forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			592 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			592 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/OGL/TextureCache.h"
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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#include <fstream>
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#include <memory>
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#include <vector>
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#include "Common/GL/GLInterfaceBase.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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static SHADER s_ColorCopyProgram;
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static SHADER s_ColorMatrixProgram;
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static SHADER s_DepthMatrixProgram;
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static GLuint s_ColorMatrixUniform;
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static GLuint s_DepthMatrixUniform;
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static GLuint s_ColorCopyPositionUniform;
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static GLuint s_ColorMatrixPositionUniform;
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static GLuint s_DepthCopyPositionUniform;
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static u32 s_ColorCbufid;
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static u32 s_DepthCbufid;
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static u32 s_Textures[8];
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static u32 s_ActiveTexture;
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static SHADER s_palette_pixel_shader[3];
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static std::unique_ptr<StreamBuffer> s_palette_stream_buffer;
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static GLuint s_palette_resolv_texture;
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static GLuint s_palette_buffer_offset_uniform[3];
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static GLuint s_palette_multiplier_uniform[3];
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static GLuint s_palette_copy_position_uniform[3];
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
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                 int virtual_height, unsigned int level)
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{
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  if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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    return false;
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  int width = std::max(virtual_width >> level, 1);
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  int height = std::max(virtual_height >> level, 1);
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  std::vector<u8> data(width * height * 4);
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  glActiveTexture(GL_TEXTURE9);
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  glBindTexture(textarget, tex);
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  glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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  TextureCache::SetStage();
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  return TextureToPng(data.data(), width * 4, filename, width, height, true);
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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  if (texture)
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  {
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    for (auto& gtex : s_Textures)
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      if (gtex == texture)
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        gtex = 0;
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    glDeleteTextures(1, &texture);
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    texture = 0;
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  }
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  if (framebuffer)
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  {
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    glDeleteFramebuffers(1, &framebuffer);
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    framebuffer = 0;
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  }
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}
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TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config)
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{
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  glGenTextures(1, &texture);
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  framebuffer = 0;
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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  if (s_Textures[stage] != texture)
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  {
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    if (s_ActiveTexture != stage)
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    {
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      glActiveTexture(GL_TEXTURE0 + stage);
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      s_ActiveTexture = stage;
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    }
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    glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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    s_Textures[stage] = texture;
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  }
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}
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bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
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{
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  return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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  TCacheEntry* entry = new TCacheEntry(config);
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  glActiveTexture(GL_TEXTURE9);
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  glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
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  glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
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  if (config.rendertarget)
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  {
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    for (u32 level = 0; level <= config.levels; level++)
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    {
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      glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, config.width, config.height, config.layers,
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                   0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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    }
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    glGenFramebuffers(1, &entry->framebuffer);
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    FramebufferManager::SetFramebuffer(entry->framebuffer);
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    FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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                                           GL_TEXTURE_2D_ARRAY, entry->texture, 0);
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  }
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  TextureCache::SetStage();
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  return entry;
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}
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void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
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                                                         const MathUtil::Rectangle<int>& srcrect,
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                                                         const MathUtil::Rectangle<int>& dstrect)
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{
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  TCacheEntry* srcentry = (TCacheEntry*)source;
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  if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
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      g_ogl_config.bSupportsCopySubImage)
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  {
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    glCopyImageSubData(srcentry->texture, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
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                       texture, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
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                       dstrect.GetWidth(), dstrect.GetHeight(), srcentry->config.layers);
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    return;
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  }
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  else if (!framebuffer)
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  {
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    glGenFramebuffers(1, &framebuffer);
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    FramebufferManager::SetFramebuffer(framebuffer);
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    FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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                                           GL_TEXTURE_2D_ARRAY, texture, 0);
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  }
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  g_renderer->ResetAPIState();
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  FramebufferManager::SetFramebuffer(framebuffer);
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  glActiveTexture(GL_TEXTURE9);
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  glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
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  g_sampler_cache->BindLinearSampler(9);
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  glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
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  s_ColorCopyProgram.Bind();
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  glUniform4f(s_ColorCopyPositionUniform, float(srcrect.left), float(srcrect.top),
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              float(srcrect.GetWidth()), float(srcrect.GetHeight()));
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  glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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  FramebufferManager::SetFramebuffer(0);
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  g_renderer->RestoreAPIState();
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}
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void TextureCache::TCacheEntry::Load(const u8* buffer, u32 width, u32 height, u32 expanded_width,
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                                     u32 level)
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{
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  if (level >= config.levels)
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    PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
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  if (width != std::max(1u, config.width >> level) ||
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      height != std::max(1u, config.height >> level))
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    PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
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               std::max(1u, config.width >> level), std::max(1u, config.height >> level), width,
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               height);
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  glActiveTexture(GL_TEXTURE9);
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  glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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  if (expanded_width != width)
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    glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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  glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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               buffer);
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  if (expanded_width != width)
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    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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  TextureCache::SetStage();
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
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                                                 bool scaleByHalf, unsigned int cbufid,
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                                                 const float* colmat)
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{
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  g_renderer->ResetAPIState();  // reset any game specific settings
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  // Make sure to resolve anything we need to read from.
