// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/alignment.h" #include "common/assert.h" #include "common/microprofile.h" #include "common/scope_exit.h" #include "core/core.h" #include "core/hle/kernel/process.h" #include "core/memory.h" #include "core/settings.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/renderer_opengl/gl_rasterizer_cache.h" #include "video_core/textures/astc.h" #include "video_core/textures/decoders.h" #include "video_core/utils.h" namespace OpenGL { using SurfaceType = SurfaceParams::SurfaceType; using PixelFormat = SurfaceParams::PixelFormat; using ComponentType = SurfaceParams::ComponentType; struct FormatTuple { GLint internal_format; GLenum format; GLenum type; ComponentType component_type; bool compressed; }; static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) { auto& gpu{Core::System::GetInstance().GPU()}; const auto cpu_addr{gpu.MemoryManager().GpuToCpuAddress(gpu_addr)}; return cpu_addr ? *cpu_addr : 0; } /*static*/ SurfaceParams SurfaceParams::CreateForTexture( const Tegra::Texture::FullTextureInfo& config) { SurfaceParams params{}; params.addr = TryGetCpuAddr(config.tic.Address()); params.is_tiled = config.tic.IsTiled(); params.block_height = params.is_tiled ? config.tic.BlockHeight() : 0, params.pixel_format = PixelFormatFromTextureFormat(config.tic.format, config.tic.r_type.Value()); params.component_type = ComponentTypeFromTexture(config.tic.r_type.Value()); params.type = GetFormatType(params.pixel_format); params.width = Common::AlignUp(config.tic.Width(), GetCompressionFactor(params.pixel_format)); params.height = Common::AlignUp(config.tic.Height(), GetCompressionFactor(params.pixel_format)); params.unaligned_height = config.tic.Height(); params.size_in_bytes = params.SizeInBytes(); params.cache_width = Common::AlignUp(params.width, 16); params.cache_height = Common::AlignUp(params.height, 16); return params; } /*static*/ SurfaceParams SurfaceParams::CreateForFramebuffer( const Tegra::Engines::Maxwell3D::Regs::RenderTargetConfig& config) { SurfaceParams params{}; params.addr = TryGetCpuAddr(config.Address()); params.is_tiled = true; params.block_height = Tegra::Texture::TICEntry::DefaultBlockHeight; params.pixel_format = PixelFormatFromRenderTargetFormat(config.format); params.component_type = ComponentTypeFromRenderTarget(config.format); params.type = GetFormatType(params.pixel_format); params.width = config.width; params.height = config.height; params.unaligned_height = config.height; params.size_in_bytes = params.SizeInBytes(); params.cache_width = Common::AlignUp(params.width, 16); params.cache_height = Common::AlignUp(params.height, 16); return params; } /*static*/ SurfaceParams SurfaceParams::CreateForDepthBuffer(u32 zeta_width, u32 zeta_height, Tegra::GPUVAddr zeta_address, Tegra::DepthFormat format) { SurfaceParams params{}; params.addr = TryGetCpuAddr(zeta_address); params.is_tiled = true; params.block_height = Tegra::Texture::TICEntry::DefaultBlockHeight; params.pixel_format = PixelFormatFromDepthFormat(format); params.component_type = ComponentTypeFromDepthFormat(format); params.type = GetFormatType(params.pixel_format); params.size_in_bytes = params.SizeInBytes(); params.width = zeta_width; params.height = zeta_height; params.unaligned_height = zeta_height; params.size_in_bytes = params.SizeInBytes(); params.cache_width = Common::AlignUp(params.width, 16); params.cache_height = Common::AlignUp(params.height, 16); return params; } static constexpr std::array tex_format_tuples = {{ {GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, ComponentType::UNorm, false}, // ABGR8U {GL_RGBA8, GL_RGBA, GL_BYTE, ComponentType::SNorm, false}, // ABGR8S {GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, ComponentType::UInt, false}, // ABGR8UI {GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, ComponentType::UNorm, false}, // B5G6R5U {GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, ComponentType::UNorm, false}, // A2B10G10R10U {GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, ComponentType::UNorm, false}, // A1B5G5R5U {GL_R8, GL_RED, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // R8U {GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, ComponentType::UInt, false}, // R8UI {GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, ComponentType::Float, false}, // RGBA16F {GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT, ComponentType::UNorm, false}, // RGBA16U {GL_RGBA16UI, GL_RGBA, GL_UNSIGNED_SHORT, ComponentType::UInt, false}, // RGBA16UI {GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, ComponentType::Float, false}, // R11FG11FB10F {GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false}, // RGBA32UI {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm, true}, // DXT1 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm, true}, // DXT23 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm, true}, // DXT45 {GL_COMPRESSED_RED_RGTC1, GL_RED, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm, true}, // DXN1 {GL_COMPRESSED_RG_RGTC2, GL_RG, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm, true}, // DXN2UNORM {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_RG, GL_INT, ComponentType::SNorm, true}, // DXN2SNORM {GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm, true}, // BC7U {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm, true}, // BC6H_UF16 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm, true}, // BC6H_SF16 {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_4X4 {GL_RG8, GL_RG, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // G8R8U {GL_RG8, GL_RG, GL_BYTE, ComponentType::SNorm, false}, // G8R8S {GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // BGRA8 {GL_RGBA32F, GL_RGBA, GL_FLOAT, ComponentType::Float, false}, // RGBA32F {GL_RG32F, GL_RG, GL_FLOAT, ComponentType::Float, false}, // RG32F {GL_R32F, GL_RED, GL_FLOAT, ComponentType::Float, false}, // R32F {GL_R16F, GL_RED, GL_HALF_FLOAT, ComponentType::Float, false}, // R16F {GL_R16, GL_RED, GL_UNSIGNED_SHORT, ComponentType::UNorm, false}, // R16U {GL_R16_SNORM, GL_RED, GL_SHORT, ComponentType::SNorm, false}, // R16S {GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT, ComponentType::UInt, false}, // R16UI {GL_R16I, GL_RED_INTEGER, GL_SHORT, ComponentType::SInt, false}, // R16I {GL_RG16, GL_RG, GL_UNSIGNED_SHORT, ComponentType::UNorm, false}, // RG16 {GL_RG16F, GL_RG, GL_HALF_FLOAT, ComponentType::Float, false}, // RG16F {GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT, ComponentType::UInt, false}, // RG16UI {GL_RG16I, GL_RG_INTEGER, GL_SHORT, ComponentType::SInt, false}, // RG16I {GL_RG16_SNORM, GL_RG, GL_SHORT, ComponentType::SNorm, false}, // RG16S {GL_RGB32F, GL_RGB, GL_FLOAT, ComponentType::Float, false}, // RGB32F {GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, ComponentType::UNorm, false}, // SRGBA8 {GL_RG8, GL_RG, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // RG8U {GL_RG8, GL_RG, GL_BYTE, ComponentType::SNorm, false}, // RG8S {GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false}, // RG32UI {GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false}, // R32UI // Depth formats {GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, ComponentType::Float, false}, // Z32F {GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, ComponentType::UNorm, false}, // Z16 // DepthStencil formats {GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, ComponentType::UNorm, false}, // Z24S8 {GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, ComponentType::UNorm, false}, // S8Z24 {GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, ComponentType::Float, false}, // Z32FS8 }}; static const FormatTuple& GetFormatTuple(PixelFormat pixel_format, ComponentType component_type) { ASSERT(static_cast(pixel_format) < tex_format_tuples.size()); auto& format = tex_format_tuples[static_cast(pixel_format)]; ASSERT(component_type == format.component_type); return format; } static bool IsPixelFormatASTC(PixelFormat format) { switch (format) { case PixelFormat::ASTC_2D_4X4: return true; default: return false; } } static std::pair GetASTCBlockSize(PixelFormat format) { switch (format) { case PixelFormat::ASTC_2D_4X4: return {4, 4}; default: LOG_CRITICAL(HW_GPU, "Unhandled format: {}", static_cast(format)); UNREACHABLE(); } } MathUtil::Rectangle SurfaceParams::GetRect() const { u32 actual_height{unaligned_height}; if (IsPixelFormatASTC(pixel_format)) { // ASTC formats must stop at the ATSC block size boundary actual_height = Common::AlignDown(actual_height, GetASTCBlockSize(pixel_format).second); } return {0, actual_height, width, 0}; } /// Returns