forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			699 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			699 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2009 Dolphin Emulator Project
 | 
						|
// Licensed under GPLv2+
 | 
						|
// Refer to the license.txt file included.
 | 
						|
 | 
						|
#include <memory>
 | 
						|
#include <vector>
 | 
						|
 | 
						|
#include "Common/Common.h"
 | 
						|
#include "Common/CommonFuncs.h"
 | 
						|
#include "Common/GL/GLInterfaceBase.h"
 | 
						|
#include "Core/HW/Memmap.h"
 | 
						|
 | 
						|
#include "VideoBackends/OGL/FramebufferManager.h"
 | 
						|
#include "VideoBackends/OGL/Render.h"
 | 
						|
#include "VideoBackends/OGL/SamplerCache.h"
 | 
						|
#include "VideoBackends/OGL/TextureConverter.h"
 | 
						|
 | 
						|
#include "VideoCommon/DriverDetails.h"
 | 
						|
#include "VideoCommon/OnScreenDisplay.h"
 | 
						|
#include "VideoCommon/VertexShaderGen.h"
 | 
						|
 | 
						|
namespace OGL
 | 
						|
{
 | 
						|
int FramebufferManager::m_targetWidth;
 | 
						|
int FramebufferManager::m_targetHeight;
 | 
						|
int FramebufferManager::m_msaaSamples;
 | 
						|
 | 
						|
GLenum FramebufferManager::m_textureType;
 | 
						|
std::vector<GLuint> FramebufferManager::m_efbFramebuffer;
 | 
						|
GLuint FramebufferManager::m_xfbFramebuffer;
 | 
						|
GLuint FramebufferManager::m_efbColor;
 | 
						|
GLuint FramebufferManager::m_efbDepth;
 | 
						|
GLuint FramebufferManager::m_efbColorSwap;  // for hot swap when reinterpreting EFB pixel formats
 | 
						|
 | 
						|
// Only used in MSAA mode.
 | 
						|
std::vector<GLuint> FramebufferManager::m_resolvedFramebuffer;
 | 
						|
GLuint FramebufferManager::m_resolvedColorTexture;
 | 
						|
GLuint FramebufferManager::m_resolvedDepthTexture;
 | 
						|
 | 
						|
// reinterpret pixel format
 | 
						|
SHADER FramebufferManager::m_pixel_format_shaders[2];
 | 
						|
 | 
						|
// EFB pokes
 | 
						|
GLuint FramebufferManager::m_EfbPokes_VBO;
 | 
						|
GLuint FramebufferManager::m_EfbPokes_VAO;
 | 
						|
SHADER FramebufferManager::m_EfbPokes;
 | 
						|
 | 
						|
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
 | 
						|
{
 | 
						|
  m_xfbFramebuffer = 0;
 | 
						|
  m_efbColor = 0;
 | 
						|
  m_efbDepth = 0;
 | 
						|
  m_efbColorSwap = 0;
 | 
						|
  m_resolvedColorTexture = 0;
 | 
						|
  m_resolvedDepthTexture = 0;
 | 
						|
 | 
						|
  m_targetWidth = targetWidth;
 | 
						|
  m_targetHeight = targetHeight;
 | 
						|
 | 
						|
  m_msaaSamples = msaaSamples;
 | 
						|
 | 
						|
  // The EFB can be set to different pixel formats by the game through the
 | 
						|
  // BPMEM_ZCOMPARE register (which should probably have a different name).
 | 
						|
  // They are:
 | 
						|
  // - 24-bit RGB (8-bit components) with 24-bit Z
 | 
						|
  // - 24-bit RGBA (6-bit components) with 24-bit Z
 | 
						|
  // - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
 | 
						|
  // We only use one EFB format here: 32-bit ARGB with 24-bit Z.
 | 
						|
  // Multisampling depends on user settings.
 | 
						|
  // The distinction becomes important for certain operations, i.e. the
 | 
						|
  // alpha channel should be ignored if the EFB does not have one.
