mirror of
https://github.com/RetroDECK/Duckstation.git
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e3d9ba4c99
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
689 lines
22 KiB
C++
689 lines
22 KiB
C++
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#include "opengl_texture.h"
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#include "opengl_device.h"
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#include "opengl_stream_buffer.h"
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#include "common/align.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "common/string_util.h"
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#include <array>
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#include <limits>
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#include <tuple>
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Log_SetChannel(OpenGLDevice);
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// Looking across a range of GPUs, the optimal copy alignment for Vulkan drivers seems
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// to be between 1 (AMD/NV) and 64 (Intel). So, we'll go with 64 here.
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static constexpr u32 TEXTURE_UPLOAD_ALIGNMENT = 64;
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// The pitch alignment must be less or equal to the upload alignment.
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// We need 32 here for AVX2, so 64 is also fine.
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static constexpr u32 TEXTURE_UPLOAD_PITCH_ALIGNMENT = 64;
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const std::tuple<GLenum, GLenum, GLenum>& OpenGLTexture::GetPixelFormatMapping(GPUTexture::Format format)
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{
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static constexpr std::array<std::tuple<GLenum, GLenum, GLenum>, static_cast<u32>(GPUTexture::Format::MaxCount)>
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mapping = {{
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{}, // Unknown
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE}, // RGBA8
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{GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE}, // BGRA8
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{GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5}, // RGB565
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{GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV}, // RGBA5551
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{GL_R8, GL_RED, GL_UNSIGNED_BYTE}, // R8
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{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_SHORT}, // D16
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{GL_R16, GL_RED, GL_UNSIGNED_SHORT}, // R16
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{GL_R16F, GL_RED, GL_HALF_FLOAT}, // R16F
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{GL_R32I, GL_RED, GL_INT}, // R32I
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{GL_R32UI, GL_RED, GL_UNSIGNED_INT}, // R32U
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{GL_R32F, GL_RED, GL_FLOAT}, // R32F
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{GL_RG8, GL_RG, GL_UNSIGNED_BYTE}, // RG8
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{GL_RG16, GL_RG, GL_UNSIGNED_SHORT}, // RG16
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{GL_RG16F, GL_RG, GL_HALF_FLOAT}, // RG16F
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{GL_RG32F, GL_RG, GL_FLOAT}, // RG32F
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{GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE}, // RGBA16
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{GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT}, // RGBA16F
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{GL_RGBA32F, GL_RGBA, GL_FLOAT}, // RGBA32F
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{GL_RGB10_A2, GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV}, // RGB10A2
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}};
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return mapping[static_cast<u32>(format)];
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}
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OpenGLTexture::OpenGLTexture() = default;
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OpenGLTexture::~OpenGLTexture()
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{
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Destroy();
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}
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bool OpenGLTexture::UseTextureStorage(bool multisampled)
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{
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return GLAD_GL_ARB_texture_storage || (multisampled ? GLAD_GL_ES_VERSION_3_1 : GLAD_GL_ES_VERSION_3_0);
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}
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bool OpenGLTexture::UseTextureStorage() const
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{
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return UseTextureStorage(IsMultisampled());
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}
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bool OpenGLTexture::Create(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format,
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const void* data, u32 data_pitch)
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{
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if (!ValidateConfig(width, height, layers, levels, samples, type, format))
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return false;
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if (layers > 1 && data)
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{
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Log_ErrorPrintf("Loading texture array data not currently supported");
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return false;
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}
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const GLenum target =
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((samples > 1) ? GL_TEXTURE_2D_MULTISAMPLE : ((layers > 1) ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D));
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const auto [gl_internal_format, gl_format, gl_type] = GetPixelFormatMapping(format);
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OpenGLDevice::BindUpdateTextureUnit();
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glGetError();
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GLuint id;
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glGenTextures(1, &id);
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glBindTexture(target, id);
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if (samples > 1)
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{
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Assert(!data);
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if (UseTextureStorage(true))
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{
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glTexStorage2DMultisample(target, samples, gl_internal_format, width, height, GL_FALSE);
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}
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else
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{
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glTexImage2DMultisample(target, samples, gl_internal_format, width, height, GL_FALSE);
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}
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glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels);
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}
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else
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{
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if (UseTextureStorage(false))
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{
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if (layers > 1)
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glTexStorage3D(target, levels, gl_internal_format, width, height, layers);
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else
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glTexStorage2D(target, levels, gl_internal_format, width, height);
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if (data)
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{
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// TODO: Fix data for mipmaps here.