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  const GLuint read_texture = is_depth_copy ?
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                                  FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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                                  FramebufferManager::ResolveAndGetRenderTarget(srcRect);
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  FramebufferManager::SetFramebuffer(framebuffer);
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  OpenGL_BindAttributelessVAO();
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  glActiveTexture(GL_TEXTURE9);
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  glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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  if (scaleByHalf)
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    g_sampler_cache->BindLinearSampler(9);
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  else
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    g_sampler_cache->BindNearestSampler(9);
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  glViewport(0, 0, config.width, config.height);
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  GLuint uniform_location;
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  if (is_depth_copy)
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  {
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    s_DepthMatrixProgram.Bind();
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    if (s_DepthCbufid != cbufid)
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      glUniform4fv(s_DepthMatrixUniform, 5, colmat);
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    s_DepthCbufid = cbufid;
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    uniform_location = s_DepthCopyPositionUniform;
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  }
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  else
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  {
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    s_ColorMatrixProgram.Bind();
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    if (s_ColorCbufid != cbufid)
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      glUniform4fv(s_ColorMatrixUniform, 7, colmat);
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    s_ColorCbufid = cbufid;
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    uniform_location = s_ColorMatrixPositionUniform;
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  }
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  TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
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  glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
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              static_cast<float>(R.right), static_cast<float>(R.bottom));
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  glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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  FramebufferManager::SetFramebuffer(0);
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  g_renderer->RestoreAPIState();
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}
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void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
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                           u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
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                           const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
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{
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  TextureConverter::EncodeToRamFromTexture(dst, format, native_width, bytes_per_row, num_blocks_y,
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                                           memory_stride, is_depth_copy, isIntensity, scaleByHalf,
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                                           srcRect);
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}
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TextureCache::TextureCache()
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{
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  CompileShaders();
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  s_ActiveTexture = -1;
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  for (auto& gtex : s_Textures)
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    gtex = -1;
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  if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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  {
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    s32 buffer_size = 1024 * 1024;
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    s32 max_buffer_size = 0;
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    // The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates
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    // is 65KB, we are asking for a 1MB buffer here.
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    // Make sure to check the maximum size and if it is below 1MB
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    // then use the maximum the hardware supports instead.