 | 
						|
 | 
						|
  glActiveTexture(GL_TEXTURE9);
 | 
						|
 | 
						|
  GLuint glObj[3];
 | 
						|
  glGenTextures(3, glObj);
 | 
						|
  m_efbColor = glObj[0];
 | 
						|
  m_efbDepth = glObj[1];
 | 
						|
  m_efbColorSwap = glObj[2];
 | 
						|
 | 
						|
  m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
 | 
						|
  m_efbFramebuffer.resize(m_EFBLayers);
 | 
						|
  m_resolvedFramebuffer.resize(m_EFBLayers);
 | 
						|
 | 
						|
  // OpenGL MSAA textures are a different kind of texture type and must be allocated
 | 
						|
  // with a different function, so we create them separately.
 | 
						|
  if (m_msaaSamples <= 1)
 | 
						|
  {
 | 
						|
    m_textureType = GL_TEXTURE_2D_ARRAY;
 | 
						|
 | 
						|
    glBindTexture(m_textureType, m_efbColor);
 | 
						|
    glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
 | 
						|
    glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA,
 | 
						|
                 GL_UNSIGNED_BYTE, nullptr);
 | 
						|
 | 
						|
    glBindTexture(m_textureType, m_efbDepth);
 | 
						|
    glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
 | 
						|
    glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight,
 | 
						|
                 m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
 | 
						|
 | 
						|
    glBindTexture(m_textureType, m_efbColorSwap);
 | 
						|
    glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
 | 
						|
    glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA,
 | 
						|
                 GL_UNSIGNED_BYTE, nullptr);
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
 | 
						|
 | 
						|
    // Only use a layered multisample texture if needed. Some drivers
 | 
						|
    // slow down significantly with single-layered multisample textures.
 | 
						|
    if (m_EFBLayers > 1)
 | 
						|
    {
 | 
						|
      m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
 | 
						|
 | 
						|
      if (g_ogl_config.bSupports3DTextureStorage)
 | 
						|
      {
 | 
						|
        glBindTexture(m_textureType, m_efbColor);
 | 
						|
        glTexStorage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
 | 
						|
                                  m_targetHeight, m_EFBLayers, false);
 | 
						|
 | 
						|
        glBindTexture(m_textureType, m_efbDepth);
 | 
						|
        glTexStorage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F,
 | 
						|
                                  m_targetWidth, m_targetHeight, m_EFBLayers, false);
 | 
						|
 | 
						|
        glBindTexture(m_textureType, m_efbColorSwap);
 | 
						|
        glTexStorage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
 | 
						|
                                  m_targetHeight, m_EFBLayers, false);
 | 
						|
        glBindTexture(m_textureType, 0);
 | 
						|
      }
 | 
						|
      else
 | 
						|
      {
 | 
						|
        glBindTexture(m_textureType, m_efbColor);
 | 
						|
        glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
 | 
						|
                                m_targetHeight, m_EFBLayers, false);
 | 
						|
 | 
						|
        glBindTexture(m_textureType, m_efbDepth);
 | 
						|
        glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth,
 | 
						|
                                m_targetHeight, m_EFBLayers, false);
 | 
						|
 | 
						|
        glBindTexture(m_textureType, m_efbColorSwap);
 | 
						|
        glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
 | 
						|
                                m_targetHeight, m_EFBLayers, false);
 | 
						|
        glBindTexture(m_textureType, 0);
 | 
						|
      }
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
      m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
 | 
						|
 | 
						|
      if (g_ogl_config.bSupports2DTextureStorage)
 | 
						|
      {
 | 
						|
        glBindTexture(m_textureType, m_efbColor);
 | 
						|
        glTexStorage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
 | 
						|
                                  m_targetHeight, false);
 | 
						|
 | 
						|
        glBindTexture(m_textureType, m_efbDepth);
 | 
						|
        glTexStorage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F,
 | 
						|
                                  m_targetWidth, m_targetHeight, false);
 | 
						|
 | 
						|
        glBindTexture(m_textureType, m_efbColorSwap);
 | 
						|
        glTexStorage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA8, m_targetWidth,
 | 
						|
                                  m_targetHeight, false);
 | 
						|
        glBindTexture(m_textureType, 0);
 | 
						|
      }
 | 
						|
      else
 | 
						|
      {
 | 
						|
        glBindTexture(m_textureType, m_efbColor);
 | 
						|
        glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
 | 
						|
                                m_targetHeight, false);
 | 
						|
 | 
						|
        glBindTexture(m_textureType, m_efbDepth);
 | 
						|
        glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT32F, m_targetWidth,
 | 
						|
                                m_targetHeight, false);
 | 
						|
 | 
						|
        glBindTexture(m_textureType, m_efbColorSwap);
 | 
						|
        glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth,
 | 
						|
                                m_targetHeight, false);
 | 
						|
        glBindTexture(m_textureType, 0);
 | 
						|
      }
 | 
						|
    }
 | 
						|
 | 
						|
    // Although we are able to access the multisampled texture directly, we don't do it everywhere.