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if (layers > 1)
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glTexSubImage3D(target, 0, 0, 0, 0, width, height, layers, gl_format, gl_type, data);
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else
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glTexSubImage2D(target, 0, 0, 0, width, height, gl_format, gl_type, data);
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}
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}
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else
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{
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for (u32 i = 0; i < levels; i++)
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{
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// TODO: Fix data pointer here.
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if (layers > 1)
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glTexImage3D(target, i, gl_internal_format, width, height, layers, 0, gl_format, gl_type, data);
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else
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glTexImage2D(target, i, gl_internal_format, width, height, 0, gl_format, gl_type, data);
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}
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glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels);
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}
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}
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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{
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Log_ErrorPrintf("Failed to create texture: 0x%X", error);
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glDeleteTextures(1, &id);
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return false;
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}
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if (IsValid())
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Destroy();
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m_id = id;
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m_width = static_cast<u16>(width);
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m_height = static_cast<u16>(height);
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m_layers = static_cast<u8>(layers);
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m_levels = static_cast<u8>(levels);
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m_samples = static_cast<u8>(samples);
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m_type = type;
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m_format = format;
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m_state = GPUTexture::State::Dirty;
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return true;
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}
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void OpenGLTexture::Destroy()
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{
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if (m_id != 0)
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{
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OpenGLDevice::GetInstance().UnbindTexture(m_id);
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glDeleteTextures(1, &m_id);
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m_id = 0;
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}
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ClearBaseProperties();
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}
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void OpenGLTexture::CommitClear()
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{
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OpenGLDevice::GetInstance().CommitClear(this);
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}
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bool OpenGLTexture::Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer /*= 0*/,
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u32 level /*= 0*/)
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{
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// TODO: perf counters
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// Worth using the PBO? Driver probably knows better...
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const GLenum target = GetGLTarget();
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const auto [gl_internal_format, gl_format, gl_type] = GetPixelFormatMapping(m_format);
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const u32 preferred_pitch =
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Common::AlignUpPow2(static_cast<u32>(width) * GetPixelSize(), TEXTURE_UPLOAD_PITCH_ALIGNMENT);
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const u32 map_size = preferred_pitch * static_cast<u32>(height);
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OpenGLStreamBuffer* sb = OpenGLDevice::GetTextureStreamBuffer();
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CommitClear();
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OpenGLDevice::BindUpdateTextureUnit();
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glBindTexture(target, m_id);
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if (!sb || map_size > sb->GetChunkSize())
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{
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GL_INS("Not using PBO for map size %u", map_size);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / GetPixelSize());
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glTextureSubImage2D(target, layer, x, y, width, height, gl_format, gl_type, data);
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}
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else
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{
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const auto map = sb->Map(TEXTURE_UPLOAD_ALIGNMENT, map_size);
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StringUtil::StrideMemCpy(map.pointer, preferred_pitch, data, pitch, width * GetPixelSize(), height);
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sb->Unmap(map_size);
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sb->Bind();
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glPixelStorei(GL_UNPACK_ROW_LENGTH, preferred_pitch / GetPixelSize());
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glTextureSubImage2D(GL_TEXTURE_2D, layer, x, y, width, height, gl_format, gl_type,
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reinterpret_cast<void*>(static_cast<uintptr_t>(map.buffer_offset)));
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sb->Unbind();
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}
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glBindTexture(target, 0);