true if the specified PixelFormat is a BCn format, e.g. DXT or DXN static bool IsFormatBCn(PixelFormat format) { switch (format) { case PixelFormat::DXT1: case PixelFormat::DXT23: case PixelFormat::DXT45: case PixelFormat::DXN1: case PixelFormat::DXN2SNORM: case PixelFormat::DXN2UNORM: case PixelFormat::BC7U: case PixelFormat::BC6H_UF16: case PixelFormat::BC6H_SF16: return true; } return false; } template void MortonCopy(u32 stride, u32 block_height, u32 height, std::vector& gl_buffer, VAddr addr) { constexpr u32 bytes_per_pixel = SurfaceParams::GetFormatBpp(format) / CHAR_BIT; constexpr u32 gl_bytes_per_pixel = CachedSurface::GetGLBytesPerPixel(format); if (morton_to_gl) { // With the BCn formats (DXT and DXN), each 4x4 tile is swizzled instead of just individual // pixel values. const u32 tile_size{IsFormatBCn(format) ? 4U : 1U}; const std::vector data = Tegra::Texture::UnswizzleTexture( addr, tile_size, bytes_per_pixel, stride, height, block_height); const size_t size_to_copy{std::min(gl_buffer.size(), data.size())}; gl_buffer.assign(data.begin(), data.begin() + size_to_copy); } else { // TODO(bunnei): Assumes the default rendering GOB size of 16 (128 lines). We should // check the configuration for this and perform more generic un/swizzle LOG_WARNING(Render_OpenGL, "need to use correct swizzle/GOB parameters!"); VideoCore::MortonCopyPixels128(stride, height, bytes_per_pixel, gl_bytes_per_pixel, Memory::GetPointer(addr), gl_buffer.data(), morton_to_gl); } } static constexpr std::array&, VAddr), SurfaceParams::MaxPixelFormat> morton_to_gl_fns = { // clang-format off MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, // clang-format on }; static constexpr std::array&, VAddr), SurfaceParams::MaxPixelFormat> gl_to_morton_fns = { // clang-format off MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, // TODO(Subv): Swizzling DXT1/DXT23/DXT45/DXN1/DXN2/BC7U/BC6H_UF16/BC6H_SF16/ASTC_2D_4X4 // formats are not supported nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, MortonCopy, // clang-format on }; // Allocate an uninitialized texture of appropriate size and format for the surface static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tuple, u32 width, u32 height) { 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); if (!format_tuple.compressed) { // Only pre-create the texture for non-compressed textures. glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0, format_tuple.format, 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(); } static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle& src_rect, GLuint dst_tex, const MathUtil::Rectangle& dst_rect, SurfaceType type, GLuint read_fb_handle, GLuint draw_fb_handle) { OpenGLState prev_state{OpenGLState::GetCurState()}; SCOPE_EXIT({ prev_state.Apply(); }); OpenGLState state; state.draw.read_framebuffer = read_fb_handle; state.draw.draw_framebuffer = draw_fb_handle; state.Apply(); u32 buffers{}; if (type == SurfaceType::ColorTexture) { 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.bottom, src_rect.right, src_rect.top, dst_rect.left, dst_rect.bottom, dst_rect.right, dst_rect.top, buffers, buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST); return true; } CachedSurface::CachedSurface(const SurfaceParams& params) : params(params) { texture.Create(); const auto& rect{params.GetRect()}; AllocateSurfaceTexture(texture.handle, GetFormatTuple(params.pixel_format, params.component_type), rect.GetWidth(), rect.GetHeight()); } static void ConvertS8Z24ToZ24S8(std::vector& data, u32 width, u32 height) { union S8Z24 { BitField<0, 24, u32> z24; BitField<24, 8, u32> s8; }; static_assert(sizeof(S8Z24) == 4, "S8Z24 is incorrect size"); union Z24S8 { BitField<0, 8, u32> s8; BitField<8, 24, u32> z24; }; static_assert(sizeof(Z24S8) == 4, "Z24S8 is incorrect size"); S8Z24 input_pixel{}; Z24S8 output_pixel{}; const auto bpp{CachedSurface::GetGLBytesPerPixel(PixelFormat::S8Z24)}; for (size_t y = 0; y < height; ++y) { for (size_t x = 0; x < width; ++x) { const size_t offset{bpp * (y * width + x)}; std::memcpy(&input_pixel, &data[offset], sizeof(S8Z24)); output_pixel.s8.Assign(input_pixel.s8); output_pixel.z24.Assign(input_pixel.z24); std::memcpy(&data[offset], &output_pixel, sizeof(Z24S8)); } } } static void ConvertG8R8ToR8G8(std::vector& data, u32 width, u32 height) { const