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@ -41,7 +41,7 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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}
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/*static*/ SurfaceParams SurfaceParams::CreateForTexture(
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const Tegra::Texture::FullTextureInfo& config) {
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const Tegra::Texture::FullTextureInfo& config, const GLShader::SamplerEntry& entry) {
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SurfaceParams params{};
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params.addr = TryGetCpuAddr(config.tic.Address());
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params.is_tiled = config.tic.IsTiled();
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@ -60,9 +60,23 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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case SurfaceTarget::Texture2D:
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params.depth = 1;
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break;
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case SurfaceTarget::TextureCubemap:
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params.depth = config.tic.Depth() * 6;
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break;
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case SurfaceTarget::Texture3D:
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params.depth = config.tic.Depth();
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break;
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case SurfaceTarget::Texture2DArray:
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params.depth = config.tic.Depth();
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if (!entry.IsArray()) {
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// TODO(bunnei): We have seen games re-use a Texture2D as Texture2DArray with depth of
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// one, but sample the texture in the shader as if it were not an array texture. This
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// probably is valid on hardware, but we still need to write a test to confirm this. In
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// emulation, the workaround here is to continue to treat this as a Texture2D. An
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// example game that does this is Super Mario Odyssey (in Cloud Kingdom).
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ASSERT(params.depth == 1);
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params.target = SurfaceTarget::Texture2D;
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}
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown depth for target={}", static_cast<u32>(params.target));
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@ -71,7 +85,11 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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break;
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}
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params.size_in_bytes = params.SizeInBytes();
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params.size_in_bytes_total = params.SizeInBytesTotal();
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params.size_in_bytes_2d = params.SizeInBytes2D();
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params.max_mip_level = config.tic.max_mip_level + 1;
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params.rt = {};
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return params;
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}
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@ -89,7 +107,16 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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params.unaligned_height = config.height;
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params.target = SurfaceTarget::Texture2D;
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params.depth = 1;
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params.size_in_bytes = params.SizeInBytes();
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params.size_in_bytes_total = params.SizeInBytesTotal();
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params.size_in_bytes_2d = params.SizeInBytes2D();
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params.max_mip_level = 0;
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// Render target specific parameters, not used for caching
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params.rt.index = static_cast<u32>(index);
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params.rt.array_mode = config.array_mode;
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params.rt.layer_stride = config.layer_stride;
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params.rt.base_layer = config.base_layer;
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return params;
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}
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@ -108,7 +135,11 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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params.unaligned_height = zeta_height;
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params.target = SurfaceTarget::Texture2D;
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params.depth = 1;
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params.size_in_bytes = params.SizeInBytes();
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params.size_in_bytes_total = params.SizeInBytesTotal();
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params.size_in_bytes_2d = params.SizeInBytes2D();
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params.max_mip_level = 0;
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params.rt = {};
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return params;
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}
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@ -400,9 +431,13 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, std::size_t, VAddr),
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// clang-format on
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};
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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GLuint read_fb_handle, GLuint draw_fb_handle) {
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static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
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GLuint read_fb_handle, GLuint draw_fb_handle, GLenum src_attachment = 0,