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return true;
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}
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bool OpenGLTexture::Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer /*= 0*/,
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u32 level /*= 0*/)
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{
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if ((x + width) > GetMipWidth(level) || (y + height) > GetMipHeight(level) || layer > m_layers || level > m_levels)
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return false;
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const u32 pitch = Common::AlignUpPow2(static_cast<u32>(width) * GetPixelSize(), TEXTURE_UPLOAD_PITCH_ALIGNMENT);
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const u32 upload_size = pitch * static_cast<u32>(height);
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OpenGLStreamBuffer* sb = OpenGLDevice::GetTextureStreamBuffer();
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if (!sb || upload_size > sb->GetSize())
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return false;
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const auto res = sb->Map(TEXTURE_UPLOAD_ALIGNMENT, upload_size);
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*map = res.pointer;
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*map_stride = pitch;
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m_map_offset = res.buffer_offset;
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m_map_x = static_cast<u16>(x);
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m_map_y = static_cast<u16>(y);
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m_map_width = static_cast<u16>(width);
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m_map_height = static_cast<u16>(height);
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m_map_layer = static_cast<u8>(layer);
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m_map_level = static_cast<u8>(level);
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return true;
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}
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void OpenGLTexture::Unmap()
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{
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CommitClear();
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const u32 pitch = Common::AlignUpPow2(static_cast<u32>(m_map_width) * GetPixelSize(), TEXTURE_UPLOAD_PITCH_ALIGNMENT);
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const u32 upload_size = pitch * static_cast<u32>(m_map_height);
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OpenGLStreamBuffer* sb = OpenGLDevice::GetTextureStreamBuffer();
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sb->Unmap(upload_size);
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sb->Bind();
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glPixelStorei(GL_UNPACK_ROW_LENGTH, m_map_width);
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OpenGLDevice::BindUpdateTextureUnit();
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const GLenum target = GetGLTarget();
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glBindTexture(target, m_id);
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const auto [gl_internal_format, gl_format, gl_type] = GetPixelFormatMapping(m_format);
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if (IsTextureArray())
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{
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glTexSubImage3D(target, m_map_level, m_map_x, m_map_y, m_map_layer, m_map_width, m_map_height, 1, gl_format,
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gl_type, reinterpret_cast<void*>(static_cast<uintptr_t>(m_map_offset)));
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}
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else
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{
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glTexSubImage2D(target, m_map_level, m_map_x, m_map_y, m_map_width, m_map_height, gl_format, gl_type,
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reinterpret_cast<void*>(static_cast<uintptr_t>(m_map_offset)));
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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sb->Unbind();
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glBindTexture(target, 0);
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}
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void OpenGLTexture::SetDebugName(const std::string_view& name)
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{
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#ifdef _DEBUG
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if (glObjectLabel)
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glObjectLabel(GL_TEXTURE, m_id, static_cast<GLsizei>(name.length()), static_cast<const GLchar*>(name.data()));
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#endif
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}
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#if 0
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// If we don't have border clamp.. too bad, just hope for the best.
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if (!m_gl_context->IsGLES() || GLAD_GL_ES_VERSION_3_2 || GLAD_GL_NV_texture_border_clamp ||
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GLAD_GL_EXT_texture_border_clamp || GLAD_GL_OES_texture_border_clamp)
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#endif
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//////////////////////////////////////////////////////////////////////////
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OpenGLSampler::OpenGLSampler(GLuint id) : GPUSampler(), m_id(id)
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{
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}
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OpenGLSampler::~OpenGLSampler()
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{
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OpenGLDevice::GetInstance().UnbindSampler(m_id);
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}
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void OpenGLSampler::SetDebugName(const std::string_view& name)
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{
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#ifdef _DEBUG
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if (glObjectLabel)
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glObjectLabel(GL_SAMPLER, m_id, static_cast<GLsizei>(name.length()), static_cast<const GLchar*>(name.data()));
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#endif
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}
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std::unique_ptr<GPUSampler> OpenGLDevice::CreateSampler(const GPUSampler::Config& config)