 | 
						|
    // The old way is to "resolve" this multisampled texture by copying it into a non-sampled
 | 
						|
    // texture.
 | 
						|
    // This would lead to an unneeded copy of the EFB, so we are going to avoid it.
 | 
						|
    // But as this job isn't done right now, we do need that texture for resolving:
 | 
						|
    glGenTextures(2, glObj);
 | 
						|
    m_resolvedColorTexture = glObj[0];
 | 
						|
    m_resolvedDepthTexture = glObj[1];
 | 
						|
 | 
						|
    glBindTexture(resolvedType, m_resolvedColorTexture);
 | 
						|
    glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
 | 
						|
    glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA,
 | 
						|
                 GL_UNSIGNED_BYTE, nullptr);
 | 
						|
 | 
						|
    glBindTexture(resolvedType, m_resolvedDepthTexture);
 | 
						|
    glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
 | 
						|
    glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT32F, m_targetWidth, m_targetHeight, m_EFBLayers,
 | 
						|
                 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
 | 
						|
 | 
						|
    // Bind resolved textures to resolved framebuffer.
 | 
						|
    glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
 | 
						|
    glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[0]);
 | 
						|
    FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolvedType, m_resolvedColorTexture,
 | 
						|
                       0);
 | 
						|
    FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resolvedType, m_resolvedDepthTexture,
 | 
						|
                       0);
 | 
						|
 | 
						|
    // Bind all the other layers as separate FBOs for blitting.
 | 
						|
    for (unsigned int i = 1; i < m_EFBLayers; i++)
 | 
						|
    {
 | 
						|
      glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
 | 
						|
      glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0, i);
 | 
						|
      glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0, i);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  // Create XFB framebuffer; targets will be created elsewhere.
 | 
						|
  glGenFramebuffers(1, &m_xfbFramebuffer);
 | 
						|
 | 
						|
  // Bind target textures to EFB framebuffer.
 | 
						|
  glGenFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
 | 
						|
  glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
 | 
						|
  FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
 | 
						|
  FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
 | 
						|
 | 
						|
  // Bind all the other layers as separate FBOs for blitting.
 | 
						|
  for (unsigned int i = 1; i < m_EFBLayers; i++)
 | 
						|
  {
 | 
						|
    glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[i]);
 | 
						|
    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0, i);
 | 
						|
    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i);
 | 
						|
  }
 | 
						|
 | 
						|
  // EFB framebuffer is currently bound, make sure to clear it before use.
 | 
						|
  glViewport(0, 0, m_targetWidth, m_targetHeight);
 | 
						|
  glScissor(0, 0, m_targetWidth, m_targetHeight);
 | 
						|
  glClearColor(0.f, 0.f, 0.f, 0.f);
 | 
						|
  glClearDepthf(1.0f);
 | 
						|
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | 
						|
 | 
						|
  // reinterpret pixel format
 | 
						|
  const char* vs = m_EFBLayers > 1 ? "void main(void) {\n"
 | 
						|
                                     "	vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
 | 
						|
                                     "	gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
 | 
						|
                                     "}\n" :
 | 
						|
                                     "flat out int layer;\n"
 | 
						|
                                     "void main(void) {\n"
 | 
						|
                                     "	layer = 0;\n"
 | 
						|
                                     "	vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
 | 
						|
                                     "	gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
 | 
						|
                                     "}\n";
 | 
						|
 | 
						|
  // The way to sample the EFB is based on the on the current configuration.
