// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include #include #include #include #include "common/bit_field.h" #include "common/logging/log.h" #include "common/math_util.h" #include "common/microprofile.h" #include "common/vector_math.h" #include "core/frontend/emu_window.h" #include "core/memory.h" #include "video_core/pica_state.h" #include "video_core/renderer_opengl/gl_rasterizer_cache.h" #include "video_core/renderer_opengl/gl_state.h" #include "video_core/texture/texture_decode.h" #include "video_core/utils.h" #include "video_core/video_core.h" struct FormatTuple { GLint internal_format; GLenum format; GLenum type; }; static const std::array fb_format_tuples = {{ {GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8}, // RGBA8 {GL_RGB8, GL_BGR, GL_UNSIGNED_BYTE}, // RGB8 {GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1}, // RGB5A1 {GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5}, // RGB565 {GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4}, // RGBA4 }}; static const std::array depth_format_tuples = {{ {GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // D16 {}, {GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT}, // D24 {GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24S8 }}; RasterizerCacheOpenGL::RasterizerCacheOpenGL() { transfer_framebuffers[0].Create(); transfer_framebuffers[1].Create(); } RasterizerCacheOpenGL::~RasterizerCacheOpenGL() { FlushAll(); } static void MortonCopyPixels(CachedSurface::PixelFormat pixel_format, u32 width, u32 height, u32 bytes_per_pixel, u32 gl_bytes_per_pixel, u8* morton_data, u8* gl_data, bool morton_to_gl) { using PixelFormat = CachedSurface::PixelFormat; u8* data_ptrs[2]; u32 depth_stencil_shifts[2] = {24, 8}; if (morton_to_gl) { std::swap(depth_stencil_shifts[0], depth_stencil_shifts[1]); } if (pixel_format == PixelFormat::D24S8) { for (unsigned y = 0; y < height; ++y) { for (unsigned x = 0; x < width; ++x) { const u32 coarse_y = y & ~7; u32 morton_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * width * bytes_per_pixel; u32 gl_pixel_index = (x + (height - 1 - y) * width) * gl_bytes_per_pixel; data_ptrs[morton_to_gl] = morton_data + morton_offset; data_ptrs[!morton_to_gl] = &gl_data[gl_pixel_index]; // Swap depth and stencil value ordering since 3DS does not match OpenGL u32 depth_stencil; memcpy(&depth_stencil, data_ptrs[1], sizeof(u32)); depth_stencil = (depth_stencil << depth_stencil_shifts[0]) | (depth_stencil >> depth_stencil_shifts[1]); memcpy(data_ptrs[0], &depth_stencil, sizeof(u32)); } } } else { for (unsigned y = 0; y < height; ++y) { for (unsigned x = 0; x < width; ++x) { const u32 coarse_y = y & ~7; u32 morton_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * width * bytes_per_pixel; u32 gl_pixel_index = (x + (height - 1 - y) * width) * gl_bytes_per_pixel; data_ptrs[morton_to_gl] = morton_data + morton_offset; data_ptrs[!morton_to_gl] = &gl_data[gl_pixel_index]; memcpy(data_ptrs[0], data_ptrs[1], bytes_per_pixel); } } } } void RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type, const MathUtil::Rectangle& src_rect, const MathUtil::Rectangle& dst_rect) { using SurfaceType = CachedSurface::SurfaceType; OpenGLState cur_state = OpenGLState::GetCurState(); // Make sure textures aren't bound to texture units, since going to bind them to framebuffer // components OpenGLState::ResetTexture(src_tex); OpenGLState::ResetTexture(dst_tex); // Keep track of previous framebuffer bindings GLuint old_fbs[2] = {cur_state.draw.read_framebuffer, cur_state.draw.draw_framebuffer}; cur_state.draw.read_framebuffer = transfer_framebuffers[0].handle; cur_state.draw.draw_framebuffer = transfer_framebuffers[1].handle; cur_state.Apply(); u32 buffers = 0; if (type == SurfaceType::Color || type == SurfaceType::Texture) { glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); buffers = GL_COLOR_BUFFER_BIT; } else