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GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
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const auto& src_params{src_surface->GetSurfaceParams()};
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const auto& dst_params{dst_surface->GetSurfaceParams()};
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OpenGLState prev_state{OpenGLState::GetCurState()};
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SCOPE_EXIT({ prev_state.Apply(); });
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@ -413,47 +448,203 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
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u32 buffers{};
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if (type == SurfaceType::ColorTexture) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex,
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0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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if (src_params.type == SurfaceType::ColorTexture) {
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switch (src_params.target) {
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case SurfaceParams::SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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case SurfaceParams::SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(
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GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(
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GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
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break;
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case SurfaceParams::SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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src_surface->Texture().handle, 0, 0);
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
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break;
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case SurfaceParams::SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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SurfaceTargetToGL(src_params.target),
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src_surface->Texture().handle, 0, 0);
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glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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SurfaceTargetToGL(src_params.target), 0, 0, 0);
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break;
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default:
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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}
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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switch (dst_params.target) {
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case SurfaceParams::SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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case SurfaceParams::SurfaceTarget::TextureCubemap:
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face),
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dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubemap_face), 0, 0);
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break;
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case SurfaceParams::SurfaceTarget::Texture2DArray:
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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dst_surface->Texture().handle, 0, 0);
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, 0);
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break;
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case SurfaceParams::SurfaceTarget::Texture3D:
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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SurfaceTargetToGL(dst_params.target),
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dst_surface->Texture().handle, 0, 0);
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glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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SurfaceTargetToGL(dst_params.target), 0, 0, 0);
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break;
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default:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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break;
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}
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buffers = GL_COLOR_BUFFER_BIT;
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} else if (type == SurfaceType::Depth) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
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} else if (src_params.type == SurfaceType::Depth) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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dst_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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buffers = GL_DEPTH_BUFFER_BIT;
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} else if (type == SurfaceType::DepthStencil) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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} else if (src_params.type == SurfaceType::DepthStencil) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + src_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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src_tex, 0);
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src_surface->Texture().handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + dst_attachment,
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GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_tex, 0);
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dst_surface->Texture().handle, 0);
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
|
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glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left,
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|
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dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
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const auto& rect{src_params.GetRect()};
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glBlitFramebuffer(rect.left, rect.bottom, rect.right, rect.top, rect.left, rect.bottom,
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rect.right, rect.top, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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return true;
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|
