scummvm/backends/graphics3d/android/texture.cpp
Le Philousophe 24565a5bd8 ANDROID: Rework 3D GLES textures
The abstraction added will allow the backend to allow surface
customization
2021-12-16 00:09:25 +01:00

592 lines
16 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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; either version 2
* of the License, or (at your option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
// Allow use of stuff in <time.h>
#define FORBIDDEN_SYMBOL_EXCEPTION_time_h
// Disable printf override in common/forbidden.h to avoid
// clashes with log.h from the Android SDK.
// That header file uses
// __attribute__ ((format(printf, 3, 4)))
// which gets messed up by our override mechanism; this could
// be avoided by either changing the Android SDK to use the equally
// legal and valid
// __attribute__ ((format(printf, 3, 4)))
// or by refining our printf override to use a varadic macro
// (which then wouldn't be portable, though).
// Anyway, for now we just disable the printf override globally
// for the Android port
#define FORBIDDEN_SYMBOL_EXCEPTION_printf
#include "base/main.h"
#include "graphics/surface.h"
#include "graphics/opengl/shader.h"
#include "graphics/opengl/context.h"
#include "common/rect.h"
#include "common/array.h"
#include "common/util.h"
#include "backends/platform/android/android.h"
#include "backends/platform/android/jni-android.h"
#include "backends/graphics3d/android/texture.h"
// Supported GL extensions
bool GLESBaseTexture::_npot_supported = false;
OpenGL::ShaderGL *GLESBaseTexture::_box_shader = nullptr;
GLuint GLESBaseTexture::_verticesVBO = 0;
template<class T>
static T nextHigher2(T k) {
if (k == 0) {
return 1;
}
--k;
for (uint i = 1; i < sizeof(T) * CHAR_BIT; i <<= 1) {
k = k | k >> i;
}
return k + 1;
}
static const GLfloat vertices[] = {
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
};
void GLESBaseTexture::initGL() {
_npot_supported = OpenGLContext.NPOTSupported;
const char *attributes[] = { "position", "texcoord", NULL };
_box_shader = OpenGL::ShaderGL::fromStrings("control", OpenGL::BuiltinShaders::controlVertex,
OpenGL::BuiltinShaders::controlFragment, attributes);
_verticesVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
_box_shader->enableVertexAttribute("position", _verticesVBO, 2, GL_FLOAT, GL_TRUE,
2 * sizeof(float), 0);
_box_shader->enableVertexAttribute("texcoord", _verticesVBO, 2, GL_FLOAT, GL_TRUE,
2 * sizeof(float), 0);
}
void GLESBaseTexture::unbindShader() {
if (_box_shader) {
_box_shader->unbind();
}
}
GLESBaseTexture::GLESBaseTexture(GLenum glFormat, GLenum glType,
Graphics::PixelFormat pixelFormat) :
_glFormat(glFormat),
_glType(glType),
_glFilter(GL_NEAREST),
_texture_name(0),
_surface(),
_texture_width(0),
_texture_height(0),
_draw_rect(),
_all_dirty(false),
_dirty_rect(),
_pixelFormat(pixelFormat),
_palettePixelFormat(),
_is_game_texture(false) {
GLCALL(glGenTextures(1, &_texture_name));
}
GLESBaseTexture::~GLESBaseTexture() {
release();
}
void GLESBaseTexture::release() {
if (_texture_name) {
GLCALL(glDeleteTextures(1, &_texture_name));
_texture_name = 0;
}
}
void GLESBaseTexture::reinit() {
GLCALL(glGenTextures(1, &_texture_name));
initSize();
setDirty();
}
void GLESBaseTexture::initSize() {
// Allocate room for the texture now, but pixel data gets uploaded
// later (perhaps with multiple TexSubImage2D operations).