 | 
						|
  // As we use the same sampling way for both interpreting shaders, the sampling
 | 
						|
  // shader are generated first:
 | 
						|
  std::string sampler;
 | 
						|
  if (m_msaaSamples <= 1)
 | 
						|
  {
 | 
						|
    // non-msaa, so just fetch the pixel
 | 
						|
    sampler = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
 | 
						|
              "vec4 sampleEFB(ivec3 pos) {\n"
 | 
						|
              "	return texelFetch(samp9, pos, 0);\n"
 | 
						|
              "}\n";
 | 
						|
  }
 | 
						|
  else if (g_ActiveConfig.backend_info.bSupportsSSAA)
 | 
						|
  {
 | 
						|
    // msaa + sample shading available, so just fetch the sample
 | 
						|
    // This will lead to sample shading, but it's the only way to not loose
 | 
						|
    // the values of each sample.
 | 
						|
    if (m_EFBLayers > 1)
 | 
						|
    {
 | 
						|
      sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
 | 
						|
                "vec4 sampleEFB(ivec3 pos) {\n"
 | 
						|
                "	return texelFetch(samp9, pos, gl_SampleID);\n"
 | 
						|
                "}\n";
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
      sampler = "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
 | 
						|
                "vec4 sampleEFB(ivec3 pos) {\n"
 | 
						|
                "	return texelFetch(samp9, pos.xy, gl_SampleID);\n"
 | 
						|
                "}\n";
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    // msaa without sample shading: calculate the mean value of the pixel
 | 
						|
    std::stringstream samples;
 | 
						|
    samples << m_msaaSamples;
 | 
						|
    if (m_EFBLayers > 1)
 | 
						|
    {
 | 
						|
      sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
 | 
						|
                "vec4 sampleEFB(ivec3 pos) {\n"
 | 
						|
                "	vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
 | 
						|
                "	for(int i=0; i<" +
 | 
						|
                samples.str() + "; i++)\n"
 | 
						|
                                "		color += texelFetch(samp9, pos, i);\n"
 | 
						|
                                "	return color / " +
 | 
						|
                samples.str() + ";\n"
 | 
						|
                                "}\n";
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
      sampler = "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
 | 
						|
                "vec4 sampleEFB(ivec3 pos) {\n"
 | 
						|
                "	vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
 | 
						|
                "	for(int i=0; i<" +
 | 
						|
                samples.str() + "; i++)\n"
 | 
						|
                                "		color += texelFetch(samp9, pos.xy, i);\n"
 | 
						|
                                "	return color / " +
 | 
						|
                samples.str() + ";\n"
 | 
						|
                                "}\n";
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  std::string ps_rgba6_to_rgb8 =
 | 
						|
      sampler + "flat in int layer;\n"
 | 
						|
                "out vec4 ocol0;\n"
 | 
						|
                "void main()\n"
 | 
						|
                "{\n"
 | 
						|
                "	ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));\n"
 | 
						|
                "	ivec4 dst8;\n"
 | 
						|
                "	dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
 | 
						|
                "	dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
 | 
						|
                "	dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
 | 
						|
                "	dst8.a = 255;\n"
 | 
						|
                "	ocol0 = float4(dst8) / 255.f;\n"
 | 
						|
                "}";
 | 
						|
 | 
						|
  std::string ps_rgb8_to_rgba6 =
 | 
						|
      sampler + "flat in int layer;\n"
 | 
						|
                "out vec4 ocol0;\n"
 | 
						|
                "void main()\n"
 | 
						|
                "{\n"
 | 
						|
                "	ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));\n"
 | 
						|
                "	ivec4 dst6;\n"
 | 
						|
