ppsspp/GPU/GLES/FramebufferManagerGLES.cpp

1121 lines
37 KiB
C++

// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <set>
#include <algorithm>
#include "profiler/profiler.h"
#include "gfx/gl_common.h"
#include "gfx/gl_debug_log.h"
#include "gfx_es2/glsl_program.h"
#include "thin3d/thin3d.h"
#include "base/timeutil.h"
#include "file/vfs.h"
#include "math/lin/matrix4x4.h"
#include "Common/ColorConv.h"
#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Common/PostShader.h"
#include "GPU/Common/ShaderTranslation.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Debugger/Stepping.h"
#include "ext/native/gfx/GLStateCache.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/ShaderManagerGLES.h"
static const char tex_fs[] =
"#if __VERSION__ >= 130\n"
"#define varying in\n"
"#define texture2D texture\n"
"#define gl_FragColor fragColor0\n"
"out vec4 fragColor0;\n"
"#endif\n"
#ifdef USING_GLES2
"precision mediump float;\n"
#endif
"uniform sampler2D sampler0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" gl_FragColor = texture2D(sampler0, v_texcoord0);\n"
"}\n";
static const char basic_vs[] =
"#if __VERSION__ >= 130\n"
"#define attribute in\n"
"#define varying out\n"
"#endif\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" v_texcoord0 = a_texcoord0;\n"
" gl_Position = a_position;\n"
"}\n";
const int MAX_PBO = 2;
void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
void FramebufferManagerGLES::DisableState() {
glstate.blend.disable();
glstate.cullFace.disable();
glstate.depthTest.disable();
glstate.scissorTest.disable();
glstate.stencilTest.disable();
#if !defined(USING_GLES2)
glstate.colorLogicOp.disable();
#endif
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.stencilMask.set(0xFF);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
}
void FramebufferManagerGLES::CompileDraw2DProgram() {
if (!draw2dprogram_) {
std::string errorString;
static std::string vs_code, fs_code;
vs_code = ApplyGLSLPrelude(basic_vs, GL_VERTEX_SHADER);
fs_code = ApplyGLSLPrelude(tex_fs, GL_FRAGMENT_SHADER);
draw2dprogram_ = glsl_create_source(vs_code.c_str(), fs_code.c_str(), &errorString);
if (!draw2dprogram_) {
ERROR_LOG_REPORT(G3D, "Failed to compile draw2dprogram! This shouldn't happen.\n%s", errorString.c_str());
} else {
glsl_bind(draw2dprogram_);
glUniform1i(draw2dprogram_->sampler0, 0);
}
CompilePostShader();
}
}
void FramebufferManagerGLES::CompilePostShader() {
SetNumExtraFBOs(0);
const ShaderInfo *shaderInfo = 0;
if (g_Config.sPostShaderName != "Off") {
ReloadAllPostShaderInfo();
shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
}
if (shaderInfo) {
std::string errorString;
postShaderAtOutputResolution_ = shaderInfo->outputResolution;
size_t sz;
char *vs = (char *)VFSReadFile(shaderInfo->vertexShaderFile.c_str(), &sz);
if (!vs)
return;
char *fs = (char *)VFSReadFile(shaderInfo->fragmentShaderFile.c_str(), &sz);
if (!fs) {
free(vs);
return;
}
std::string vshader;
std::string fshader;
bool translationFailed = false;
if (gl_extensions.IsCoreContext) {
// Gonna have to upconvert the shaders.
std::string errorMessage;
if (!TranslateShader(&vshader, GLSL_300, nullptr, vs, GLSL_140, Draw::ShaderStage::VERTEX, &errorMessage)) {
translationFailed = true;
ELOG("Failed to translate post-vshader: %s", errorMessage.c_str());
}
if (!TranslateShader(&fshader, GLSL_300, nullptr, fs, GLSL_140, Draw::ShaderStage::FRAGMENT, &errorMessage)) {
translationFailed = true;
ELOG("Failed to translate post-fshader: %s", errorMessage.c_str());
}
} else {
vshader = vs;
fshader = fs;
}
if (!translationFailed) {
postShaderProgram_ = glsl_create_source(vshader.c_str(), fshader.c_str(), &errorString);
} else {
ERROR_LOG(FRAMEBUF, "Failed to translate post shader!");
}
free(vs);
free(fs);
if (!postShaderProgram_) {
// DO NOT turn this into a report, as it will pollute our logs with all kinds of
// user shader experiments.