GLCALL(glBindTexture(GL_TEXTURE_2D, _texture_name));
GLCALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glFormat,
_texture_width, _texture_height,
0, _glFormat, _glType, 0));
}
void GLESBaseTexture::setLinearFilter(bool value) {
if (value) {
_glFilter = GL_LINEAR;
} else {
_glFilter = GL_NEAREST;
}
GLCALL(glBindTexture(GL_TEXTURE_2D, _texture_name));
GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
}
void GLESBaseTexture::allocBuffer(GLuint w, GLuint h) {
_surface.w = w;
_surface.h = h;
_surface.format = _pixelFormat;
if (w == _texture_width && h == _texture_height) {
return;
}
if (_npot_supported) {
_texture_width = _surface.w;
_texture_height = _surface.h;
} else {
_texture_width = nextHigher2(_surface.w);
_texture_height = nextHigher2(_surface.h);
}
initSize();
}
void GLESBaseTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h,
const Common::Rect &clip) {
if (_all_dirty) {
_dirty_rect.top = 0;
_dirty_rect.left = 0;
_dirty_rect.bottom = _surface.h;
_dirty_rect.right = _surface.w;
_all_dirty = false;
}
if (!_dirty_rect.isEmpty()) {
void *tex = prepareTextureBuffer(_dirty_rect);
GLCALL(glBindTexture(GL_TEXTURE_2D, _texture_name));
GLCALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
GLCALL(glTexSubImage2D(GL_TEXTURE_2D, 0,
_dirty_rect.left, _dirty_rect.top,
_dirty_rect.width(), _dirty_rect.height(),
_glFormat, _glType, tex));
}
// LOGD("*** Texture %p: Drawing %dx%d rect to (%d,%d)", this, w, h, x, y);
assert(_box_shader);
_box_shader->use();
GLCALL(glBindTexture(GL_TEXTURE_2D, _texture_name));
const GLfloat offsetX = float(x) / float(JNI::egl_surface_width);
const GLfloat offsetY = float(y) / float(JNI::egl_surface_height);
const GLfloat sizeW = float(w) / float(JNI::egl_surface_width);
const GLfloat sizeH = float(h) / float(JNI::egl_surface_height);
Math::Vector4d clipV = Math::Vector4d(clip.left, clip.top, clip.right, clip.bottom);
clipV.x() /= _texture_width;
clipV.y() /= _texture_height;
clipV.z() /= _texture_width;
clipV.w() /= _texture_height;
// LOGD("*** Drawing at (%f,%f) , size %f x %f", float(x) / float(_surface.w), float(y) / float(_surface.h), tex_width, tex_height);
_box_shader->setUniform("offsetXY", Math::Vector2d(offsetX, offsetY));
_box_shader->setUniform("sizeWH", Math::Vector2d(sizeW, sizeH));
_box_shader->setUniform("clip", clipV);
_box_shader->setUniform("flipY", !_is_game_texture);
GLCALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
clearDirty();
}
const Graphics::PixelFormat &GLESBaseTexture::getPixelFormat() const {
return _pixelFormat;
}
GLESTexture::GLESTexture(GLenum glFormat, GLenum glType,
Graphics::PixelFormat pixelFormat) :
GLESBaseTexture(glFormat, glType, pixelFormat),
_pixels(nullptr),
_buf(nullptr) {
}
GLESTexture::~GLESTexture() {
delete[] _buf;
delete[] _pixels;
}
void GLESTexture::allocBuffer(GLuint w, GLuint h) {
GLuint oldw = _surface.w;
GLuint oldh = _surface.h;
GLESBaseTexture::allocBuffer(w, h);
_surface.pitch = w * _pixelFormat.bytesPerPixel;
if (_surface.w == oldw && _surface.h == oldh) {
fillBuffer(0);
return;
}
delete[] _buf;
delete[] _pixels;
_pixels = new byte[w * h * _surface.format.bytesPerPixel];
_surface.setPixels(_pixels);
fillBuffer(0);
_buf = new byte[w * h * _surface.format.bytesPerPixel];
}
void GLESTexture::updateBuffer(GLuint x, GLuint y, GLuint w, GLuint h,
const void *buf, int pitch_buf) {
setDirtyRect(Common::Rect(x, y, x + w, y + h));
const byte *src = (const byte *)buf;
byte *dst = _pixels + y * _surface.pitch + x * _surface.format.bytesPerPixel;
do {
memcpy(dst, src, w * _surface.format.bytesPerPixel);
dst += _surface.pitch;