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}
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|
|
static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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|
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GLuint copy_pbo_handle, GLenum src_attachment = 0,
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|
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GLenum dst_attachment = 0, std::size_t cubemap_face = 0) {
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|
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ASSERT_MSG(dst_attachment == 0, "Unimplemented");
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|
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|
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const auto& src_params{src_surface->GetSurfaceParams()};
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|
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const auto& dst_params{dst_surface->GetSurfaceParams()};
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|
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auto source_format = GetFormatTuple(src_params.pixel_format, src_params.component_type);
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|
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auto dest_format = GetFormatTuple(dst_params.pixel_format, dst_params.component_type);
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|
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|
|
std::size_t buffer_size =
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|
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std::max(src_params.size_in_bytes_total, dst_params.size_in_bytes_total);
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|
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glBindBuffer(GL_PIXEL_PACK_BUFFER, copy_pbo_handle);
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|
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glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
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|
|
|
if (source_format.compressed) {
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|
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glGetCompressedTextureImage(src_surface->Texture().handle, src_attachment,
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|
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static_cast<GLsizei>(src_params.size_in_bytes_total), nullptr);
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|
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} else {
|
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|
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glGetTextureImage(src_surface->Texture().handle, src_attachment, source_format.format,
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|
|
source_format.type, static_cast<GLsizei>(src_params.size_in_bytes_total),
|
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|
|
nullptr);
|
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|
|
}
|
|
|
|
|
// If the new texture is bigger than the previous one, we need to fill in the rest with data
|
|
|
|
|
// from the CPU.
|
|
|
|
|
if (src_params.size_in_bytes_total < dst_params.size_in_bytes_total) {
|
|
|
|
|
// Upload the rest of the memory.
|
|
|
|
|
if (dst_params.is_tiled) {
|
|
|
|
|
// TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest
|
|
|
|
|
// of the data in this case. Games like Super Mario Odyssey seem to hit this case
|
|
|
|
|
// when drawing, it re-uses the memory of a previous texture as a bigger framebuffer
|
|
|
|
|
// but it doesn't clear it beforehand, the texture is already full of zeros.
|
|
|
|
|
LOG_DEBUG(HW_GPU, "Trying to upload extra texture data from the CPU during "
|
|
|
|
|
"reinterpretation but the texture is tiled.");
|
|
|
|
|
}
|
|
|
|
|
std::size_t remaining_size =
|
|
|
|
|
dst_params.size_in_bytes_total - src_params.size_in_bytes_total;
|
|
|
|
|
std::vector<u8> data(remaining_size);
|
|
|
|
|
Memory::ReadBlock(dst_params.addr + src_params.size_in_bytes_total, data.data(),
|
|
|
|
|
data.size());
|
|
|
|
|
glBufferSubData(GL_PIXEL_PACK_BUFFER, src_params.size_in_bytes_total, remaining_size,
|
|
|
|
|
data.data());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
|
|
|
|
|
|
|
|
const GLsizei width{static_cast<GLsizei>(
|
|
|
|
|
std::min(src_params.GetRect().GetWidth(), dst_params.GetRect().GetWidth()))};
|
|
|
|
|
const GLsizei height{static_cast<GLsizei>(
|
|
|
|
|
std::min(src_params.GetRect().GetHeight(), dst_params.GetRect().GetHeight()))};
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, copy_pbo_handle);
|
|
|
|
|
if (dest_format.compressed) {
|
|
|
|
|
LOG_CRITICAL(HW_GPU, "Compressed copy is unimplemented!");
|
|
|
|
|
UNREACHABLE();
|
|
|
|
|
} else {
|
|
|
|
|
switch (dst_params.target) {
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture1D:
|
|
|
|
|
glTextureSubImage1D(dst_surface->Texture().handle, 0, 0, width, dest_format.format,
|
|
|
|
|
dest_format.type, nullptr);
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture2D:
|
|
|
|
|
glTextureSubImage2D(dst_surface->Texture().handle, 0, 0, 0, width, height,
|
|
|
|
|
dest_format.format, dest_format.type, nullptr);
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture3D:
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture2DArray:
|
|
|
|
|
glTextureSubImage3D(dst_surface->Texture().handle, 0, 0, 0, 0, width, height,
|
|
|
|
|
static_cast<GLsizei>(dst_params.depth), dest_format.format,
|
|
|
|
|
dest_format.type, nullptr);
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::TextureCubemap:
|
|
|
|
|
glTextureSubImage3D(dst_surface->Texture().handle, 0, 0, 0,
|
|
|
|
|
static_cast<GLint>(cubemap_face), width, height, 1,
|
|
|
|
|
dest_format.format, dest_format.type, nullptr);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
|
|
|
|
|
static_cast<u32>(dst_params.target));
|
|
|
|
|
UNREACHABLE();
|
|
|
|
|
}
|
|
|
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CachedSurface::CachedSurface(const SurfaceParams& params)
|
|
|
|
|
: params(params), gl_target(SurfaceTargetToGL(params.target)) {
|
|
|
|
|
texture.Create();
|
|
|
|
@ -481,6 +672,7 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
|
|
|
|
|
rect.GetWidth());
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture2D:
|
|
|
|
|
case SurfaceParams::SurfaceTarget::TextureCubemap:
|
|
|
|
|
glTexStorage2D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
|
|
|
|
|
rect.GetWidth(), rect.GetHeight());
|
|
|
|
|
break;
|
|
|
|
@ -585,29 +777,39 @@ void CachedSurface::LoadGLBuffer() {
|
|
|
|
|
|
|
|
|
|
const u32 bytes_per_pixel = GetGLBytesPerPixel(params.pixel_format);