ERROR_LOG(FRAMEBUF, "Failed to build post-processing program from %s and %s!\n%s", shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), errorString.c_str());
// let's show the first line of the error string as an OSM.
std::set<std::string> blacklistedLines;
// These aren't useful to show, skip to the first interesting line.
blacklistedLines.insert("Fragment shader failed to compile with the following errors:");
blacklistedLines.insert("Vertex shader failed to compile with the following errors:");
blacklistedLines.insert("Compile failed.");
blacklistedLines.insert("");
std::string firstLine;
size_t start = 0;
for (size_t i = 0; i < errorString.size(); i++) {
if (errorString[i] == '\n') {
firstLine = errorString.substr(start, i - start);
if (blacklistedLines.find(firstLine) == blacklistedLines.end()) {
break;
}
start = i + 1;
firstLine.clear();
}
}
if (!firstLine.empty()) {
host->NotifyUserMessage("Post-shader error: " + firstLine + "...", 10.0f, 0xFF3090FF);
} else {
host->NotifyUserMessage("Post-shader error, see log for details", 10.0f, 0xFF3090FF);
}
usePostShader_ = false;
} else {
glsl_bind(postShaderProgram_);
glUniform1i(postShaderProgram_->sampler0, 0);
SetNumExtraFBOs(1);
deltaLoc_ = glsl_uniform_loc(postShaderProgram_, "u_texelDelta");
pixelDeltaLoc_ = glsl_uniform_loc(postShaderProgram_, "u_pixelDelta");
timeLoc_ = glsl_uniform_loc(postShaderProgram_, "u_time");
videoLoc_ = glsl_uniform_loc(postShaderProgram_, "u_video");
usePostShader_ = true;
}
} else {
postShaderProgram_ = nullptr;
usePostShader_ = false;
}
glsl_unbind();
}
void FramebufferManagerGLES::Bind2DShader() {
glsl_bind(draw2dprogram_);
}
void FramebufferManagerGLES::BindPostShader(const PostShaderUniforms &uniforms) {
// Make sure we've compiled the shader.
if (!postShaderProgram_) {
CompileDraw2DProgram();
}
glsl_bind(postShaderProgram_);
if (deltaLoc_ != -1)
glUniform2f(deltaLoc_, uniforms.texelDelta[0], uniforms.texelDelta[1]);
if (pixelDeltaLoc_ != -1)
glUniform2f(pixelDeltaLoc_, uniforms.pixelDelta[0], uniforms.pixelDelta[1]);
if (timeLoc_ != -1)
glUniform4fv(timeLoc_, 1, uniforms.time);
if (videoLoc_ != -1)
glUniform1f(videoLoc_, uniforms.video);
}
FramebufferManagerGLES::FramebufferManagerGLES(Draw::DrawContext *draw) :
FramebufferManagerCommon(draw),
drawPixelsTex_(0),
drawPixelsTexFormat_(GE_FORMAT_INVALID),
convBuf_(nullptr),
videoLoc_(-1),
timeLoc_(-1),
pixelDeltaLoc_(-1),
deltaLoc_(-1),
textureCacheGL_(nullptr),
shaderManagerGL_(nullptr),
pixelBufObj_(nullptr),
currentPBO_(0)
{
needBackBufferYSwap_ = true;
needGLESRebinds_ = true;
CreateDeviceObjects();
}
void FramebufferManagerGLES::Init() {
FramebufferManagerCommon::Init();
// Workaround for upscaling shaders where we force x1 resolution without saving it
Resized();
CompileDraw2DProgram();
}
void FramebufferManagerGLES::SetTextureCache(TextureCacheGLES *tc) {
textureCacheGL_ = tc;
textureCache_ = tc;
}
void FramebufferManagerGLES::SetShaderManager(ShaderManagerGLES *sm) {
shaderManagerGL_ = sm;
shaderManager_ = sm;
}
void FramebufferManagerGLES::SetDrawEngine(DrawEngineGLES *td) {
drawEngineGL_ = td;
drawEngine_ = td;
}
void FramebufferManagerGLES::CreateDeviceObjects() {
CompileDraw2DProgram();
}
void FramebufferManagerGLES::DestroyDeviceObjects() {
if (draw2dprogram_) {
glsl_destroy(draw2dprogram_);
draw2dprogram_ = nullptr;
}
if (postShaderProgram_) {
glsl_destroy(postShaderProgram_);
postShaderProgram_ = nullptr;
}
if (drawPixelsTex_) {
glDeleteTextures(1, &drawPixelsTex_);
drawPixelsTex_ = 0;
}
if (stencilUploadProgram_) {
glsl_destroy(stencilUploadProgram_);
stencilUploadProgram_ = nullptr;
}
}
FramebufferManagerGLES::~FramebufferManagerGLES() {
DestroyDeviceObjects();
if (pixelBufObj_) {
for (int i = 0; i < MAX_PBO; i++) {
glDeleteBuffers(1, &pixelBufObj_[i].handle);
}
delete[] pixelBufObj_;
}
delete [] convBuf_;
}
void FramebufferManagerGLES::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
// Optimization: skip a copy if possible in a common case.