                "	dst6.r = src8.r >> 2;\n"
 | 
						|
                "	dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
 | 
						|
                "	dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
 | 
						|
                "	dst6.a = src8.b & 0x3F;\n"
 | 
						|
                "	ocol0 = float4(dst6) / 63.f;\n"
 | 
						|
                "}";
 | 
						|
 | 
						|
  std::stringstream vertices, layers;
 | 
						|
  vertices << m_EFBLayers * 3;
 | 
						|
  layers << m_EFBLayers;
 | 
						|
  std::string gs = "layout(triangles) in;\n"
 | 
						|
                   "layout(triangle_strip, max_vertices = " +
 | 
						|
                   vertices.str() + ") out;\n"
 | 
						|
                                    "flat out int layer;\n"
 | 
						|
                                    "void main()\n"
 | 
						|
                                    "{\n"
 | 
						|
                                    "	for (int j = 0; j < " +
 | 
						|
                   layers.str() + "; ++j) {\n"
 | 
						|
                                  "		for (int i = 0; i < 3; ++i) {\n"
 | 
						|
                                  "			layer = j;\n"
 | 
						|
                                  "			gl_Layer = j;\n"
 | 
						|
                                  "			gl_Position = gl_in[i].gl_Position;\n"
 | 
						|
                                  "			EmitVertex();\n"
 | 
						|
                                  "		}\n"
 | 
						|
                                  "		EndPrimitive();\n"
 | 
						|
                                  "	}\n"
 | 
						|
                                  "}\n";
 | 
						|
 | 
						|
  ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6,
 | 
						|
                                    (m_EFBLayers > 1) ? gs : "");
 | 
						|
  ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8,
 | 
						|
                                    (m_EFBLayers > 1) ? gs : "");
 | 
						|
 | 
						|
  ProgramShaderCache::CompileShader(
 | 
						|
      m_EfbPokes,
 | 
						|
      StringFromFormat("in vec2 rawpos;\n"
 | 
						|
                       "in vec4 color0;\n"  // color
 | 
						|
                       "in int color1;\n"   // depth
 | 
						|
                       "out vec4 v_c;\n"
 | 
						|
                       "out float v_z;\n"
 | 
						|
                       "void main(void) {\n"
 | 
						|
                       "	gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * "
 | 
						|
                       "vec2(1.0, -1.0), 0.0, 1.0);\n"
 | 
						|
                       "	gl_PointSize = %d.0 / 640.0;\n"
 | 
						|
                       "	v_c = color0.bgra;\n"
 | 
						|
                       "	v_z = float(color1 & 0xFFFFFF) / 16777216.0;\n"
 | 
						|
                       "}\n",
 | 
						|
                       m_targetWidth),
 | 
						|
 | 
						|
      StringFromFormat("in vec4 %s_c;\n"
 | 
						|
                       "in float %s_z;\n"
 | 
						|
                       "out vec4 ocol0;\n"
 | 
						|
                       "void main(void) {\n"
 | 
						|
                       "	ocol0 = %s_c;\n"
 | 
						|
                       "	gl_FragDepth = %s_z;\n"
 | 
						|
                       "}\n",
 | 
						|
                       m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v",
 | 
						|
                       m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v"),
 | 
						|
 | 
						|
      m_EFBLayers > 1 ? StringFromFormat("layout(points) in;\n"
 | 
						|
                                         "layout(points, max_vertices = %d) out;\n"
 | 
						|
                                         "in vec4 v_c[1];\n"
 | 
						|
                                         "in float v_z[1];\n"
 | 
						|
                                         "out vec4 g_c;\n"
 | 
						|
                                         "out float g_z;\n"
 | 
						|
                                         "void main()\n"
 | 
						|
                                         "{\n"
 | 
						|
                                         "	for (int j = 0; j < %d; ++j) {\n"