if (type == SurfaceType::Depth) { glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); buffers = GL_DEPTH_BUFFER_BIT; } else if (type == SurfaceType::DepthStencil) { glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0); buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; } glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, buffers, buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST); // Restore previous framebuffer bindings cur_state.draw.read_framebuffer = old_fbs[0]; cur_state.draw.draw_framebuffer = old_fbs[1]; cur_state.Apply(); } bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface, const MathUtil::Rectangle& src_rect, CachedSurface* dst_surface, const MathUtil::Rectangle& dst_rect) { if (!CachedSurface::CheckFormatsBlittable(src_surface->pixel_format, dst_surface->pixel_format)) { return false; } BlitTextures(src_surface->texture.handle, dst_surface->texture.handle, CachedSurface::GetFormatType(src_surface->pixel_format), src_rect, dst_rect); return true; } static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pixel_format, u32 width, u32 height) { // Allocate an uninitialized texture of appropriate size and format for the surface using SurfaceType = CachedSurface::SurfaceType; OpenGLState cur_state = OpenGLState::GetCurState(); // Keep track of previous texture bindings GLuint old_tex = cur_state.texture_units[0].texture_2d; cur_state.texture_units[0].texture_2d = texture; cur_state.Apply(); glActiveTexture(GL_TEXTURE0); SurfaceType type = CachedSurface::GetFormatType(pixel_format); FormatTuple tuple; if (type == SurfaceType::Color) { ASSERT((size_t)pixel_format < fb_format_tuples.size()); tuple = fb_format_tuples[(unsigned int)pixel_format]; } else if (type == SurfaceType::Depth || type == SurfaceType::DepthStencil) { size_t tuple_idx = (size_t)pixel_format - 14; ASSERT(tuple_idx < depth_format_tuples.size()); tuple = depth_format_tuples[tuple_idx]; } else { tuple = {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE}; } glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, width, height, 0, tuple.format, tuple.type, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Restore previous texture bindings cur_state.texture_units[0].texture_2d = old_tex; cur_state.Apply(); } MICROPROFILE_DEFINE(OpenGL_SurfaceUpload, "OpenGL", "Surface Upload", MP_RGB(128, 64, 192)); CachedSurface* RasterizerCacheOpenGL::GetSurface(const CachedSurface& params, bool match_res_scale, bool load_if_create) { using PixelFormat = CachedSurface::PixelFormat; using SurfaceType = CachedSurface::SurfaceType; if (params.addr == 0) { return nullptr; } u32 params_size = params.width * params.height * CachedSurface::GetFormatBpp(params.pixel_format) / 8; // Check for an exact match in existing surfaces CachedSurface* best_exact_surface = nullptr; float exact_surface_goodness = -1.f; auto surface_interval = boost::icl::interval::right_open(params.addr, params.addr + params_size); auto range = surface_cache.equal_range(surface_interval); for (auto it = range.first; it != range.second; ++it) { for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2) { CachedSurface* surface = it2->get(); // Check if the request matches the surface exactly if (params.addr == surface->addr && params.width == surface->width && params.height == surface->height && params.pixel_format == surface->pixel_format) { // Make sure optional param-matching criteria are fulfilled bool tiling_match = (params.is_tiled == surface->is_tiled); bool res_scale_match = (params.res_scale_width == surface->res_scale_width && params.res_scale_height == surface->res_scale_height); if (!match_res_scale || res_scale_match) { // Prioritize same-tiling and highest resolution surfaces float match_goodness = (float)tiling_match + surface->res_scale_width * surface->res_scale_height; if (match_goodness > exact_surface_goodness || surface->dirty) { exact_surface_goodness = match_goodness; best_exact_surface = surface; } } } } } // Return the best exact surface if found if (best_exact_surface != nullptr) { return best_exact_surface; } // No matching surfaces found, so create a new one u8* texture_src_data = Memory::GetPhysicalPointer(params.addr); if (texture_src_data == nullptr) { return nullptr; } MICROPROFILE_SCOPE(OpenGL_SurfaceUpload); // Stride only applies to linear images. ASSERT(params.pixel_stride == 0 || !params.is_tiled); std::shared_ptr new_surface = std::make_shared(); new_surface->addr = params.addr; new_surface->size = params_size; new_surface->texture.Create(); new_surface->width = params.width; new_surface->height = params.height; new_surface->pixel_stride = params.pixel_stride; new_surface->res_scale_width = params.res_scale_width; new_surface->res_scale_height = params.res_scale_height; new_surface->is_tiled = params.is_tiled; new_surface->pixel_format = params.pixel_format; new_surface->dirty = false; if (!load_if_create) { // Don't load any data; just allocate the surface's texture AllocateSurfaceTexture(new_surface->texture.handle, new_surface->pixel_format, new_surface->GetScaledWidth(), new_surface->GetScaledHeight()); } else { // TODO: Consider attempting subrect match in existing surfaces and direct blit here instead // of memory upload below if that's a common scenario in some game Memory::RasterizerFlushRegion(params.addr, params_size); // Load data from memory to the new surface OpenGLState cur_state = OpenGLState::GetCurState(); GLuint old_tex = cur_state.texture_units[0].texture_2d; cur_state.texture_units[0].texture_2d = new_surface->texture.handle; cur_state.Apply(); glActiveTexture(GL_TEXTURE0); if (!new_surface->is_tiled) { // TODO: Ensure this will always be a color format, not a depth or other format ASSERT((size_t)new_surface->pixel_format < fb_format_tuples.size()); const FormatTuple& tuple = fb_format_tuples[(unsigned int)params.pixel_format]; glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)new_surface->pixel_stride); glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, params.width, params.height, 0, tuple.format, tuple.type, texture_src_data); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } else { SurfaceType type = CachedSurface::GetFormatType(new_surface->pixel_format); if (type != SurfaceType::Depth && type != SurfaceType::DepthStencil) { FormatTuple tuple; if ((size_t)params.pixel_format < fb_format_tuples.size()) { tuple = fb_format_tuples[(unsigned int)params.pixel_format]; } else { // Texture tuple = {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE}; } std::vector> tex_buffer(params.width * params.height); Pica::Texture::TextureInfo tex_info; tex_info.width = params.width; tex_info.height = params.height; tex_info.format = (Pica::TexturingRegs::TextureFormat)params.pixel_format; tex_info.SetDefaultStride(); tex_info.physical_address = params.addr; for (unsigned y = 0; y < params.height; ++y) { for (unsigned x = 0; x < params.width; ++x) { tex_buffer[x + params.width * y] = Pica::Texture::LookupTexture( texture_src_data, x, params.height - 1 - y, tex_info); } } glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, params.width, params.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer.data()); } else { // Depth/Stencil formats need special treatment since they aren't sampleable using // LookupTexture and can't use RGBA format size_t tuple_idx = (size_t)params.pixel_format - 14; ASSERT(tuple_idx < depth_format_tuples.size()); const FormatTuple& tuple = depth_format_tuples[tuple_idx]; u32 bytes_per_pixel = CachedSurface::GetFormatBpp(params.pixel_format) / 8; // OpenGL needs 4 bpp alignment for D24 since using GL_UNSIGNED_INT as type bool use_4bpp = (params.pixel_format == PixelFormat::D24); u32 gl_bytes_per_pixel = use_4bpp ? 