int texWidth = width;
if (srcPixelFormat == GE_FORMAT_8888 && width < srcStride) {
// Don't up the upload requirements too much if subimages are unsupported.
if (gstate_c.Supports(GPU_SUPPORTS_UNPACK_SUBIMAGE) || width >= 480) {
texWidth = srcStride;
u1 *= (float)width / texWidth;
}
}
if (drawPixelsTex_ && (drawPixelsTexFormat_ != srcPixelFormat || drawPixelsTexW_ != texWidth || drawPixelsTexH_ != height)) {
glDeleteTextures(1, &drawPixelsTex_);
drawPixelsTex_ = 0;
}
if (!drawPixelsTex_) {
drawPixelsTex_ = textureCacheGL_->AllocTextureName();
drawPixelsTexW_ = texWidth;
drawPixelsTexH_ = height;
// Initialize backbuffer texture for DrawPixels
glBindTexture(GL_TEXTURE_2D, drawPixelsTex_);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
drawPixelsTexFormat_ = srcPixelFormat;
} else {
glBindTexture(GL_TEXTURE_2D, drawPixelsTex_);
}
// TODO: We can just change the texture format and flip some bits around instead of this.
// Could share code with the texture cache perhaps.
bool useConvBuf = false;
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != texWidth) {
useConvBuf = true;
u32 neededSize = texWidth * height * 4;
if (!convBuf_ || convBufSize_ < neededSize) {
delete [] convBuf_;
convBuf_ = new u8[neededSize];
convBufSize_ = neededSize;
}
for (int y = 0; y < height; y++) {
switch (srcPixelFormat) {
case GE_FORMAT_565:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * texWidth * y;
ConvertRGBA565ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_5551:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * texWidth * y;
ConvertRGBA5551ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_4444:
{
const u16 *src = (const u16 *)srcPixels + srcStride * y;
u8 *dst = convBuf_ + 4 * texWidth * y;
ConvertRGBA4444ToRGBA8888((u32 *)dst, src, width);
}
break;
case GE_FORMAT_8888:
{
const u8 *src = srcPixels + srcStride * 4 * y;
u8 *dst = convBuf_ + 4 * texWidth * y;
memcpy(dst, src, 4 * width);
}
break;
case GE_FORMAT_INVALID:
_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
break;
}
}
}
// Try to skip uploading the unnecessary parts.
if (gstate_c.Supports(GPU_SUPPORTS_UNPACK_SUBIMAGE) && width != texWidth) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, texWidth);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texWidth, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels);
}
CHECK_GL_ERROR_IF_DEBUG();
}
void FramebufferManagerGLES::SetViewport2D(int x, int y, int w, int h) {
glstate.viewport.set(x, y, w, h);
}
// x, y, w, h are relative coordinates against destW/destH, which is not very intuitive.
