy EFB to XFB texture
#if 0
if (m_msaaSamples <= 1)
#else
if (!s_bHaveFramebufferBlit)
#endif
{
// Just copy the EFB directly.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::m_efbFramebuffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, texWidth, texHeight, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
else
{
// OpenGL cannot copy directly from a multisampled framebuffer, so use
// EXT_framebuffer_blit.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, FramebufferManager::m_xfbFramebuffer);
// Bind texture.
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, texture, 0);
GL_REPORT_FBO_ERROR();
glBlitFramebufferEXT(0, 0, texWidth, texHeight, 0, 0, texWidth,
texHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Unbind texture.
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
// Return to EFB.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferManager::m_efbFramebuffer);
}
}
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 = RendererBase::ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
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.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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. EXT_framebuffer_blit is
// required.
TargetRectangle targetRc = RendererBase::ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
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.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
return m_resolvedDepthTexture;
}
}
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
u8* pXFB = Memory_GetPtr(xfbAddr);
if (!pXFB)
{
WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
return;
}
XFB_Write(pXFB, sourceRc, fbWidth, fbHeight);
}
const XFBSourceBase** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
xfbCount = 1;
m_realXFBSource.texWidth = MAX_XFB_WIDTH;
m_realXFBSource.texHeight = MAX_XFB_HEIGHT;
m_realXFBSource.srcAddr = xfbAddr;
m_realXFBSource.srcWidth = fbWidth;
m_realXFBSource.srcHeight = fbHeight;
// OpenGL texture coordinates originate at the lower left, which is why
// sourceRc.top = fbHeight and sourceRc.bottom = 0.
m_realXFBSource.sourceRc.left = 0;
m_realXFBSource.sourceRc.top = fbHeight;
m_realXFBSource.sourceRc.right = fbWidth;
m_realXFBSource.sourceRc.bottom = 0;
if (!m_realXFBSource.texture)
{
glGenTextures(1, &m_realXFBSource.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
// Decode YUYV data from GameCube RAM
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
m_overlappingXFBArray[0] = &m_realXFBSource;
return &m_overlappingXFBArray[0];
}
void FramebufferManager::SetFramebuffer(GLuint fb)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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);
}
}