src += pitch_buf;
} while (--h);
}
void GLESTexture::fillBuffer(uint32 color) {
assert(_surface.getPixels());
if (_pixelFormat.bytesPerPixel == 1 ||
((color & 0xff) == ((color >> 8) & 0xff))) {
memset(_pixels, color & 0xff, _surface.pitch * _surface.h);
} else {
Common::fill(_pixels, _pixels + _surface.pitch * _surface.h,
(uint16)color);
}
setDirty();
}
void *GLESTexture::prepareTextureBuffer(const Common::Rect &rect) {
if (rect.width() == _surface.w) {
return _pixels + rect.top * _surface.pitch;
} else {
byte *tex = _buf;
byte *src = _pixels + rect.top * _surface.pitch +
rect.left * _surface.format.bytesPerPixel;
byte *dst = _buf;
uint16 l = rect.width() * _surface.format.bytesPerPixel;
for (uint16 i = rect.height(); i > 0; --i) {
memcpy(dst, src, l);
src += _surface.pitch;
dst += l;
}
return tex;
}
}
void GLESTexture::readPixels() {
GLCALL(glReadPixels(0, 0, _surface.w, _surface.h, _glFormat, _glType,
_pixels));
setDirty();
}
GLESFakePaletteTexture::GLESFakePaletteTexture(GLenum glFormat, GLenum glType,
Graphics::PixelFormat pixelFormat) :
GLESBaseTexture(glFormat, glType, pixelFormat),
_pixels(nullptr) {
_palettePixelFormat = pixelFormat;
_fake_format = Graphics::PixelFormat::createFormatCLUT8();
}
GLESFakePaletteTexture::~GLESFakePaletteTexture() {
delete[] _pixels;
}
void GLESFakePaletteTexture::allocBuffer(GLuint w, GLuint h) {
GLuint oldw = _surface.w;
GLuint oldh = _surface.h;
GLESBaseTexture::allocBuffer(w, h);
_surface.format = Graphics::PixelFormat::createFormatCLUT8();
_surface.pitch = w;
if (_surface.w == oldw && _surface.h == oldh) {
fillBuffer(0);
return;
}
delete[] _pixels;
_pixels = nullptr;
_pixels = new byte[w * h];
// fixup surface, for the outside this is a CLUT8 surface
_surface.setPixels(_pixels);
fillBuffer(0);
}
void GLESFakePaletteTexture::fillBuffer(uint32 color) {
assert(_surface.getPixels());
memset(_surface.getPixels(), color & 0xff, _surface.pitch * _surface.h);
setDirty();
}
void GLESFakePaletteTexture::updateBuffer(GLuint x, GLuint y,
GLuint w, GLuint h, const void *buf, int pitch_buf) {
setDirtyRect(Common::Rect(x, y, x + w, y + h));
const byte *src = (const byte *)buf;
byte *dst = _pixels + y * _surface.pitch + x;
do {
memcpy(dst, src, w);
dst += _surface.pitch;
src += pitch_buf;
} while (--h);
}
GLESFakePalette16Texture::GLESFakePalette16Texture(GLenum glFormat, GLenum glType,
Graphics::PixelFormat pixelFormat) :
GLESFakePaletteTexture(glFormat, glType, pixelFormat),
_palette(nullptr),
_buf(nullptr) {
_palette = new uint16[256];
memset(_palette, 0, sizeof(*_palette) * 256);
}
GLESFakePalette16Texture::~GLESFakePalette16Texture() {
delete[] _buf;
delete[] _palette;
}
void GLESFakePalette16Texture::allocBuffer(GLuint w, GLuint h) {
delete[] _buf;
_buf = nullptr;
GLESFakePaletteTexture::allocBuffer(w, h);
_buf = new uint16[w * h];
}
void *GLESFakePalette16Texture::prepareTextureBuffer(const Common::Rect &rect) {
int16 w = rect.width();
byte *src = _pixels + rect.top * _surface.pitch +
rect.left;
uint16 *dst = _buf;
uint pitch_delta = _surface.pitch - w;
for (uint16 j = rect.height(); j > 0; --j) {
for (uint16 i = 0; i < w; ++i) {
*dst++ = _palette[*src++];
}
src += pitch_delta;
}
return _buf;
}
void GLESFakePalette16Texture::setPalette(const byte *colors, uint start, uint num) {
uint16 *p = _palette + start;
for (uint i = 0; i < num; ++i, colors += 3, ++p) {
*p = _palettePixelFormat.RGBToColor(colors[0], colors[1], colors[2]);
}
}
void GLESFakePalette16Texture::grabPalette(byte *colors, uint start, uint num) const {
const uint16 *p = _palette + start;
for (uint i = 0; i < num; ++i, colors += 3, ++p) {