// TODO: This could totally use fbo_blit in many cases.
void FramebufferManagerGLES::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {
float texCoords[8] = {
u0,v0,
u1,v0,
u1,v1,
u0,v1,
};
static const GLushort indices[4] = {0,1,3,2};
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
float temp[8];
int rotation = 0;
// Vertical and Vertical180 needed swapping after we changed the coordinate system.
switch (uvRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break;
case ROTATION_LOCKED_VERTICAL: rotation = 6; break;
case ROTATION_LOCKED_VERTICAL180: rotation = 2; break;
}
for (int i = 0; i < 8; i++) {
temp[i] = texCoords[(i + rotation) & 7];
}
memcpy(texCoords, temp, sizeof(temp));
}
float pos[12] = {
x,y,0,
x+w,y,0,
x+w,y+h,0,
x,y+h,0
};
float invDestW = 1.0f / (destW * 0.5f);
float invDestH = 1.0f / (destH * 0.5f);
for (int i = 0; i < 4; i++) {
pos[i * 3] = pos[i * 3] * invDestW - 1.0f;
pos[i * 3 + 1] = pos[i * 3 + 1] * invDestH - 1.0f;
}
// Upscaling postshaders doesn't look well with linear
if (flags & DRAWTEX_LINEAR) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
const GLSLProgram *program = glsl_get_program();
if (!program) {
ERROR_LOG(FRAMEBUF, "Trying to DrawActiveTexture() without a program");
return;
}
glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(program->a_texcoord0);
if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
drawEngineGL_->BindBuffer(pos, sizeof(pos), texCoords, sizeof(texCoords));
drawEngineGL_->BindElementBuffer(indices, sizeof(indices));
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, 0);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, (void *)sizeof(pos));
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0);
} else {
glstate.arrayBuffer.unbind();
glstate.elementArrayBuffer.unbind();
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, indices);
}
glDisableVertexAttribArray(program->a_position);
glDisableVertexAttribArray(program->a_texcoord0);
}
void FramebufferManagerGLES::RebindFramebuffer() {
FramebufferManagerCommon::RebindFramebuffer();
if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE)
glstate.viewport.restore();
}
void FramebufferManagerGLES::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
if (!useBufferedRendering_ || !vfb->fbo) {
return;
}
// Technically, we should at this point re-interpret the bytes of the old format to the new.
// That might get tricky, and could cause unnecessary slowness in some games.
// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
// (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.)
//
// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
// to exactly reproduce in 4444 and 8888 formats.
if (old == GE_FORMAT_565) {
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
} else {
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
}
RebindFramebuffer();
}
void FramebufferManagerGLES::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
if (g_Config.bDisableSlowFramebufEffects) {
return;
}
bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
bool matchingSize = src->width == dst->width && src->height == dst->height;
// Note: we don't use CopyFramebufferImage here, because it would copy depth AND stencil. See #9740.
if (matchingDepthBuffer && matchingSize) {
int w = std::min(src->renderWidth, dst->renderWidth);
int h = std::min(src->renderHeight, dst->renderHeight);
if (gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT)) {
// Let's only do this if not clearing depth.
glstate.scissorTest.force(false);
draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST);
dst->last_frame_depth_updated = gpuStats.numFlips;
glstate.scissorTest.restore();
}
}
}
void FramebufferManagerGLES::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
if (!framebuffer->fbo || !useBufferedRendering_) {
glBindTexture(GL_TEXTURE_2D, 0);
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
return;
}
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
// Let's just not bother with the copy in that case.
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
skipCopy = true;
}
if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) {
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
Draw::Framebuffer *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
if (renderCopy) {
VirtualFramebuffer copyInfo = *framebuffer;
copyInfo.fbo = renderCopy;
CopyFramebufferForColorTexture(&copyInfo, framebuffer, flags);
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
} else {
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
}
} else {
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
}
}
void FramebufferManagerGLES::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
PROFILE_THIS_SCOPE("gpu-readback");
if (sync) {
// flush async just in case when we go for synchronous update
// Doesn't actually pack when sent a null argument.