auto bpp{CachedSurface::GetGLBytesPerPixel(PixelFormat::G8R8U)}; for (size_t y = 0; y < height; ++y) { for (size_t x = 0; x < width; ++x) { const size_t offset{bpp * (y * width + x)}; const u8 temp{data[offset]}; data[offset] = data[offset + 1]; data[offset + 1] = temp; } } } /** * Helper function to perform software conversion (as needed) when loading a buffer from Switch * memory. This is for Maxwell pixel formats that cannot be represented as-is in OpenGL or with * typical desktop GPUs. */ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector& data, PixelFormat pixel_format, u32 width, u32 height) { switch (pixel_format) { case PixelFormat::ASTC_2D_4X4: { // Convert ASTC pixel formats to RGBA8, as most desktop GPUs do not support ASTC. u32 block_width{}; u32 block_height{}; std::tie(block_width, block_height) = GetASTCBlockSize(pixel_format); data = Tegra::Texture::ASTC::Decompress(data, width, height, block_width, block_height); break; } case PixelFormat::S8Z24: // Convert the S8Z24 depth format to Z24S8, as OpenGL does not support S8Z24. ConvertS8Z24ToZ24S8(data, width, height); break; case PixelFormat::G8R8U: case PixelFormat::G8R8S: // Convert the G8R8 color format to R8G8, as OpenGL does not support G8R8. ConvertG8R8ToR8G8(data, width, height); break; } } /** * Helper function to perform software conversion (as needed) when flushing a buffer to Switch * memory. This is for Maxwell pixel formats that cannot be represented as-is in OpenGL or with * typical desktop GPUs. */ static void ConvertFormatAsNeeded_FlushGLBuffer(std::vector& /*data*/, PixelFormat pixel_format, u32 /*width*/, u32 /*height*/) { switch (pixel_format) { case PixelFormat::ASTC_2D_4X4: case PixelFormat::S8Z24: LOG_CRITICAL(Render_OpenGL, "Unimplemented pixel_format={}", static_cast(pixel_format)); UNREACHABLE(); break; } } MICROPROFILE_DEFINE(OpenGL_SurfaceLoad, "OpenGL", "Surface Load", MP_RGB(128, 64, 192)); void CachedSurface::LoadGLBuffer() { ASSERT(params.type != SurfaceType::Fill); const u8* const texture_src_data = Memory::GetPointer(params.addr); ASSERT(texture_src_data); const u32 bytes_per_pixel = GetGLBytesPerPixel(params.pixel_format); const u32 copy_size = params.width * params.height * bytes_per_pixel; MICROPROFILE_SCOPE(OpenGL_SurfaceLoad); if (params.is_tiled) { gl_buffer.resize(copy_size); morton_to_gl_fns[static_cast(params.pixel_format)]( params.width, params.block_height, params.height, gl_buffer, params.addr); } else { const u8* const texture_src_data_end = texture_src_data + copy_size; gl_buffer.assign(texture_src_data, texture_src_data_end); } ConvertFormatAsNeeded_LoadGLBuffer(gl_buffer, params.pixel_format, params.width, params.height); } MICROPROFILE_DEFINE(OpenGL_SurfaceFlush, "OpenGL", "Surface Flush", MP_RGB(128, 192, 64)); void CachedSurface::FlushGLBuffer() { u8* const dst_buffer = Memory::GetPointer(params.addr); ASSERT(dst_buffer); ASSERT(gl_buffer.size() == params.width * params.height * GetGLBytesPerPixel(params.pixel_format)); MICROPROFILE_SCOPE(OpenGL_SurfaceFlush); ConvertFormatAsNeeded_FlushGLBuffer(gl_buffer, params.pixel_format, params.width, params.height); if (!params.is_tiled) { std::memcpy(dst_buffer, gl_buffer.data(), params.size_in_bytes); } else { gl_to_morton_fns[static_cast(params.pixel_format)]( params.width, params.block_height, params.height, gl_buffer, params.addr); } } MICROPROFILE_DEFINE(OpenGL_TextureUL, "OpenGL", "Texture Upload", MP_RGB(128, 64, 192)); void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle) { if (params.type == SurfaceType::Fill) return; MICROPROFILE_SCOPE(OpenGL_TextureUL); ASSERT(gl_buffer.size() == params.width * params.height * GetGLBytesPerPixel(params.pixel_format)); const auto& rect{params.GetRect()}; // Load data from memory to the surface GLint x0 = static_cast(rect.left); GLint y0 = static_cast(rect.bottom); size_t buffer_offset = (y0 * params.width + x0) * GetGLBytesPerPixel(params.pixel_format); const FormatTuple& tuple = GetFormatTuple(params.pixel_format, params.component_type); GLuint target_tex = texture.handle; OpenGLState cur_state = OpenGLState::GetCurState(); GLuint old_tex = cur_state.texture_units[0].texture_2d; cur_state.texture_units[0].texture_2d = target_tex; cur_state.Apply(); // Ensure no bad interactions with GL_UNPACK_ALIGNMENT ASSERT(params.width * GetGLBytesPerPixel(params.pixel_format) % 4 == 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast(params.width)); glActiveTexture(GL_TEXTURE0); if (tuple.compressed) { glCompressedTexImage2D( GL_TEXTURE_2D, 0, tuple.internal_format, static_cast(params.width), static_cast(params.height), 0, static_cast(params.size_in_bytes), &gl_buffer[buffer_offset]); } else { glTexSubImage2D(GL_TEXTURE_2D, 0, x0, y0, static_cast(rect.GetWidth()), static_cast(rect.GetHeight()), tuple.format, tuple.type, &gl_buffer[buffer_offset]); } glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); cur_state.texture_units[0].texture_2d = old_tex; cur_state.Apply(); } MICROPROFILE_DEFINE(OpenGL_TextureDL, "OpenGL", "Texture Download", MP_RGB(128, 192, 64)); void CachedSurface::DownloadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle) { if (params.type == SurfaceType::Fill) return; MICROPROFILE_SCOPE(OpenGL_TextureDL); gl_buffer.resize(params.width * params.height * GetGLBytesPerPixel(params.pixel_format)); OpenGLState state = OpenGLState::GetCurState(); OpenGLState prev_state = state; SCOPE_EXIT({ prev_state.Apply(); }); const FormatTuple& tuple = GetFormatTuple(params.pixel_format, params.component_type); // Ensure no bad interactions with GL_PACK_ALIGNMENT ASSERT(params.width * GetGLBytesPerPixel(params.pixel_format) % 4 == 0); glPixelStorei(GL_PACK_ROW_LENGTH, static_cast(params.width)); const auto& rect{params.GetRect()}; size_t buffer_offset = (rect.bottom * params.width + rect.left) * GetGLBytesPerPixel(params.pixel_format); state.UnbindTexture(texture.handle); state.draw.read_framebuffer = read_fb_handle; state.Apply(); if (params.type == SurfaceType::ColorTexture) { glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.handle, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); } else if (params.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, texture.handle, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); } else { glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture.handle, 0); } glReadPixels(static_cast(rect.left), static_cast(rect.bottom), static_cast(rect.GetWidth()), static_cast(rect.GetHeight()), tuple.format, tuple.type, &gl_buffer[buffer_offset]); glPixelStorei(GL_PACK_ROW_LENGTH, 0); } RasterizerCacheOpenGL::RasterizerCacheOpenGL() { read_framebuffer.Create(); draw_framebuffer.Create(); } Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextureInfo& config) { return GetSurface(SurfaceParams::CreateForTexture(config)); } SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb, bool preserve_contents) { const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; // TODO(bunnei): This is hard corded to use just the first render buffer LOG_WARNING(Render_OpenGL, "hard-coded for render target 0!"); // get color and depth surfaces SurfaceParams color_params{}; SurfaceParams depth_params{}; if (using_color_fb) { color_params = SurfaceParams::CreateForFramebuffer(regs.rt[0]); } if (using_depth_fb) { depth_params = SurfaceParams::CreateForDepthBuffer(regs.zeta_width, regs.zeta_height, regs.zeta.Address(), regs.zeta.format); } MathUtil::Rectangle color_rect{}; Surface color_surface; if (using_color_fb) { color_surface = GetSurface(color_params, preserve_contents); if (color_surface) { color_rect = color_surface->GetSurfaceParams().GetRect(); } } MathUtil::Rectangle depth_rect{}; Surface depth_surface; if (using_depth_fb) { depth_surface = GetSurface(depth_params, preserve_contents); if (depth_surface) { depth_rect = depth_surface->GetSurfaceParams().GetRect(); } } MathUtil::Rectangle fb_rect{}; if (color_surface && depth_surface) { fb_rect = color_rect; // Color and Depth surfaces must have the same dimensions and offsets if (color_rect.bottom != depth_rect.bottom || color_rect.top != depth_rect.top || color_rect.left != depth_rect.left || color_rect.right != depth_rect.right) { color_surface = GetSurface(color_params); depth_surface = GetSurface(depth_params); fb_rect = color_surface->GetSurfaceParams().GetRect(); } } else if (color_surface) { fb_rect = color_rect; } else if (depth_surface) { fb_rect = depth_rect; } return std::make_tuple(color_surface, depth_surface, fb_rect); } void RasterizerCacheOpenGL::LoadSurface(const Surface& surface) { surface->LoadGLBuffer(); surface->UploadGLTexture(read_framebuffer.handle, draw_framebuffer.handle); } void