_palettePixelFormat.colorToRGB(*p, colors[0], colors[1], colors[2]);
}
}
GLESFakePalette565Texture::GLESFakePalette565Texture() :
GLESFakePalette16Texture(GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
GLES565Texture::pixelFormat()) {
}
GLESFakePalette5551Texture::GLESFakePalette5551Texture() :
GLESFakePalette16Texture(GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
GLES5551Texture::pixelFormat()),
_keycolor(0) {
}
void GLESFakePalette5551Texture::setKeycolor(byte color) {
uint16 *p = _palette + _keycolor;
*p |= 1;
_keycolor = color;
p = _palette + _keycolor;
*p &= ~1;
}
GLESFakePalette888Texture::GLESFakePalette888Texture() :
GLESFakePaletteTexture(GL_RGB, GL_UNSIGNED_BYTE,
GLES888Texture::pixelFormat()),
_palette(nullptr),
_buf(nullptr) {
_palette = new byte[256 * 3];
memset(_palette, 0, 256 * 3);
}
GLESFakePalette888Texture::~GLESFakePalette888Texture() {
delete[] _buf;
delete[] _palette;
}
void GLESFakePalette888Texture::allocBuffer(GLuint w, GLuint h) {
delete[] _buf;
_buf = nullptr;
GLESFakePaletteTexture::allocBuffer(w, h);
_buf = new byte[w * h * 3];
}
void *GLESFakePalette888Texture::prepareTextureBuffer(const Common::Rect &rect) {
int16 w = rect.width();
byte *src = _pixels + rect.top * _surface.pitch +
rect.left;
byte *dst = _buf;
uint pitch_delta = _surface.pitch - w;
for (uint16 j = rect.height(); j > 0; --j) {
for (uint16 i = 0; i < w; ++i) {
byte c = *src++;
byte *p = _palette + c * 3;
*dst++ = *p++;
*dst++ = *p++;
*dst++ = *p++;
}
src += pitch_delta;
}
return _buf;
}
void GLESFakePalette888Texture::setPalette(const byte *colors, uint start, uint num) {
memcpy(_palette + start * 3, colors, num * 3);
}
void GLESFakePalette888Texture::grabPalette(byte *colors, uint start, uint num) const {
memcpy(colors, _palette + start * 3, num * 3);
}
GLESFakePalette8888Texture::GLESFakePalette8888Texture() :
GLESFakePaletteTexture(GL_RGBA, GL_UNSIGNED_BYTE,
GLES8888Texture::pixelFormat()),
_palette(nullptr),
_buf(nullptr),
_keycolor(0) {
_palette = new uint32[256];
memset(_palette, 0, sizeof(*_palette) * 256);
}
GLESFakePalette8888Texture::~GLESFakePalette8888Texture() {
delete[] _buf;
delete[] _palette;
}
void GLESFakePalette8888Texture::allocBuffer(GLuint w, GLuint h) {
delete[] _buf;
_buf = nullptr;
GLESFakePaletteTexture::allocBuffer(w, h);
_buf = new uint32[w * h];
}
void *GLESFakePalette8888Texture::prepareTextureBuffer(const Common::Rect &rect) {
int16 w = rect.width();
byte *src = _pixels + rect.top * _surface.pitch +
rect.left;
uint32 *dst = _buf;
uint pitch_delta = _surface.pitch - w;
for (uint16 j = rect.height(); j > 0; --j) {
for (uint16 i = 0; i < w; ++i) {
*dst++ = _palette[*src++];
}
src += pitch_delta;
}
return _buf;
}
void GLESFakePalette8888Texture::setPalette(const byte *colors, uint start, uint num) {
// We use _palette as a uint32 to ensure proper alignment but we store bytes in a endian independent fashion
// because GL_UNSIGNED_BYTE is endian neutral
byte *p = (byte *)(_palette + start);
for (uint i = 0; i < num; ++i, colors += 3, p += 4) {
p[0] = colors[0];
p[1] = colors[1];
p[2] = colors[2];
p[3] = 255;
}
}
void GLESFakePalette8888Texture::setKeycolor(byte color) {
// _palette is endian neutral even though it's an uint32
byte *p = (byte *)(_palette + _keycolor);
p[3] = 255;
_keycolor = color;
p = (byte *)(_palette + _keycolor);
p[3] = 0;
}
void GLESFakePalette8888Texture::grabPalette(byte *colors, uint start, uint num) const {
const byte *p = (byte *)(_palette + start);
for (uint i = 0; i < num; ++i, colors += 3, p += 4) {
colors[0] = p[0];
colors[1] = p[1];
colors[2] = p[2];
}
}