|
|
|
|
|
const u32 copy_size = params.width * params.height * bytes_per_pixel;
|
|
|
|
|
const std::size_t total_size = copy_size * params.depth;
|
|
|
|
|
|
|
|
|
|
MICROPROFILE_SCOPE(OpenGL_SurfaceLoad);
|
|
|
|
|
|
|
|
|
|
if (params.is_tiled) {
|
|
|
|
|
gl_buffer.resize(total_size);
|
|
|
|
|
|
|
|
|
|
// TODO(bunnei): This only unswizzles and copies a 2D texture - we do not yet know how to do
|
|
|
|
|
// this for 3D textures, etc.
|
|
|
|
|
switch (params.target) {
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture2D:
|
|
|
|
|
// Pass impl. to the fallback code below
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture2DArray:
|
|
|
|
|
case SurfaceParams::SurfaceTarget::TextureCubemap:
|
|
|
|
|
for (std::size_t index = 0; index < params.depth; ++index) {
|
|
|
|
|
const std::size_t offset{index * copy_size};
|
|
|
|
|
morton_to_gl_fns[static_cast<std::size_t>(params.pixel_format)](
|
|
|
|
|
params.width, params.block_height, params.height, gl_buffer.data() + offset,
|
|
|
|
|
copy_size, params.addr + offset);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
LOG_CRITICAL(HW_GPU, "Unimplemented tiled load for target={}",
|
|
|
|
|
static_cast<u32>(params.target));
|
|
|
|
|
UNREACHABLE();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gl_buffer.resize(static_cast<std::size_t>(params.depth) * copy_size);
|
|
|
|
|
morton_to_gl_fns[static_cast<std::size_t>(params.pixel_format)](
|
|
|
|
|
params.width, params.block_height, params.height, gl_buffer.data(), copy_size,
|
|
|
|
|
params.addr);
|
|
|
|
|
} else {
|
|
|
|
|
const u8* const texture_src_data_end{texture_src_data +
|
|
|
|
|
(static_cast<std::size_t>(params.depth) * copy_size)};
|
|
|
|
|
const u8* const texture_src_data_end{texture_src_data + total_size};
|
|
|
|
|
gl_buffer.assign(texture_src_data, texture_src_data_end);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -634,7 +836,7 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle
|
|
|
|
|
// Load data from memory to the surface
|
|
|
|
|
const GLint x0 = static_cast<GLint>(rect.left);
|
|
|
|
|
const GLint y0 = static_cast<GLint>(rect.bottom);
|
|
|
|
|
const std::size_t buffer_offset =
|
|
|
|
|
std::size_t buffer_offset =
|
|
|
|
|
static_cast<std::size_t>(static_cast<std::size_t>(y0) * params.width +
|
|
|
|
|
static_cast<std::size_t>(x0)) *
|
|
|
|
|
GetGLBytesPerPixel(params.pixel_format);
|
|
|
|
@ -663,15 +865,25 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle
|
|
|
|
|
glCompressedTexImage2D(
|
|
|
|
|
SurfaceTargetToGL(params.target), 0, tuple.internal_format,
|
|
|
|
|
static_cast<GLsizei>(params.width), static_cast<GLsizei>(params.height), 0,
|
|
|
|
|
static_cast<GLsizei>(params.size_in_bytes), &gl_buffer[buffer_offset]);
|
|
|
|
|
static_cast<GLsizei>(params.size_in_bytes_2d), &gl_buffer[buffer_offset]);
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture3D:
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture2DArray:
|
|
|
|
|
glCompressedTexImage3D(
|
|
|
|
|
SurfaceTargetToGL(params.target), 0, tuple.internal_format,
|
|
|
|
|
static_cast<GLsizei>(params.width), static_cast<GLsizei>(params.height),
|
|
|
|
|
static_cast<GLsizei>(params.depth), 0, static_cast<GLsizei>(params.size_in_bytes),
|
|
|
|
|
&gl_buffer[buffer_offset]);
|
|
|
|
|
static_cast<GLsizei>(params.depth), 0,
|
|
|
|
|
static_cast<GLsizei>(params.size_in_bytes_total), &gl_buffer[buffer_offset]);
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::TextureCubemap:
|
|
|
|
|
for (std::size_t face = 0; face < params.depth; ++face) {
|
|
|
|
|
glCompressedTexImage2D(static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face),
|
|
|
|
|
0, tuple.internal_format, static_cast<GLsizei>(params.width),
|
|
|
|
|
static_cast<GLsizei>(params.height), 0,
|
|
|
|
|
static_cast<GLsizei>(params.size_in_bytes_2d),
|
|
|
|
|
&gl_buffer[buffer_offset]);
|
|
|
|
|
buffer_offset += params.size_in_bytes_2d;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
|
|
|
|
@ -679,8 +891,8 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle
|
|
|
|
|
UNREACHABLE();
|
|
|
|
|
glCompressedTexImage2D(
|
|
|
|
|
GL_TEXTURE_2D, 0, tuple.internal_format, static_cast<GLsizei>(params.width),
|
|
|
|
|
static_cast<GLsizei>(params.height), 0, static_cast<GLsizei>(params.size_in_bytes),
|
|
|
|
|
&gl_buffer[buffer_offset]);
|
|
|
|
|
static_cast<GLsizei>(params.height), 0,
|
|
|
|
|
static_cast<GLsizei>(params.size_in_bytes_2d), &gl_buffer[buffer_offset]);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
|
@ -703,6 +915,15 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle
|
|
|
|
|
static_cast<GLsizei>(rect.GetHeight()), params.depth, tuple.format,
|
|
|
|
|
tuple.type, &gl_buffer[buffer_offset]);
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::TextureCubemap:
|
|
|
|
|
for (std::size_t face = 0; face < params.depth; ++face) {
|
|
|
|
|
glTexSubImage2D(static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, x0,
|
|
|
|
|
y0, static_cast<GLsizei>(rect.GetWidth()),
|
|
|
|
|
static_cast<GLsizei>(rect.GetHeight()), tuple.format, tuple.type,
|
|
|
|
|
&gl_buffer[buffer_offset]);
|
|
|
|
|
buffer_offset += params.size_in_bytes_2d;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
|
|
|
|
|
static_cast<u32>(params.target));
|
|
|
|
@ -722,8 +943,9 @@ RasterizerCacheOpenGL::RasterizerCacheOpenGL() {
|
|
|
|
|
copy_pbo.Create();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config) {
|
|
|
|
|
return GetSurface(SurfaceParams::CreateForTexture(config));
|
|
|
|
|
Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config,
|
|
|
|
|
const GLShader::SamplerEntry& entry) {
|
|
|
|
|
return GetSurface(SurfaceParams::CreateForTexture(config, entry));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
|
|
|
|
@ -811,98 +1033,69 @@ Surface RasterizerCacheOpenGL::GetUncachedSurface(const SurfaceParams& params) {
|
|
|
|
|
return surface;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
|
|
|
|
|
Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
|
|
|
|
|
const SurfaceParams& new_params) {
|
|
|
|
|
// Verify surface is compatible for blitting
|
|
|
|
|
const auto& params{surface->GetSurfaceParams()};
|
|
|
|
|
auto old_params{old_surface->GetSurfaceParams()};
|
|
|
|
|
|
|
|
|
|
// Get a new surface with the new parameters, and blit the previous surface to it
|
|
|
|
|
Surface new_surface{GetUncachedSurface(new_params)};
|
|
|
|
|
|
|
|
|
|
if (params.pixel_format == new_params.pixel_format ||
|
|
|
|
|
!Settings::values.use_accurate_framebuffers) {
|
|
|
|
|
// If the format is the same, just do a framebuffer blit. This is significantly faster than
|
|
|
|
|
// using PBOs. The is also likely less accurate, as textures will be converted rather than
|
|
|
|
|
// reinterpreted.