 | 
						|
                                         "		gl_Layer = j;\n"
 | 
						|
                                         "		gl_Position = gl_in[0].gl_Position;\n"
 | 
						|
                                         "		gl_PointSize = %d.0 / 640.0;\n"
 | 
						|
                                         "		g_c = v_c[0];\n"
 | 
						|
                                         "		g_z = v_z[0];\n"
 | 
						|
                                         "		EmitVertex();\n"
 | 
						|
                                         "		EndPrimitive();\n"
 | 
						|
                                         "	}\n"
 | 
						|
                                         "}\n",
 | 
						|
                                         m_EFBLayers, m_EFBLayers, m_targetWidth) :
 | 
						|
                        "");
 | 
						|
  glGenBuffers(1, &m_EfbPokes_VBO);
 | 
						|
  glGenVertexArrays(1, &m_EfbPokes_VAO);
 | 
						|
  glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
 | 
						|
  glBindVertexArray(m_EfbPokes_VAO);
 | 
						|
  glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
 | 
						|
  glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_UNSIGNED_SHORT, 0, sizeof(EfbPokeData),
 | 
						|
                        (void*)offsetof(EfbPokeData, x));
 | 
						|
  glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
 | 
						|
  glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 4, GL_UNSIGNED_BYTE, 1, sizeof(EfbPokeData),
 | 
						|
                        (void*)offsetof(EfbPokeData, data));
 | 
						|
  glEnableVertexAttribArray(SHADER_COLOR1_ATTRIB);
 | 
						|
  glVertexAttribIPointer(SHADER_COLOR1_ATTRIB, 1, GL_INT, sizeof(EfbPokeData),
 | 
						|
                         (void*)offsetof(EfbPokeData, data));
 | 
						|
 | 
						|
  if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
 | 
						|
    glEnable(GL_PROGRAM_POINT_SIZE);
 | 
						|
}
 | 
						|
 | 
						|
FramebufferManager::~FramebufferManager()
 | 
						|
{
 | 
						|
  glBindFramebuffer(GL_FRAMEBUFFER, 0);
 | 
						|
 | 
						|
  GLuint glObj[3];
 | 
						|
 | 
						|
  // Note: OpenGL deletion functions silently ignore parameters of "0".
 | 
						|
 | 
						|
  glDeleteFramebuffers(m_EFBLayers, m_efbFramebuffer.data());
 | 
						|
  glDeleteFramebuffers(m_EFBLayers, m_resolvedFramebuffer.data());
 | 
						|
 | 
						|
  // Required, as these are static class members
 | 
						|
  m_efbFramebuffer.clear();
 | 
						|
  m_resolvedFramebuffer.clear();
 | 
						|
 | 
						|
  glDeleteFramebuffers(1, &m_xfbFramebuffer);
 | 
						|
  m_xfbFramebuffer = 0;
 | 
						|
 | 
						|
  glObj[0] = m_resolvedColorTexture;
 | 
						|
  glObj[1] = m_resolvedDepthTexture;
 | 
						|
  glDeleteTextures(2, glObj);
 | 
						|
  m_resolvedColorTexture = 0;
 | 
						|
  m_resolvedDepthTexture = 0;
 | 
						|
 | 
						|
  glObj[0] = m_efbColor;
 | 
						|
  glObj[1] = m_efbDepth;
 | 
						|
  glObj[2] = m_efbColorSwap;
 | 
						|
  glDeleteTextures(3, glObj);
 | 
						|
  m_efbColor = 0;
 | 
						|
  m_efbDepth = 0;
 | 
						|
  m_efbColorSwap = 0;
 | 
						|
 | 
						|
  // reinterpret pixel format
 | 
						|
  m_pixel_format_shaders[0].Destroy();
 | 
						|
  m_pixel_format_shaders[1].Destroy();
 | 
						|
 | 
						|
  // EFB pokes
 | 
						|
  glDeleteBuffers(1, &m_EfbPokes_VBO);
 | 
						|
  glDeleteVertexArrays(1, &m_EfbPokes_VAO);
 | 
						|
  m_EfbPokes_VBO = 0;
 | 
						|
  m_EfbPokes_VAO = 0;
 | 
						|
  m_EfbPokes.Destroy();
 | 
						|
}
 | 
						|
 | 
						|
GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
 | 
						|
{
 | 
						|
  if (m_msaaSamples <= 1)
 | 
						|
  {
 | 
						|
    return m_efbColor;
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    // Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
 | 
						|
    // required.
 | 
						|
 | 
						|
    TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
 | 
						|
    targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
 | 
						|
 | 
						|
    // Resolve.