RasterizerCacheOpenGL::FlushSurface(const Surface& surface) { surface->DownloadGLTexture(read_framebuffer.handle, draw_framebuffer.handle); surface->FlushGLBuffer(); } Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params, bool preserve_contents) { if (params.addr == 0 || params.height * params.width == 0) { return {}; } // Look up surface in the cache based on address Surface surface{TryGet(params.addr)}; if (surface) { if (surface->GetSurfaceParams().IsCompatibleSurface(params)) { // Use the cached surface as-is return surface; } else if (preserve_contents) { // If surface parameters changed and we care about keeping the previous data, recreate // the surface from the old one Unregister(surface); Surface new_surface{RecreateSurface(surface, params)}; Register(new_surface); return new_surface; } else { // Delete the old surface before creating a new one to prevent collisions. Unregister(surface); } } // No cached surface found - get a new one surface = GetUncachedSurface(params); Register(surface); // Only load surface from memory if we care about the contents if (preserve_contents) { LoadSurface(surface); } return surface; } Surface RasterizerCacheOpenGL::GetUncachedSurface(const SurfaceParams& params) { Surface surface{TryGetReservedSurface(params)}; if (!surface) { // No reserved surface available, create a new one and reserve it surface = std::make_shared(params); ReserveSurface(surface); } return surface; } Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface, const SurfaceParams& new_params) { // Verify surface is compatible for blitting const auto& params{surface->GetSurfaceParams()}; // Get a new surface with the new parameters, and blit the previous surface to it Surface new_surface{GetUncachedSurface(new_params)}; // If format is unchanged, we can do a faster blit without reinterpreting pixel data if (params.pixel_format == new_params.pixel_format) { BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle, new_surface->GetSurfaceParams().GetRect(), params.type, read_framebuffer.handle, draw_framebuffer.handle); return new_surface; } // When using accurate framebuffers, always copy old data to new surface, regardless of format if (Settings::values.use_accurate_framebuffers) { auto source_format = GetFormatTuple(params.pixel_format, params.component_type); auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type); size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes()); // Use a Pixel Buffer Object to download the previous texture and then upload it to the new // one using the new format. OGLBuffer pbo; pbo.Create(); glBindBuffer(GL_PIXEL_PACK_BUFFER, 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(params.SizeInBytes()), nullptr); } else { glGetTextureImage(surface->Texture().handle, 0, source_format.format, source_format.type, static_cast(params.SizeInBytes()), nullptr); } // 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_CRITICAL(HW_GPU, "Trying to upload extra texture data from the CPU during " "reinterpretation but the texture is tiled."); } size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes(); std::vector 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, pbo.handle); if (dest_format.compressed) { glCompressedTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, static_cast(dest_rect.GetWidth()), static_cast(dest_rect.GetHeight()), dest_format.format, static_cast(new_params.SizeInBytes()), nullptr); } else { glTextureSubImage2D(new_surface->Texture().handle, 0, 0, 0, static_cast(dest_rect.GetWidth()), static_cast(dest_rect.GetHeight()), dest_format.format, dest_format.type, nullptr); } glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); pbo.Release(); } return new_surface; } Surface RasterizerCacheOpenGL::TryFindFramebufferSurface(VAddr addr) const { return TryGet(addr); } void RasterizerCacheOpenGL::ReserveSurface(const Surface& surface) { const auto& surface_reserve_key{SurfaceReserveKey::Create(surface->GetSurfaceParams())}; surface_reserve[surface_reserve_key] = surface; } Surface RasterizerCacheOpenGL::TryGetReservedSurface(const SurfaceParams& params) { const auto& surface_reserve_key{SurfaceReserveKey::Create(params)}; auto search{surface_reserve.find(surface_reserve_key)}; if (search != surface_reserve.end()) { return search->second; } return {}; } } // namespace OpenGL