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    glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size);
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    buffer_size = std::min(buffer_size, max_buffer_size);
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    s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
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    glGenTextures(1, &s_palette_resolv_texture);
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    glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
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    glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
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  }
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}
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TextureCache::~TextureCache()
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{
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  DeleteShaders();
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  if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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  {
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    s_palette_stream_buffer.reset();
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    glDeleteTextures(1, &s_palette_resolv_texture);
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  }
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}
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void TextureCache::DisableStage(unsigned int stage)
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{
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}
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void TextureCache::SetStage()
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{
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  // -1 is the initial value as we don't know which texture should be bound
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  if (s_ActiveTexture != (u32)-1)
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    glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
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}
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bool TextureCache::CompileShaders()
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{
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  constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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                                             "in vec3 f_uv0;\n"
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                                             "out vec4 ocol0;\n"
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                                             "\n"
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                                             "void main(){\n"
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                                             "	vec4 texcol = texture(samp9, f_uv0);\n"
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                                             "	ocol0 = texcol;\n"
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                                             "}\n";
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  constexpr const char* color_matrix_program =
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      "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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      "uniform vec4 colmat[7];\n"
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      "in vec3 f_uv0;\n"
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      "out vec4 ocol0;\n"
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      "\n"
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      "void main(){\n"
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      "	vec4 texcol = texture(samp9, f_uv0);\n"
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      "	texcol = floor(texcol * colmat[5]) * colmat[6];\n"
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      "	ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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      "}\n";
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  constexpr const char* depth_matrix_program =
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      "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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      "uniform vec4 colmat[5];\n"
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      "in vec3 f_uv0;\n"
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      "out vec4 ocol0;\n"
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      "\n"
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      "void main(){\n"
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      "	vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
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      "	int depth = int(texcol.x * 16777216.0);\n"
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      // Convert to Z24 format
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      "	ivec4 workspace;\n"
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      "	workspace.r = (depth >> 16) & 255;\n"
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      "	workspace.g = (depth >> 8) & 255;\n"
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      "	workspace.b = depth & 255;\n"
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      // Convert to Z4 format
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      "	workspace.a = (depth >> 16) & 0xF0;\n"
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      // Normalize components to [0.0..1.0]
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      "	texcol = vec4(workspace) / 255.0;\n"
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      "	ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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      "}\n";
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  constexpr const char* vertex_program =