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{
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static constexpr std::array<GLenum, static_cast<u8>(GPUSampler::AddressMode::MaxCount)> ta = {{
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GL_REPEAT, // Repeat
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GL_CLAMP_TO_EDGE, // ClampToEdge
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GL_CLAMP_TO_BORDER, // ClampToBorder
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}};
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// [mipmap_on_off][mipmap][filter]
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static constexpr GLenum filters[2][2][2] = {
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{
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// mipmap=off
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{GL_NEAREST, GL_LINEAR}, // mipmap=nearest
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{GL_NEAREST, GL_LINEAR}, // mipmap=linear
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},
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{
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// mipmap=on
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{GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST}, // mipmap=nearest
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{GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR}, // mipmap=linear
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},
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};
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GLuint sampler;
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glGetError();
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glGenSamplers(1, &sampler);
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if (glGetError() != GL_NO_ERROR)
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{
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Log_ErrorPrintf("Failed to create sampler: %u", sampler);
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return {};
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}
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glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, ta[static_cast<u8>(config.address_u.GetValue())]);
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glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, ta[static_cast<u8>(config.address_v.GetValue())]);
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glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, ta[static_cast<u8>(config.address_w.GetValue())]);
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const u8 mipmap_on_off = (config.min_lod != 0 || config.max_lod != 0);
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glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER,
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filters[mipmap_on_off][static_cast<u8>(config.mip_filter.GetValue())]
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[static_cast<u8>(config.min_filter.GetValue())]);
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glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER,
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filters[mipmap_on_off][static_cast<u8>(config.mip_filter.GetValue())]
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[static_cast<u8>(config.mag_filter.GetValue())]);
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glSamplerParameterf(sampler, GL_TEXTURE_MIN_LOD, static_cast<float>(config.min_lod));
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glSamplerParameterf(sampler, GL_TEXTURE_MAX_LOD, static_cast<float>(config.max_lod));
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glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, config.GetBorderFloatColor().data());
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if (config.anisotropy)
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{
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// TODO
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}
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return std::unique_ptr<GPUSampler>(new OpenGLSampler(sampler));
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}
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//////////////////////////////////////////////////////////////////////////
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OpenGLFramebuffer::OpenGLFramebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, GLuint id)
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: GPUFramebuffer(rt, ds, width, height), m_id(id)
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{
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}
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OpenGLFramebuffer::~OpenGLFramebuffer()
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{
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OpenGLDevice::GetInstance().UnbindFramebuffer(this);
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}
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void OpenGLFramebuffer::SetDebugName(const std::string_view& name)
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{
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#ifdef _DEBUG
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if (glObjectLabel)
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glObjectLabel(GL_FRAMEBUFFER, m_id, static_cast<GLsizei>(name.length()), static_cast<const GLchar*>(name.data()));
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#endif
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}
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void OpenGLFramebuffer::Bind(GLenum target)
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{
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glBindFramebuffer(target, m_id);
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}
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std::unique_ptr<GPUFramebuffer> OpenGLDevice::CreateFramebuffer(GPUTexture* rt_or_ds, GPUTexture* ds /* = nullptr */)
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{
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glGetError();
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GLuint fbo_id;
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glGenFramebuffers(1, &fbo_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_id);
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DebugAssert((rt_or_ds || ds) && (!rt_or_ds || rt_or_ds->IsRenderTarget() || (rt_or_ds->IsDepthStencil() && !ds)));
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OpenGLTexture* RT = static_cast<OpenGLTexture*>((rt_or_ds && rt_or_ds->IsDepthStencil()) ? nullptr : rt_or_ds);
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OpenGLTexture* DS = static_cast<OpenGLTexture*>((rt_or_ds && rt_or_ds->IsDepthStencil()) ? rt_or_ds : ds);