PackFramebufferAsync_(nullptr);
}
if (vfb) {
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
OptimizeDownloadRange(vfb, x, y, w, h);
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
// PackFramebufferSync_() - Synchronous pixel data transfer using glReadPixels
// PackFramebufferAsync_() - Asynchronous pixel data transfer using glReadPixels with PBOs
if (gl_extensions.IsGLES) {
PackFramebufferSync_(nvfb, x, y, w, h);
} else {
// TODO: Can we fall back to sync without these?
if (gl_extensions.ARB_pixel_buffer_object && gstate_c.Supports(GPU_SUPPORTS_OES_TEXTURE_NPOT)) {
if (!sync) {
PackFramebufferAsync_(nvfb);
} else {
PackFramebufferSync_(nvfb, x, y, w, h);
}
}
}
textureCacheGL_->ForgetLastTexture();
RebindFramebuffer();
}
}
void FramebufferManagerGLES::DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) {
PROFILE_THIS_SCOPE("gpu-readback");
// Flush async just in case.
PackFramebufferAsync_(nullptr);
FramebufferManagerCommon::DownloadFramebufferForClut(fb_address, loadBytes);
}
bool FramebufferManagerGLES::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
// When updating VRAM, it need to be exact format.
if (!gstate_c.Supports(GPU_PREFER_CPU_DOWNLOAD)) {
switch (nvfb->format) {
case GE_FORMAT_4444:
nvfb->colorDepth = Draw::FBO_4444;
break;
case GE_FORMAT_5551:
nvfb->colorDepth = Draw::FBO_5551;
break;
case GE_FORMAT_565:
nvfb->colorDepth = Draw::FBO_565;
break;
case GE_FORMAT_8888:
default:
nvfb->colorDepth = Draw::FBO_8888;
break;
}
}
nvfb->fbo = draw_->CreateFramebuffer({ nvfb->width, nvfb->height, 1, 1, false, (Draw::FBColorDepth)nvfb->colorDepth });
if (!nvfb->fbo) {
ERROR_LOG(FRAMEBUF, "Error creating GL FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
return false;
}
return true;
}
void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
_assert_msg_(G3D, nvfb->fbo, "Expecting a valid nvfb in UpdateDownloadTempBuffer");
// Discard the previous contents of this buffer where possible.
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
} else if (gl_extensions.IsGLES) {
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
}
CHECK_GL_ERROR_IF_DEBUG();
}
void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.
if (useBufferedRendering_)
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
return;
}
bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT);
bool useNV = useBlit && !gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT);
float srcXFactor = useBlit ? (float)src->renderWidth / (float)src->bufferWidth : 1.0f;
float srcYFactor = useBlit ? (float)src->renderHeight / (float)src->bufferHeight : 1.0f;
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
if (srcBpp != bpp && bpp != 0) {
srcXFactor = (srcXFactor * bpp) / srcBpp;
}
int srcX1 = srcX * srcXFactor;
int srcX2 = (srcX + w) * srcXFactor;
int srcY1 = srcY * srcYFactor;
int srcY2 = (srcY + h) * srcYFactor;
float dstXFactor = useBlit ? (float)dst->renderWidth / (float)dst->bufferWidth : 1.0f;
float dstYFactor = useBlit ? (float)dst->renderHeight / (float)dst->bufferHeight : 1.0f;
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
if (dstBpp != bpp && bpp != 0) {
dstXFactor = (dstXFactor * bpp) / dstBpp;
}
int dstX1 = dstX * dstXFactor;
int dstX2 = (dstX + w) * dstXFactor;
int dstY1 = dstY * dstYFactor;
int dstY2 = (dstY + h) * dstYFactor;
if (src == dst && srcX == dstX && srcY == dstY) {
// Let's just skip a copy where the destination is equal to the source.
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
return;
}
if (gstate_c.Supports(GPU_SUPPORTS_ANY_COPY_IMAGE)) {
// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
// In case the src goes outside, we just skip the optimization in that case.
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
const bool sameDepth = dst->colorDepth == src->colorDepth;
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
if (sameSize && sameDepth && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT);
CHECK_GL_ERROR_IF_DEBUG();
return;
}
}
glstate.scissorTest.force(false);
if (useBlit) {
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST);
} else {
draw_->BindFramebufferAsRenderTarget(dst->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
draw_->BindFramebufferAsTexture(src->fbo, 0, Draw::FB_COLOR_BIT, 0);
// Make sure our 2D drawing program is ready. Compiles only if not already compiled.
