// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <atomic>
#include <cstring>
#include <iterator>
#include <unordered_set>
#include <utility>
#include <vector>
#include <glad/glad.h>
#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<FormatTuple, 5> 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<FormatTuple, 4> 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<int>& src_rect,
const MathUtil::Rectangle<int>& 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<int>& src_rect,
CachedSurface* dst_surface,
const MathUtil::Rectangle<int>& 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<PAddr>::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<CachedSurface> new_surface = std::make_shared<CachedSurface>();
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<Math::Vec4<u8>> 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::Regs::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<u8> 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<int>(0, 0, new_surface->width, new_surface->height),
MathUtil::Rectangle<int>(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<PAddr>::right_open(
new_surface->addr, new_surface->addr + new_surface->size),
std::set<std::shared_ptr<CachedSurface>>({new_surface})));
return new_surface.get();
}
CachedSurface* RasterizerCacheOpenGL::GetSurfaceRect(const CachedSurface& params,
bool match_res_scale, bool load_if_create,
MathUtil::Rectangle<int>& 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<PAddr>::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<int>(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<int>(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<int>(0, 0, (int)(params.width * params.res_scale_width),
(int)(params.height * params.res_scale_height));
} else {
out_rect = MathUtil::Rectangle<int>(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::Regs::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<CachedSurface*, CachedSurface*, MathUtil::Rectangle<int>>
RasterizerCacheOpenGL::GetFramebufferSurfaces(const Pica::Regs::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::Regs::BytesPerDepthPixel(config.depth_format));
bool using_color_fb = config.GetColorBufferPhysicalAddress() != 0;
bool using_depth_fb = config.GetDepthBufferPhysicalAddress() != 0 &&
(regs.output_merger.depth_test_enable ||
regs.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<int> color_rect;
CachedSurface* color_surface =
using_color_fb ? GetSurfaceRect(color_params, true, true, color_rect) : nullptr;
MathUtil::Rectangle<int> 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<int> 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<int>(
0, 0, (int)(color_params.width * color_params.res_scale_width),
(int)(color_params.height * color_params.res_scale_height));
} else {
rect = MathUtil::Rectangle<int>(
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<int>(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<PAddr>::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<int>(0, 0, surface->GetScaledWidth(), surface->GetScaledHeight()),
MathUtil::Rectangle<int>(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<u8> 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<u8> 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<std::shared_ptr<CachedSurface>> touching_surfaces;
auto surface_interval = boost::icl::interval<PAddr>::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<CachedSurface> 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<PAddr>::right_open(
surface->addr, surface->addr + surface->size),
std::set<std::shared_ptr<CachedSurface>>({surface})));
}
}
}
void RasterizerCacheOpenGL::FlushAll() {
for (auto& surfaces : surface_cache) {
for (auto& surface : surfaces.second) {
FlushSurface(surface.get());
}
}
}