 | 
						|
    for (unsigned int i = 0; i < m_EFBLayers; i++)
 | 
						|
    {
 | 
						|
      glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
 | 
						|
      glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
 | 
						|
      glBlitFramebuffer(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, targetRc.left,
 | 
						|
                        targetRc.top, targetRc.right, targetRc.bottom, GL_COLOR_BUFFER_BIT,
 | 
						|
                        GL_NEAREST);
 | 
						|
    }
 | 
						|
 | 
						|
    // Return to EFB.
 | 
						|
    glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
 | 
						|
 | 
						|
    return m_resolvedColorTexture;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
 | 
						|
{
 | 
						|
  if (m_msaaSamples <= 1)
 | 
						|
  {
 | 
						|
    return m_efbDepth;
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    // Transfer the EFB to a resolved texture.
 | 
						|
 | 
						|
    TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
 | 
						|
    targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
 | 
						|
 | 
						|
    // Resolve.
 | 
						|
    for (unsigned int i = 0; i < m_EFBLayers; i++)
 | 
						|
    {
 | 
						|
      glBindFramebuffer(GL_READ_FRAMEBUFFER, m_efbFramebuffer[i]);
 | 
						|
      glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_resolvedFramebuffer[i]);
 | 
						|
      glBlitFramebuffer(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom, targetRc.left,
 | 
						|
                        targetRc.top, targetRc.right, targetRc.bottom, GL_DEPTH_BUFFER_BIT,
 | 
						|
                        GL_NEAREST);
 | 
						|
    }
 | 
						|
 | 
						|
    // Return to EFB.
 | 
						|
    glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer[0]);
 | 
						|
 | 
						|
    return m_resolvedDepthTexture;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
 | 
						|
                                       const EFBRectangle& sourceRc, float Gamma)
 | 
						|
{
 | 
						|
  u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
 | 
						|
  if (!xfb_in_ram)
 | 
						|
  {
 | 
						|
    WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
 | 
						|
  TextureConverter::EncodeToRamYUYV(ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram,
 | 
						|
                                    sourceRc.GetWidth(), fbStride, fbHeight);
 | 
						|
}
 | 
						|
 | 
						|
void FramebufferManager::SetFramebuffer(GLuint fb)
 | 
						|
{
 | 
						|
  glBindFramebuffer(GL_FRAMEBUFFER, fb != 0 ? fb : GetEFBFramebuffer());
 | 
						|
}
 | 
						|
 | 
						|
void FramebufferManager::FramebufferTexture(GLenum target, GLenum attachment, GLenum textarget,
 | 
						|
                                            GLuint texture, GLint level)
 | 
						|
{
 | 
						|
  if (textarget == GL_TEXTURE_2D_ARRAY || textarget == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
 | 
						|
  {
 | 
						|
    if (m_EFBLayers > 1)
 | 
						|
      glFramebufferTexture(target, attachment, texture, level);
 | 
						|
    else
 | 
						|
      glFramebufferTextureLayer(target, attachment, texture, level, 0);
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    glFramebufferTexture2D(target, attachment, textarget, texture, level);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
// Apply AA if enabled
 | 
						|
GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle& source_rect)
 | 
						|
{
 | 
						|
  return GetEFBColorTexture(source_rect);
 | 
						|
}
 | 
						|
 | 
						|
GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle& source_rect)
 | 
						|
{
 | 
						|
  return GetEFBDepthTexture(source_rect);
 | 
						|
}
 | 
						|
 | 
						|
void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
 | 
						|
{
 | 
						|
  g_renderer->ResetAPIState();
 | 
						|
 | 
						|
  OpenGL_BindAttributelessVAO();
 | 
						|
 | 
						|
  GLuint src_texture = 0;
 | 
						|
 | 
						|
  // We aren't allowed to render and sample the same texture in one draw call,
 | 
						|
  // so we have to create a new texture and overwrite it completely.