CompileDraw2DProgram();
glstate.viewport.force(0, 0, dst->renderWidth, dst->renderHeight);
glstate.blend.force(false);
glstate.cullFace.force(false);
glstate.depthTest.force(false);
glstate.stencilTest.force(false);
#if !defined(USING_GLES2)
glstate.colorLogicOp.force(false);
#endif
glstate.colorMask.force(true, true, true, true);
glstate.stencilMask.force(0xFF);
// The first four coordinates are relative to the 6th and 7th arguments of DrawActiveTexture.
// Should maybe revamp that interface.
float srcW = src->bufferWidth;
float srcH = src->bufferHeight;
glsl_bind(draw2dprogram_);
DrawActiveTexture(dstX1, dstY1, w * dstXFactor, h, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
textureCacheGL_->ForgetLastTexture();
glstate.viewport.restore();
glstate.blend.restore();
glstate.cullFace.restore();
glstate.depthTest.restore();
glstate.stencilTest.restore();
#if !defined(USING_GLES2)
glstate.colorLogicOp.restore();
#endif
glstate.colorMask.restore();
glstate.stencilMask.restore();
}
glstate.scissorTest.restore();
CHECK_GL_ERROR_IF_DEBUG();
}
// TODO: SSE/NEON
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
const u32 *src32 = (const u32 *)src;
if (format == GE_FORMAT_8888) {
u32 *dst32 = (u32 *)dst;
if (src == dst) {
return;
} else {
// Here let's assume they don't intersect
for (u32 y = 0; y < height; ++y) {
memcpy(dst32, src32, width * 4);
src32 += srcStride;
dst32 += dstStride;
}
}
} else {
// But here it shouldn't matter if they do intersect
u16 *dst16 = (u16 *)dst;
switch (format) {
case GE_FORMAT_565: // BGR 565
{
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_5551: // ABGR 1555
{
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_4444: // ABGR 4444
{
for (u32 y = 0; y < height; ++y) {
ConvertRGBA8888ToRGBA4444(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
}
break;
case GE_FORMAT_8888:
case GE_FORMAT_INVALID:
// Not possible.
break;
}
}
}
void FramebufferManagerGLES::PackFramebufferAsync_(VirtualFramebuffer *vfb) {
CHECK_GL_ERROR_IF_DEBUG();
GLubyte *packed = 0;
bool unbind = false;
const u8 nextPBO = (currentPBO_ + 1) % MAX_PBO;
const bool useCPU = gstate_c.Supports(GPU_PREFER_CPU_DOWNLOAD);
// We'll prepare two PBOs to switch between readying and reading
if (!pixelBufObj_) {
if (!vfb) {
// This call is just to flush the buffers. We don't have any yet,
// so there's nothing to do.
return;
}
GLuint pbos[MAX_PBO];
glGenBuffers(MAX_PBO, pbos);
pixelBufObj_ = new AsyncPBO[MAX_PBO];
for (int i = 0; i < MAX_PBO; i++) {
pixelBufObj_[i].handle = pbos[i];
pixelBufObj_[i].maxSize = 0;
pixelBufObj_[i].reading = false;
}
}
// Receive previously requested data from a PBO
AsyncPBO &pbo = pixelBufObj_[nextPBO];
if (pbo.reading) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
#ifdef USING_GLES2
// Not on desktop GL 2.x...
packed = (GLubyte *)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, pbo.size, GL_MAP_READ_BIT);
#else
packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
#endif
if (packed) {
DEBUG_LOG(FRAMEBUF, "Reading PBO to memory , bufSize = %u, packed = %p, fb_address = %08x, stride = %u, pbo = %u",
pbo.size, packed, pbo.fb_address, pbo.stride, nextPBO);
if (useCPU) {
u8 *dst = Memory::GetPointer(pbo.fb_address);
ConvertFromRGBA8888(dst, packed, pbo.stride, pbo.stride, pbo.stride, pbo.height, pbo.format);
} else {
// We don't need to convert, GPU already did (or should have)
Memory::MemcpyUnchecked(pbo.fb_address, packed, pbo.size);
}
pbo.reading = false;
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
unbind = true;
}
// Order packing/readback of the framebuffer
if (vfb) {
bool reverseOrder = gstate_c.Supports(GPU_PREFER_REVERSE_COLOR_ORDER);
Draw::DataFormat dataFmt = Draw::DataFormat::UNDEFINED;
switch (vfb->format) {
case GE_FORMAT_4444:
dataFmt = (reverseOrder ? Draw::DataFormat::A4R4G4B4_UNORM_PACK16 : Draw::DataFormat::B4G4R4A4_UNORM_PACK16);
break;
case GE_FORMAT_5551:
dataFmt = (reverseOrder ? Draw::DataFormat::A1R5G5B5_UNORM_PACK16 : Draw::DataFormat::B5G5R5A1_UNORM_PACK16);
break;
case GE_FORMAT_565:
dataFmt = (reverseOrder ? Draw::DataFormat::R5G6B5_UNORM_PACK16 : Draw::DataFormat::B5G6R5_UNORM_PACK16);
break;
case GE_FORMAT_8888:
dataFmt = Draw::DataFormat::R8G8B8A8_UNORM;
break;
};
if (useCPU) {
dataFmt = Draw::DataFormat::R8G8B8A8_UNORM;
}
int pixelSize = (int)DataFormatSizeInBytes(dataFmt);
int align = pixelSize;
// If using the CPU, we need 4 bytes per pixel always.