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      "out vec3 %s_uv0;\n"
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      "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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      "uniform vec4 copy_position;\n"  // left, top, right, bottom
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      "void main()\n"
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      "{\n"
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      "	vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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      "	%s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
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      "0).xy), 0.0);\n"
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      "	gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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      "}\n";
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  const std::string geo_program = g_ActiveConfig.iStereoMode > 0 ?
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                                      "layout(triangles) in;\n"
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                                      "layout(triangle_strip, max_vertices = 6) out;\n"
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                                      "in vec3 v_uv0[3];\n"
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                                      "out vec3 f_uv0;\n"
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                                      "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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                                      "void main()\n"
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                                      "{\n"
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                                      "	int layers = textureSize(samp9, 0).z;\n"
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                                      "	for (int layer = 0; layer < layers; ++layer) {\n"
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                                      "		for (int i = 0; i < 3; ++i) {\n"
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                                      "			f_uv0 = vec3(v_uv0[i].xy, layer);\n"
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                                      "			gl_Position = gl_in[i].gl_Position;\n"
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                                      "			gl_Layer = layer;\n"
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                                      "			EmitVertex();\n"
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                                      "		}\n"
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                                      "		EndPrimitive();\n"
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                                      "	}\n"
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                                      "}\n" :
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                                      "";
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  const char* prefix = geo_program.empty() ? "f" : "v";
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  const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
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  if (!ProgramShaderCache::CompileShader(s_ColorCopyProgram,
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                                         StringFromFormat(vertex_program, prefix, prefix),
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                                         color_copy_program, geo_program) ||
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      !ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
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                                         StringFromFormat(vertex_program, prefix, prefix),
 | 
						|
                                         color_matrix_program, geo_program) ||
 | 
						|
      !ProgramShaderCache::CompileShader(
 | 
						|
          s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
 | 
						|
          StringFromFormat(depth_matrix_program, depth_layer), geo_program))
 | 
						|
  {
 | 
						|
    return false;
 | 
						|
  }
 | 
						|
 | 
						|
  s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
 | 
						|
  s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
 | 
						|
  s_ColorCbufid = -1;
 | 
						|
  s_DepthCbufid = -1;
 | 
						|
 | 
						|
  s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
 | 
						|
  s_ColorMatrixPositionUniform =
 | 
						|
      glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
 | 
						|
  s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
 | 
						|
 | 
						|
  std::string palette_shader =
 | 
						|
      R"GLSL(
 | 
						|
		uniform int texture_buffer_offset;
 | 
						|
		uniform float multiplier;
 | 
						|
		SAMPLER_BINDING(9) uniform sampler2DArray samp9;
 | 
						|
		SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
 | 
						|
 | 
						|
		in vec3 f_uv0;
 | 
						|
		out vec4 ocol0;
 | 
						|
 | 
						|
		int Convert3To8(int v)
 | 
						|
		{
 | 
						|
			// Swizzle bits: 00000123 -> 12312312
 | 
						|
			return (v << 5) | (v << 2) | (v >> 1);
 | 
						|
		}
 | 
						|
 | 
						|
		int Convert4To8(int v)
 | 
						|
		{
 | 
						|
			// Swizzle bits: 00001234 -> 12341234
 | 
						|
			return (v << 4) | v;
 | 
						|
		}
 | 
						|
 | 
						|
		int Convert5To8(int v)
 | 
						|
		{
 | 
						|
			// Swizzle bits: 00012345 -> 12345123
 | 
						|
			return (v << 3) | (v >> 2);
 | 
						|
		}
 | 
						|
 | 
						|
		int Convert6To8(int v)
 | 
						|
		{
 | 
						|
			// Swizzle bits: 00123456 -> 12345612
 | 
						|
			return (v << 2) | (v >> 4);
 | 
						|
		}
 | 
						|
 | 
						|
		float4 DecodePixel_RGB5A3(int val)
 | 
						|
		{
 | 
						|
			int r,g,b,a;
 | 
						|