|
|
|
|
|
// If the format is the same, just do a framebuffer blit. This is significantly faster than
|
|
|
|
|
// using PBOs. The is also likely less accurate, as textures will be converted rather than
|
|
|
|
|
// reinterpreted. When use_accurate_framebuffers setting is enabled, perform a more accurate
|
|
|
|
|
// surface copy, where pixels are reinterpreted as a new format (without conversion). This
|
|
|
|
|
// code path uses OpenGL PBOs and is quite slow.
|
|
|
|
|
const bool is_blit{old_params.pixel_format == new_params.pixel_format ||
|
|
|
|
|
!Settings::values.use_accurate_framebuffers};
|
|
|
|
|
|
|
|
|
|
BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
|
|
|
|
|
params.GetRect(), params.type, read_framebuffer.handle,
|
|
|
|
|
draw_framebuffer.handle);
|
|
|
|
|
} else {
|
|
|
|
|
// When use_accurate_framebuffers setting is enabled, perform a more accurate surface copy,
|
|
|
|
|
// where pixels are reinterpreted as a new format (without conversion). This code path uses
|
|
|
|
|
// OpenGL PBOs and is quite slow.
|
|
|
|
|
|
|
|
|
|
auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
|
|
|
|
|
auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
|
|
|
|
|
|
|
|
|
|
std::size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes());
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, copy_pbo.handle);
|
|
|
|
|
glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
|
|
|
|
|
if (source_format.compressed) {
|
|
|
|
|
glGetCompressedTextureImage(surface->Texture().handle, 0,
|
|
|
|
|
static_cast<GLsizei>(params.SizeInBytes()), nullptr);
|
|
|
|
|
switch (new_params.target) {
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture2D:
|
|
|
|
|
if (is_blit) {
|
|
|
|
|
BlitSurface(old_surface, new_surface, read_framebuffer.handle, draw_framebuffer.handle);
|
|
|
|
|
} else {
|
|
|
|
|
glGetTextureImage(surface->Texture().handle, 0, source_format.format,
|
|
|
|
|
source_format.type, static_cast<GLsizei>(params.SizeInBytes()),
|
|
|
|
|
nullptr);
|
|
|
|
|
CopySurface(old_surface, new_surface, copy_pbo.handle);
|
|
|
|
|
}
|
|
|
|
|
// If the new texture is bigger than the previous one, we need to fill in the rest with data
|
|
|
|
|
// from the CPU.
|
|
|
|
|
if (params.SizeInBytes() < new_params.SizeInBytes()) {
|
|
|
|
|
// Upload the rest of the memory.
|
|
|
|
|
if (new_params.is_tiled) {
|
|
|
|
|
// TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest
|
|
|
|
|
// of the data in this case. Games like Super Mario Odyssey seem to hit this case
|
|
|
|
|
// when drawing, it re-uses the memory of a previous texture as a bigger framebuffer
|
|
|
|
|
// but it doesn't clear it beforehand, the texture is already full of zeros.