u32 bufSize = vfb->fb_stride * vfb->height * pixelSize;
u32 fb_address = (0x04000000) | vfb->fb_address;
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferAsync_: vfb->fbo == 0");
return;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[currentPBO_].handle);
if (pixelBufObj_[currentPBO_].maxSize < bufSize) {
// We reserve a buffer big enough to fit all those pixels
glBufferData(GL_PIXEL_PACK_BUFFER, bufSize, NULL, GL_DYNAMIC_READ);
pixelBufObj_[currentPBO_].maxSize = bufSize;
}
// TODO: This is a hack since PBOs have not been implemented in Thin3D yet (and maybe shouldn't? maybe should do this internally?)
draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->fb_stride, vfb->height, dataFmt, nullptr, vfb->fb_stride);
unbind = true;
pixelBufObj_[currentPBO_].fb_address = fb_address;
pixelBufObj_[currentPBO_].size = bufSize;
pixelBufObj_[currentPBO_].stride = vfb->fb_stride;
pixelBufObj_[currentPBO_].height = vfb->height;
pixelBufObj_[currentPBO_].format = vfb->format;
pixelBufObj_[currentPBO_].reading = true;
}
currentPBO_ = nextPBO;
if (unbind) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
CHECK_GL_ERROR_IF_DEBUG();
}
void FramebufferManagerGLES::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0");
return;
}
int possibleH = std::max(vfb->height - y, 0);
if (h > possibleH) {
h = possibleH;
}
bool convert = vfb->format != GE_FORMAT_8888;
const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
const int packWidth = std::min(vfb->fb_stride, std::min(x + w, (int)vfb->width));
// Pixel size always 4 here because we always request RGBA8888
u32 bufSize = packWidth * h * 4;
u32 fb_address = 0x04000000 | vfb->fb_address;
if (gl_extensions.IsGLES && !gl_extensions.GLES3 && packWidth != vfb->fb_stride && h != 1) {
// Need to use a temp buffer, since GLES2 doesn't support GL_PACK_ROW_LENGTH.
convert = true;
}
int dstByteOffset = y * vfb->fb_stride * dstBpp;
u8 *dst = Memory::GetPointer(fb_address + dstByteOffset);
u8 *packed = nullptr;
if (!convert) {
packed = (u8 *)dst;
} else {
// End result may be 16-bit but we are reading 32-bit, so there may not be enough space at fb_address
if (!convBuf_ || convBufSize_ < bufSize) {
delete [] convBuf_;
convBuf_ = new u8[bufSize];
convBufSize_ = bufSize;
}
packed = convBuf_;
}
if (packed) {
DEBUG_LOG(FRAMEBUF, "Reading framebuffer to mem, bufSize = %u, fb_address = %08x", bufSize, fb_address);
// Avoid reading the part between width and stride, if possible.
int packStride = convert || h == 1 ? packWidth : vfb->fb_stride;
draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, y, packWidth, h, Draw::DataFormat::R8G8B8A8_UNORM, packed, packStride);
if (convert) {
ConvertFromRGBA8888(dst, packed, vfb->fb_stride, packStride, packWidth, h, vfb->format);
}
}
// TODO: Move this into Thin3d.