 | 
						|
  // To not allocate one big texture every time, we've allocated two on
 | 
						|
  // initialization and just swap them here:
 | 
						|
  src_texture = m_efbColor;
 | 
						|
  m_efbColor = m_efbColorSwap;
 | 
						|
  m_efbColorSwap = src_texture;
 | 
						|
  FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
 | 
						|
 | 
						|
  glViewport(0, 0, m_targetWidth, m_targetHeight);
 | 
						|
  glActiveTexture(GL_TEXTURE9);
 | 
						|
  glBindTexture(m_textureType, src_texture);
 | 
						|
  g_sampler_cache->BindNearestSampler(9);
 | 
						|
 | 
						|
  m_pixel_format_shaders[convtype ? 1 : 0].Bind();
 | 
						|
  glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 | 
						|
  glBindTexture(m_textureType, 0);
 | 
						|
 | 
						|
  g_renderer->RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
XFBSource::~XFBSource()
 | 
						|
{
 | 
						|
  glDeleteTextures(1, &texture);
 | 
						|
}
 | 
						|
 | 
						|
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
 | 
						|
{
 | 
						|
  TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
 | 
						|
}
 | 
						|
 | 
						|
void XFBSource::CopyEFB(float Gamma)
 | 
						|
{
 | 
						|
  g_renderer->ResetAPIState();
 | 
						|
 | 
						|
  // Copy EFB data to XFB and restore render target again
 | 
						|
  glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
 | 
						|
 | 
						|
  for (int i = 0; i < m_layers; i++)
 | 
						|
  {
 | 
						|
    // Bind EFB and texture layer
 | 
						|
    glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer(i));
 | 
						|
    glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, i);
 | 
						|
 | 
						|
    glBlitFramebuffer(0, 0, texWidth, texHeight, 0, 0, texWidth, texHeight, GL_COLOR_BUFFER_BIT,
 | 
						|
                      GL_NEAREST);
 | 
						|
  }
 | 
						|
 | 
						|
  // Return to EFB.
 | 
						|
  FramebufferManager::SetFramebuffer(0);
 | 
						|
 | 
						|
  g_renderer->RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
 | 
						|
                                                                   unsigned int target_height,
 | 
						|
                                                                   unsigned int layers)
 | 
						|
{
 | 
						|
  GLuint texture;
 | 
						|
 | 
						|
  glGenTextures(1, &texture);
 | 
						|
 | 
						|
  glActiveTexture(GL_TEXTURE9);
 | 
						|
  glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
 | 
						|
  glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
 | 
						|
  glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, layers, 0, GL_RGBA,
 | 
						|
               GL_UNSIGNED_BYTE, nullptr);
 | 
						|
 | 
						|
  return std::make_unique<XFBSource>(texture, layers);
 | 
						|
}
 | 
						|
 | 
						|
void FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height)
 | 
						|
{
 | 
						|
  *width = m_targetWidth;
 | 
						|
  *height = m_targetHeight;
 | 
						|
}
 | 
						|
 | 
						|
void FramebufferManager::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
 | 
						|
{
 | 
						|
  g_renderer->ResetAPIState();
 | 
						|
 | 
						|
  if (type == POKE_Z)
 | 
						|
  {
 | 
						|
    glDepthMask(GL_TRUE);
 | 
						|
    glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
 | 
						|
    glEnable(GL_DEPTH_TEST);
 | 
						|
    glDepthFunc(GL_ALWAYS);
 | 
						|
  }
 | 
						|
 | 
						|
  glBindVertexArray(m_EfbPokes_VAO);
 | 
						|
  glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
 | 
						|
  glBufferData(GL_ARRAY_BUFFER, sizeof(EfbPokeData) * num_points, points, GL_STREAM_DRAW);
 | 
						|
  m_EfbPokes.Bind();
 | 
						|
  glViewport(0, 0, m_targetWidth, m_targetHeight);
 | 
						|
  glDrawArrays(GL_POINTS, 0, (GLsizei)num_points);
 | 
						|
 | 
						|
  g_renderer->RestoreAPIState();
 | 
						|
 | 
						|
  // TODO: Could just update the EFB cache with the new value
 | 
						|
  ClearEFBCache();
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace OGL
 |