4 : bytes_per_pixel; std::vector temp_fb_depth_buffer(params.width * params.height * gl_bytes_per_pixel); u8* temp_fb_depth_buffer_ptr = use_4bpp ? temp_fb_depth_buffer.data() + 1 : temp_fb_depth_buffer.data(); MortonCopyPixels(params.pixel_format, params.width, params.height, bytes_per_pixel, gl_bytes_per_pixel, texture_src_data, temp_fb_depth_buffer_ptr, true); glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, params.width, params.height, 0, tuple.format, tuple.type, temp_fb_depth_buffer.data()); } } // If not 1x scale, blit 1x texture to a new scaled texture and replace texture in surface if (new_surface->res_scale_width != 1.f || new_surface->res_scale_height != 1.f) { OGLTexture scaled_texture; scaled_texture.Create(); AllocateSurfaceTexture(scaled_texture.handle, new_surface->pixel_format, new_surface->GetScaledWidth(), new_surface->GetScaledHeight()); BlitTextures(new_surface->texture.handle, scaled_texture.handle, CachedSurface::GetFormatType(new_surface->pixel_format), MathUtil::Rectangle(0, 0, new_surface->width, new_surface->height), MathUtil::Rectangle(0, 0, new_surface->GetScaledWidth(), new_surface->GetScaledHeight())); new_surface->texture.Release(); new_surface->texture.handle = scaled_texture.handle; scaled_texture.handle = 0; cur_state.texture_units[0].texture_2d = new_surface->texture.handle; cur_state.Apply(); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); cur_state.texture_units[0].texture_2d = old_tex; cur_state.Apply(); } Memory::RasterizerMarkRegionCached(new_surface->addr, new_surface->size, 1); surface_cache.add(std::make_pair(boost::icl::interval::right_open( new_surface->addr, new_surface->addr + new_surface->size), std::set>({new_surface}))); return new_surface.get(); } CachedSurface* RasterizerCacheOpenGL::GetSurfaceRect(const CachedSurface& params, bool match_res_scale, bool load_if_create, MathUtil::Rectangle& out_rect) { if (params.addr == 0) { return nullptr; } u32 total_pixels = params.width * params.height; u32 params_size = total_pixels * CachedSurface::GetFormatBpp(params.pixel_format) / 8; // Attempt to find encompassing surfaces CachedSurface* best_subrect_surface = nullptr; float subrect_surface_goodness = -1.f; auto surface_interval = boost::icl::interval::right_open(params.addr, params.addr + params_size); auto cache_upper_bound = surface_cache.upper_bound(surface_interval); for (auto it = surface_cache.lower_bound(surface_interval); it != cache_upper_bound; ++it) { for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2) { CachedSurface* surface = it2->get(); // Check if the request is contained in the surface if (params.addr >= surface->addr && params.addr + params_size - 1 <= surface->addr + surface->size - 1 && params.pixel_format == surface->pixel_format) { // Make sure optional param-matching criteria are fulfilled bool tiling_match = (params.is_tiled == surface->is_tiled); bool res_scale_match = (params.res_scale_width == surface->res_scale_width && params.res_scale_height == surface->res_scale_height); if (!match_res_scale || res_scale_match) { // Prioritize same-tiling and highest resolution surfaces float match_goodness = (float)tiling_match + surface->res_scale_width * surface->res_scale_height; if (match_goodness > subrect_surface_goodness || surface->dirty) { subrect_surface_goodness = match_goodness; best_subrect_surface = surface; } } } } } // Return the best subrect surface if found if (best_subrect_surface != nullptr) { unsigned int bytes_per_pixel = (CachedSurface::GetFormatBpp(best_subrect_surface->pixel_format) / 8); int x0, y0; if (!params.is_tiled) { u32 begin_pixel_index = (params.addr - best_subrect_surface->addr) / bytes_per_pixel; x0 = begin_pixel_index % best_subrect_surface->width; y0 = begin_pixel_index / best_subrect_surface->width; out_rect = MathUtil::Rectangle(x0, y0, x0 + params.width, y0 + params.height); } else { u32 bytes_per_tile = 8 * 8 * bytes_per_pixel; u32 tiles_per_row = best_subrect_surface->width / 8; u32 begin_tile_index = (params.addr - best_subrect_surface->addr) / bytes_per_tile; x0 = begin_tile_index % tiles_per_row * 8; y0 = begin_tile_index / tiles_per_row * 8; // Tiled surfaces are flipped vertically in the rasterizer vs. 3DS memory. out_rect = MathUtil::Rectangle(x0, best_subrect_surface->height - y0, x0 + params.width, best_subrect_surface->height - (y0 + params.height)); } out_rect.left = (int)(out_rect.left * best_subrect_surface->res_scale_width); out_rect.right = (int)(out_rect.right * best_subrect_surface->res_scale_width); out_rect.top = (int)(out_rect.top * best_subrect_surface->res_scale_height); out_rect.bottom = (int)(out_rect.bottom * best_subrect_surface->res_scale_height); return best_subrect_surface; } // No subrect found - create and return a new surface if (!params.is_tiled) { out_rect = MathUtil::Rectangle(0, 0, (int)(params.width * params.res_scale_width), (int)(params.height * params.res_scale_height)); } else { out_rect = MathUtil::Rectangle(0, (int)(params.height * params.res_scale_height), (int)(params.width * params.res_scale_width), 0); } return GetSurface(params, match_res_scale, load_if_create); } CachedSurface* RasterizerCacheOpenGL::GetTextureSurface( const Pica::TexturingRegs::FullTextureConfig& config) { Pica::Texture::TextureInfo info = Pica::Texture::TextureInfo::FromPicaRegister(config.config, config.format); CachedSurface params; params.addr = info.physical_address; params.width = info.width; params.height = info.height; params.is_tiled = true; params.pixel_format = CachedSurface::PixelFormatFromTextureFormat(info.format); return GetSurface(params, false, true); } std::tuple> RasterizerCacheOpenGL::GetFramebufferSurfaces( const Pica::FramebufferRegs::FramebufferConfig& config) { const auto& regs = Pica::g_state.regs; // Make sur that framebuffers don't overlap if both color and depth are being used u32 fb_area = config.GetWidth() * config.GetHeight(); bool framebuffers_overlap = config.GetColorBufferPhysicalAddress() != 0 && config.GetDepthBufferPhysicalAddress() != 0 && MathUtil::IntervalsIntersect( config.GetColorBufferPhysicalAddress(), fb_area * GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(config.color_format.Value())), config.GetDepthBufferPhysicalAddress(), fb_area * Pica::FramebufferRegs::BytesPerDepthPixel(config.depth_format)); bool using_color_fb = config.GetColorBufferPhysicalAddress() != 0; bool using_depth_fb = config.GetDepthBufferPhysicalAddress() != 0 && (regs.framebuffer.output_merger.depth_test_enable || regs.framebuffer.output_merger.depth_write_enable || !framebuffers_overlap); if (framebuffers_overlap && using_color_fb && using_depth_fb) { LOG_CRITICAL(Render_OpenGL, "Color and depth framebuffer memory regions overlap; " "overlapping framebuffers not supported!"); using_depth_fb = false; } // get color and depth surfaces CachedSurface color_params; CachedSurface depth_params; color_params.width = depth_params.width = config.GetWidth(); color_params.height = depth_params.height = config.GetHeight(); color_params.is_tiled = depth_params.is_tiled = true; // Set the internal resolution, assume the same scaling factor for top and bottom screens const Layout::FramebufferLayout& layout = VideoCore::g_emu_window->GetFramebufferLayout(); if (Settings::values.resolution_factor == 0.0f) { // Auto - scale resolution to the window size color_params.res_scale_width = depth_params.res_scale_width = (float)layout.top_screen.GetWidth() / VideoCore::kScreenTopWidth; color_params.res_scale_height = depth_params.res_scale_height = (float)layout.top_screen.GetHeight() / VideoCore::kScreenTopHeight; } else { // Otherwise, scale the resolution by the specified factor color_params.res_scale_width = Settings::values.resolution_factor; depth_params.res_scale_width = Settings::values.resolution_factor; color_params.res_scale_height = Settings::values.resolution_factor; depth_params.res_scale_height = Settings::values.resolution_factor; } color_params.addr = config.GetColorBufferPhysicalAddress(); color_params.pixel_format = CachedSurface::PixelFormatFromColorFormat(config.color_format); depth_params.addr = config.GetDepthBufferPhysicalAddress(); depth_params.pixel_format = CachedSurface::PixelFormatFromDepthFormat(config.depth_format); MathUtil::Rectangle color_rect; CachedSurface* color_surface = using_color_fb ? GetSurfaceRect(color_params, true, true, color_rect) : nullptr; MathUtil::Rectangle depth_rect; CachedSurface* depth_surface = using_depth_fb ? GetSurfaceRect(depth_params, true, true, depth_rect) : nullptr; // Sanity check to make sure found surfaces aren't the same if (using_depth_fb && using_color_fb && color_surface == depth_surface) { LOG_CRITICAL( Render_OpenGL, "Color and depth framebuffer surfaces overlap; overlapping surfaces not supported!"); using_depth_fb = false; depth_surface = nullptr; } MathUtil::Rectangle rect; if (color_surface != nullptr && depth_surface != nullptr && (depth_rect.left != color_rect.left || depth_rect.top != color_rect.top)) { // Can't specify separate color and depth viewport offsets in OpenGL, so re-zero both if // they don't match if (color_rect.left != 0 || color_rect.top != 0) { color_surface = GetSurface(color_params, true, true); } if (depth_rect.left != 0 || depth_rect.top != 0) { depth_surface = GetSurface(depth_params, true, true); } if (!color_surface->is_tiled) { rect = MathUtil::Rectangle( 0, 0, (int)(color_params.width * color_params.res_scale_width), (int)(color_params.height * color_params.res_scale_height)); } else { rect = MathUtil::Rectangle( 0, (int)(color_params.height * color_params.res_scale_height), (int)(color_params.width * color_params.res_scale_width), 0); } } else if (color_surface != nullptr) { rect = color_rect; } else if (depth_surface != nullptr) { rect = depth_rect; } else { rect = MathUtil::Rectangle(0, 0, 0, 0); } return std::make_tuple(color_surface, depth_surface, rect); } CachedSurface* RasterizerCacheOpenGL::TryGetFillSurface(const GPU::Regs::MemoryFillConfig& config) { auto surface_interval = boost::icl::interval::right_open(config.GetStartAddress(), config.GetEndAddress()); auto range = surface_cache.equal_range(surface_interval); for (auto it = range.first; it != range.second; ++it) { for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2) { int bits_per_value = 0; if (config.fill_24bit) { bits_per_value = 24; } else if (config.fill_32bit) { bits_per_value = 32; } else { bits_per_value = 16; } CachedSurface* surface = it2->get(); if (surface->addr == config.GetStartAddress() && CachedSurface::GetFormatBpp(surface->pixel_format) == bits_per_value && (surface->width * surface->height * CachedSurface::GetFormatBpp(surface->pixel_format) / 8) == (config.GetEndAddress() - config.GetStartAddress())) { return surface; } } } return nullptr; } MICROPROFILE_DEFINE(OpenGL_SurfaceDownload, "OpenGL", "Surface Download", MP_RGB(128, 192, 64)); void RasterizerCacheOpenGL::FlushSurface(CachedSurface* surface) { using PixelFormat = CachedSurface::PixelFormat; using SurfaceType = CachedSurface::SurfaceType; if (!surface->dirty) { return; } MICROPROFILE_SCOPE(OpenGL_SurfaceDownload); u8* dst_buffer = Memory::GetPhysicalPointer(surface->addr); if (dst_buffer == nullptr) { return; } OpenGLState cur_state = OpenGLState::GetCurState(); GLuint old_tex = cur_state.texture_units[0].texture_2d; OGLTexture unscaled_tex; GLuint texture_to_flush = surface->texture.handle; // If not 1x scale, blit scaled texture to a new 1x texture and use that to flush if (surface->res_scale_width != 1.f || surface->res_scale_height != 