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
#ifdef USING_GLES2
// GLES3 doesn't support using GL_READ_FRAMEBUFFER here.
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
const GLenum target = GL_FRAMEBUFFER;
#else
const GLenum target = GL_READ_FRAMEBUFFER;
#endif
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(target, 3, attachments);
}
CHECK_GL_ERROR_IF_DEBUG();
}
void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
return;
}
// Pixel size always 4 here because we always request float
const u32 bufSize = vfb->z_stride * (h - y) * 4;
const u32 z_address = (0x04000000) | vfb->z_address;
const int packWidth = std::min(vfb->z_stride, std::min(x + w, (int)vfb->width));
if (!convBuf_ || convBufSize_ < bufSize) {
delete [] convBuf_;
convBuf_ = new u8[bufSize];
convBufSize_ = bufSize;
}
DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_DEPTH_BIT, 0, y, packWidth, h, Draw::DataFormat::D32F, convBuf_, vfb->z_stride);
int dstByteOffset = y * vfb->z_stride * sizeof(u16);
u16 *depth = (u16 *)Memory::GetPointer(z_address + dstByteOffset);
GLfloat *packed = (GLfloat *)convBuf_;
int totalPixels = h == 1 ? packWidth : vfb->z_stride * h;
for (int yp = 0; yp < h; ++yp) {
int row_offset = vfb->z_stride * yp;
for (int xp = 0; xp < packWidth; ++xp) {
const int i = row_offset + xp;
float scaled = FromScaledDepth(packed[i]);
if (scaled <= 0.0f) {
depth[i] = 0;
} else if (scaled >= 65535.0f) {
depth[i] = 65535;
} else {
depth[i] = (int)scaled;
}
}
}
CHECK_GL_ERROR_IF_DEBUG();
}
void FramebufferManagerGLES::EndFrame() {
CHECK_GL_ERROR_IF_DEBUG();
// Let's explicitly invalidate any temp FBOs used during this frame.
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
for (auto temp : tempFBOs_) {
if (temp.second.last_frame_used < gpuStats.numFlips) {
continue;
}
draw_->BindFramebufferAsRenderTarget(temp.second.fbo, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
}
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP , Draw::RPAction::KEEP, Draw::RPAction::KEEP });
}
CHECK_GL_ERROR_IF_DEBUG();
}
void FramebufferManagerGLES::DeviceLost() {
DestroyAllFBOs();
DestroyDeviceObjects();
}
void FramebufferManagerGLES::DeviceRestore(Draw::DrawContext *draw) {
draw_ = draw;
CreateDeviceObjects();
}
void FramebufferManagerGLES::DestroyAllFBOs() {
CHECK_GL_ERROR_IF_DEBUG();
currentRenderVfb_ = 0;
displayFramebuf_ = 0;
prevDisplayFramebuf_ = 0;
prevPrevDisplayFramebuf_ = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
INFO_LOG(FRAMEBUF, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
DestroyFramebuf(vfb);
}
vfbs_.clear();
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *vfb = bvfbs_[i];
DestroyFramebuf(vfb);
}
bvfbs_.clear();
for (auto it = tempFBOs_.begin(), end = tempFBOs_.end(); it != end; ++it) {
it->second.fbo->Release();
}
tempFBOs_.clear();
SetNumExtraFBOs(0);
DisableState();
CHECK_GL_ERROR_IF_DEBUG();
}
void FramebufferManagerGLES::Resized() {
FramebufferManagerCommon::Resized();
if (UpdateSize()) {
DestroyAllFBOs();
}
#ifndef USING_GLES2
if (g_Config.iInternalResolution == 0) {
glLineWidth(std::max(1, (int)(renderWidth_ / 480)));
glPointSize(std::max(1.0f, (float)(renderWidth_ / 480.f)));
} else {
glLineWidth(g_Config.iInternalResolution);
glPointSize((float)g_Config.iInternalResolution);
}
#endif
}
bool FramebufferManagerGLES::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
int w, h;
draw_->GetFramebufferDimensions(nullptr, &w, &h);
buffer.Allocate(w, h, GPU_DBG_FORMAT_888_RGB, true);
draw_->CopyFramebufferToMemorySync(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8_UNORM, buffer.GetData(), w);
return true;
}