			if ((val&0x8000) > 0)
 | 
						|
			{
 | 
						|
				r=Convert5To8((val>>10) & 0x1f);
 | 
						|
				g=Convert5To8((val>>5 ) & 0x1f);
 | 
						|
				b=Convert5To8((val    ) & 0x1f);
 | 
						|
				a=0xFF;
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				a=Convert3To8((val>>12) & 0x7);
 | 
						|
				r=Convert4To8((val>>8 ) & 0xf);
 | 
						|
				g=Convert4To8((val>>4 ) & 0xf);
 | 
						|
				b=Convert4To8((val    ) & 0xf);
 | 
						|
			}
 | 
						|
			return float4(r, g, b, a) / 255.0;
 | 
						|
		}
 | 
						|
 | 
						|
		float4 DecodePixel_RGB565(int val)
 | 
						|
		{
 | 
						|
			int r, g, b, a;
 | 
						|
			r = Convert5To8((val >> 11) & 0x1f);
 | 
						|
			g = Convert6To8((val >> 5) & 0x3f);
 | 
						|
			b = Convert5To8((val) & 0x1f);
 | 
						|
			a = 0xFF;
 | 
						|
			return float4(r, g, b, a) / 255.0;
 | 
						|
		}
 | 
						|
 | 
						|
		float4 DecodePixel_IA8(int val)
 | 
						|
		{
 | 
						|
			int i = val & 0xFF;
 | 
						|
			int a = val >> 8;
 | 
						|
			return float4(i, i, i, a) / 255.0;
 | 
						|
		}
 | 
						|
 | 
						|
		void main()
 | 
						|
		{
 | 
						|
			int src = int(round(texture(samp9, f_uv0).r * multiplier));
 | 
						|
			src = int(texelFetch(samp10, src + texture_buffer_offset).r);
 | 
						|
			src = ((src << 8) & 0xFF00) | (src >> 8);
 | 
						|
			ocol0 = DECODE(src);
 | 
						|
		}
 | 
						|
		)GLSL";
 | 
						|
 | 
						|
  if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
 | 
						|
  {
 | 
						|
    if (!ProgramShaderCache::CompileShader(
 | 
						|
            s_palette_pixel_shader[GX_TL_IA8], StringFromFormat(vertex_program, prefix, prefix),
 | 
						|
            "#define DECODE DecodePixel_IA8" + palette_shader, geo_program))
 | 
						|
    {
 | 
						|
      return false;
 | 
						|
    }
 | 
						|
    s_palette_buffer_offset_uniform[GX_TL_IA8] =
 | 
						|
        glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
 | 
						|
    s_palette_multiplier_uniform[GX_TL_IA8] =
 | 
						|
        glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "multiplier");
 | 
						|
    s_palette_copy_position_uniform[GX_TL_IA8] =
 | 
						|
        glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
 | 
						|
 | 
						|
    if (!ProgramShaderCache::CompileShader(
 | 
						|
            s_palette_pixel_shader[GX_TL_RGB565], StringFromFormat(vertex_program, prefix, prefix),
 | 
						|
            "#define DECODE DecodePixel_RGB565" + palette_shader, geo_program))
 | 
						|
    {
 | 
						|
      return false;
 | 
						|
    }
 | 
						|
    s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(
 | 
						|
        s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
 | 
						|
    s_palette_multiplier_uniform[GX_TL_RGB565] =
 | 
						|
        glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "multiplier");
 | 
						|
    s_palette_copy_position_uniform[GX_TL_RGB565] =
 | 
						|
        glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
 | 
						|
 | 
						|
    if (!ProgramShaderCache::CompileShader(
 | 
						|
            s_palette_pixel_shader[GX_TL_RGB5A3], StringFromFormat(vertex_program, prefix, prefix),
 | 
						|
            "#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program))
 | 
						|
    {
 | 
						|
      return false;
 | 
						|
    }
 | 
						|
    s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(
 | 
						|
        s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
 | 
						|
    s_palette_multiplier_uniform[GX_TL_RGB5A3] =
 | 
						|
        glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "multiplier");
 | 
						|
    s_palette_copy_position_uniform[GX_TL_RGB5A3] =
 | 
						|
        glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
 | 
						|
  }
 | 
						|
 | 
						|
  return true;
 | 
						|
}
 | 
						|
 | 
						|
void TextureCache::DeleteShaders()
 | 
						|
{
 | 
						|
  s_ColorMatrixProgram.Destroy();
 | 
						|
  s_DepthMatrixProgram.Destroy();
 | 
						|
 | 
						|
  if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
 | 
						|
    for (auto& shader : s_palette_pixel_shader)
 | 
						|
      shader.Destroy();
 | 
						|
}
 | 
						|
 | 
						|
void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted,
 | 
						|
                                  void* palette, TlutFormat format)
 | 
						|
{
 | 
						|
  if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
 | 
						|
    return;
 | 
						|
 | 
						|
  g_renderer->ResetAPIState();
 | 
						|
 | 
						|
  TCacheEntry* entry = (TCacheEntry*)_entry;
 | 
						|
  TCacheEntry* unconverted = (TCacheEntry*)_unconverted;
 | 
						|
 | 
						|
  glActiveTexture(GL_TEXTURE9);
 | 
						|
  glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
 | 
						|
  g_sampler_cache->BindNearestSampler(9);
 | 
						|
 | 
						|
  FramebufferManager::SetFramebuffer(entry->framebuffer);
 | 
						|
  glViewport(0, 0, entry->config.width, entry->config.height);
 | 
						|
  s_palette_pixel_shader[format].Bind();
 | 
						|
 | 
						|
  // C14 textures are currently unsupported
 | 
						|
  int size = (unconverted->format & 0xf) == GX_TF_I4 ? 32 : 512;
 | 
						|
  auto buffer = s_palette_stream_buffer->Map(size);
 | 
						|
  memcpy(buffer.first, palette, size);
 | 
						|
  s_palette_stream_buffer->Unmap(size);
 | 
						|
  glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
 | 
						|
  glUniform1f(s_palette_multiplier_uniform[format],
 | 
						|
              (unconverted->format & 0xf) == 0 ? 15.0f : 255.0f);
 | 
						|
  glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width,
 | 
						|
              (float)unconverted->config.height);
 | 
						|
 | 
						|
  glActiveTexture(GL_TEXTURE10);
 | 
						|
  glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
 | 
						|
  g_sampler_cache->BindNearestSampler(10);
 | 
						|
 | 
						|
  OpenGL_BindAttributelessVAO();
 | 
						|
  glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 | 
						|
 | 
						|
  FramebufferManager::SetFramebuffer(0);
 | 
						|
  g_renderer->RestoreAPIState();
 | 
						|
}
 | 
						|
}
 |