1.f) { unscaled_tex.Create(); AllocateSurfaceTexture(unscaled_tex.handle, surface->pixel_format, surface->width, surface->height); BlitTextures( surface->texture.handle, unscaled_tex.handle, CachedSurface::GetFormatType(surface->pixel_format), MathUtil::Rectangle(0, 0, surface->GetScaledWidth(), surface->GetScaledHeight()), MathUtil::Rectangle(0, 0, surface->width, surface->height)); texture_to_flush = unscaled_tex.handle; } cur_state.texture_units[0].texture_2d = texture_to_flush; cur_state.Apply(); glActiveTexture(GL_TEXTURE0); if (!surface->is_tiled) { // TODO: Ensure this will always be a color format, not a depth or other format ASSERT((size_t)surface->pixel_format < fb_format_tuples.size()); const FormatTuple& tuple = fb_format_tuples[(unsigned int)surface->pixel_format]; glPixelStorei(GL_PACK_ROW_LENGTH, (GLint)surface->pixel_stride); glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, dst_buffer); glPixelStorei(GL_PACK_ROW_LENGTH, 0); } else { SurfaceType type = CachedSurface::GetFormatType(surface->pixel_format); if (type != SurfaceType::Depth && type != SurfaceType::DepthStencil) { ASSERT((size_t)surface->pixel_format < fb_format_tuples.size()); const FormatTuple& tuple = fb_format_tuples[(unsigned int)surface->pixel_format]; u32 bytes_per_pixel = CachedSurface::GetFormatBpp(surface->pixel_format) / 8; std::vector temp_gl_buffer(surface->width * surface->height * bytes_per_pixel); glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, temp_gl_buffer.data()); // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion // is necessary. MortonCopyPixels(surface->pixel_format, surface->width, surface->height, bytes_per_pixel, bytes_per_pixel, dst_buffer, temp_gl_buffer.data(), false); } else { // Depth/Stencil formats need special treatment since they aren't sampleable using // LookupTexture and can't use RGBA format size_t tuple_idx = (size_t)surface->pixel_format - 14; ASSERT(tuple_idx < depth_format_tuples.size()); const FormatTuple& tuple = depth_format_tuples[tuple_idx]; u32 bytes_per_pixel = CachedSurface::GetFormatBpp(surface->pixel_format) / 8; // OpenGL needs 4 bpp alignment for D24 since using GL_UNSIGNED_INT as type bool use_4bpp = (surface->pixel_format == PixelFormat::D24); u32 gl_bytes_per_pixel = use_4bpp ? 4 : bytes_per_pixel; std::vector temp_gl_buffer(surface->width * surface->height * gl_bytes_per_pixel); glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, temp_gl_buffer.data()); u8* temp_gl_buffer_ptr = use_4bpp ? temp_gl_buffer.data() + 1 : temp_gl_buffer.data(); MortonCopyPixels(surface->pixel_format, surface->width, surface->height, bytes_per_pixel, gl_bytes_per_pixel, dst_buffer, temp_gl_buffer_ptr, false); } } surface->dirty = false; cur_state.texture_units[0].texture_2d = old_tex; cur_state.Apply(); } void RasterizerCacheOpenGL::FlushRegion(PAddr addr, u32 size, const CachedSurface* skip_surface, bool invalidate) { if (size == 0) { return; } // Gather up unique surfaces that touch the region std::unordered_set> touching_surfaces; auto surface_interval = boost::icl::interval::right_open(addr, addr + size); auto cache_upper_bound = surface_cache.upper_bound(surface_interval); for (auto it = surface_cache.lower_bound(surface_interval); it != cache_upper_bound; ++it) { std::copy_if(it->second.begin(), it->second.end(), std::inserter(touching_surfaces, touching_surfaces.end()), [skip_surface](std::shared_ptr surface) { return (surface.get() != skip_surface); }); } // Flush and invalidate surfaces for (auto surface : touching_surfaces) { FlushSurface(surface.get()); if (invalidate) { Memory::RasterizerMarkRegionCached(surface->addr, surface->size, -1); surface_cache.subtract( std::make_pair(boost::icl::interval::right_open( surface->addr, surface->addr + surface->size), std::set>({surface}))); } } } void RasterizerCacheOpenGL::FlushAll() { for (auto& surfaces : surface_cache) { for (auto& surface : surfaces.second) { FlushSurface(surface.get()); } } }