|
|
|
|
|
LOG_DEBUG(HW_GPU, "Trying to upload extra texture data from the CPU during "
|
|
|
|
|
"reinterpretation but the texture is tiled.");
|
|
|
|
|
}
|
|
|
|
|
std::size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes();
|
|
|
|
|
std::vector<u8> data(remaining_size);
|
|
|
|
|
Memory::ReadBlock(new_params.addr + params.SizeInBytes(), data.data(), data.size());
|
|
|
|
|
glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size,
|
|
|
|
|
data.data());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
|
|
|
|
|
|
|
|
const auto& dest_rect{new_params.GetRect()};
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, copy_pbo.handle);
|
|
|
|
|
if (dest_format.compressed) {
|
|
|
|
|
LOG_CRITICAL(HW_GPU, "Compressed copy is unimplemented!");
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::TextureCubemap: {
|
|
|
|
|
if (old_params.rt.array_mode != 1) {
|
|
|
|
|
// TODO(bunnei): This is used by Breath of the Wild, I'm not sure how to implement this
|
|
|
|
|
// yet (array rendering used as a cubemap texture).
|
|
|
|
|
LOG_CRITICAL(HW_GPU, "Unhandled rendertarget array_mode {}", old_params.rt.array_mode);
|
|
|
|
|
UNREACHABLE();
|
|
|
|
|
} else {
|
|
|
|
|
switch (new_params.target) {
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture1D:
|
|
|
|
|
glTextureSubImage1D(new_surface->Texture().handle, 0, 0,
|
|
|
|
|
static_cast<GLsizei>(dest_rect.GetWidth()), dest_format.format,
|
|
|
|
|
dest_format.type, nullptr);
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture2D:
|
|
|
|
|
glTextureSubImage2D(new_surface->Texture().handle, 0, 0, 0,
|
|
|
|
|
static_cast<GLsizei>(dest_rect.GetWidth()),
|
|
|
|
|
static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format,
|
|
|
|
|
dest_format.type, nullptr);
|
|
|
|
|
break;
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture3D:
|
|
|
|
|
case SurfaceParams::SurfaceTarget::Texture2DArray:
|
|
|
|
|
glTextureSubImage3D(new_surface->Texture().handle, 0, 0, 0, 0,
|
|
|
|
|
static_cast<GLsizei>(dest_rect.GetWidth()),
|
|
|
|
|
static_cast<GLsizei>(dest_rect.GetHeight()),
|
|
|
|
|
static_cast<GLsizei>(new_params.depth), dest_format.format,
|
|
|
|
|
dest_format.type, nullptr);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
|
|
|
|
|
static_cast<u32>(params.target));
|
|
|
|
|
UNREACHABLE();
|
|
|
|
|
}
|
|
|
|
|
return new_surface;
|
|
|
|
|
}
|
|
|
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
|
|
|
|
|
|
|
|
// This seems to be used for render-to-cubemap texture
|
|
|
|
|
ASSERT_MSG(old_params.target == SurfaceParams::SurfaceTarget::Texture2D, "Unexpected");
|
|
|
|
|
ASSERT_MSG(old_params.pixel_format == new_params.pixel_format, "Unexpected");
|
|
|
|
|
ASSERT_MSG(old_params.rt.base_layer == 0, "Unimplemented");
|
|
|
|
|
|
|
|
|
|
// TODO(bunnei): Verify the below - this stride seems to be in 32-bit words, not pixels.
|
|
|
|
|
// Tested with Splatoon 2, Super Mario Odyssey, and Breath of the Wild.
|
|
|
|
|
const std::size_t byte_stride{old_params.rt.layer_stride * sizeof(u32)};
|
|
|
|
|
|
|
|
|
|
for (std::size_t index = 0; index < new_params.depth; ++index) {
|
|
|
|
|
Surface face_surface{TryGetReservedSurface(old_params)};
|
|
|
|
|
ASSERT_MSG(face_surface, "Unexpected");
|
|
|
|
|
|
|
|
|
|
if (is_blit) {
|
|
|
|
|
BlitSurface(face_surface, new_surface, read_framebuffer.handle,
|
|
|
|
|
draw_framebuffer.handle, face_surface->GetSurfaceParams().rt.index,
|
|
|
|
|
new_params.rt.index, index);
|
|
|
|
|
} else {
|
|
|
|
|
CopySurface(face_surface, new_surface, copy_pbo.handle,
|
|
|
|
|
face_surface->GetSurfaceParams().rt.index, new_params.rt.index, index);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
old_params.addr += byte_stride;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
default:
|
|
|
|
|
LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
|
|
|
|
|
static_cast<u32>(new_params.target));
|
|
|
|
|
UNREACHABLE();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return new_surface;
|
|
|
|
|