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if (RT)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, RT->GetGLTarget(), RT->GetGLId(), 0);
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if (DS)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, DS->GetGLTarget(), DS->GetGLId(), 0);
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if (glGetError() != GL_NO_ERROR || glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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Log_ErrorPrintf("Failed to create GL framebuffer: %u", glGetError());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
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glDeleteFramebuffers(1, &fbo_id);
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return {};
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
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return std::unique_ptr<GPUFramebuffer>(new OpenGLFramebuffer(RT, DS, RT ? RT->GetWidth() : DS->GetWidth(),
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RT ? RT->GetHeight() : DS->GetHeight(), fbo_id));
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}
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void OpenGLDevice::CommitClear(OpenGLTexture* tex)
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{
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switch (tex->GetState())
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{
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case GPUTexture::State::Invalidated:
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{
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tex->SetState(GPUTexture::State::Dirty);
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if (glInvalidateTexImage)
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{
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glInvalidateTexImage(tex->GetGLId(), 0);
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}
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else if (glInvalidateFramebuffer)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_write_fbo);
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const GLenum attachment = tex->IsDepthStencil() ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
|
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, tex->GetGLTarget(), tex->GetGLId(), 0);
|
|
|
|
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &attachment);
|
|
|
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, GL_TEXTURE_2D, 0, 0);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GPUTexture::State::Cleared:
|
|
{
|
|
tex->SetState(GPUTexture::State::Dirty);
|
|
|
|
if (glClearTexImage)
|
|
{
|
|
const auto [gl_internal_format, gl_format, gl_type] = OpenGLTexture::GetPixelFormatMapping(tex->GetFormat());
|
|
glClearTexImage(tex->GetGLId(), 0, gl_format, gl_type, &tex->GetClearValue());
|
|
}
|
|
else
|
|
{
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_write_fbo);
|
|
|
|
const GLenum attachment = tex->IsDepthStencil() ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
|
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, tex->GetGLTarget(), tex->GetGLId(), 0);
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
if (tex->IsDepthStencil())
|
|
{
|
|
glClearDepth(tex->GetClearDepth());
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
else
|
|
{
|
|
const auto color = tex->GetUNormClearColor();
|
|
glClearColor(color[0], color[1], color[2], color[3]);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, GL_TEXTURE_2D, 0, 0);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GPUTexture::State::Dirty:
|
|
break;
|
|
|
|
default:
|
|
UnreachableCode();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
|
|
{
|
|
GLenum clear_flags = 0;
|
|
GLenum invalidate_attachments[2];
|
|
GLuint num_invalidate_attachments = 0;
|
|
|
|
if (OpenGLTexture* FB = static_cast<OpenGLTexture*>(fb->GetRT()))
|
|
{
|
|
switch (FB->GetState())
|
|
{
|
|
case GPUTexture::State::Invalidated:
|
|
{
|
|
invalidate_attachments[num_invalidate_attachments++] = GL_COLOR_ATTACHMENT0;
|
|
FB->SetState(GPUTexture::State::Dirty);
|
|
}
|
|
break;
|
|
|
|
case GPUTexture::State::Cleared:
|
|
{
|
|
const auto color = FB->GetUNormClearColor();
|
|
glClearColor(color[0], color[1], color[2], color[3]);
|
|
clear_flags |= GL_COLOR_BUFFER_BIT;
|
|
FB->SetState(GPUTexture::State::Dirty);
|
|
}
|
|
|
|
case GPUTexture::State::Dirty:
|
|
break;
|
|
|
|
default:
|
|
UnreachableCode();
|
|
break;
|
|
}
|
|
}
|
|
if (OpenGLTexture* DS = static_cast<OpenGLTexture*>(fb->GetDS()))
|
|
{
|
|
switch (DS->GetState())
|
|
{
|
|
case GPUTexture::State::Invalidated:
|
|
{
|
|
invalidate_attachments[num_invalidate_attachments++] = GL_DEPTH_ATTACHMENT;
|
|
DS->SetState(GPUTexture::State::Dirty);
|
|
}
|
|
break;
|
|
|
|
case GPUTexture::State::Cleared:
|
|
{
|
|
glClearDepth(DS->GetClearDepth());
|
|
clear_flags |= GL_DEPTH_BUFFER_BIT;
|
|
DS->SetState(GPUTexture::State::Dirty);
|
|
}
|
|
break;
|
|
|
|
case GPUTexture::State::Dirty:
|
|
break;
|
|
|
|
default:
|
|
UnreachableCode();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (clear_flags != 0)
|
|
{
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glClear(clear_flags);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
if (num_invalidate_attachments > 0 && glInvalidateFramebuffer)
|
|
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, num_invalidate_attachments, invalidate_attachments);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
OpenGLTextureBuffer::OpenGLTextureBuffer(Format format, u32 size_in_elements,
|
|
std::unique_ptr<OpenGLStreamBuffer> buffer, GLuint texture_id)
|
|
: GPUTextureBuffer(format, size_in_elements), m_buffer(std::move(buffer)), m_texture_id(texture_id)
|
|
{
|
|
}
|
|
|
|
OpenGLTextureBuffer::~OpenGLTextureBuffer()
|
|
{
|
|
OpenGLDevice& dev = OpenGLDevice::GetInstance();
|
|
if (m_texture_id != 0)
|
|
{
|
|
dev.UnbindTexture(m_texture_id);
|
|
glDeleteTextures(1, &m_texture_id);
|
|
}
|
|
else if (dev.GetFeatures().texture_buffers_emulated_with_ssbo && m_buffer)
|
|
{
|
|
dev.UnbindSSBO(m_buffer->GetGLBufferId());
|
|
}
|
|
}
|
|
|
|
bool OpenGLTextureBuffer::CreateBuffer()
|
|
{
|
|
const bool use_ssbo = OpenGLDevice::GetInstance().GetFeatures().texture_buffers_emulated_with_ssbo;
|
|
|
|
const GLenum target = (use_ssbo ? GL_SHADER_STORAGE_BUFFER : GL_TEXTURE_BUFFER);
|
|
m_buffer = OpenGLStreamBuffer::Create(target, GetSizeInBytes());
|
|
if (!m_buffer)
|
|
return false;
|
|
|
|
if (!use_ssbo)
|
|
{
|
|
glGetError();
|
|
glGenTextures(1, &m_texture_id);
|
|
if (const GLenum err = glGetError(); err != GL_NO_ERROR)
|
|
{
|
|
Log_ErrorPrintf("Failed to create texture for buffer: %u", err);
|
|
return false;
|
|
}
|
|
|
|
OpenGLDevice::BindUpdateTextureUnit();
|
|
glBindTexture(GL_TEXTURE_BUFFER, m_texture_id);
|
|
glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, m_buffer->GetGLBufferId());
|
|
}
|
|
|
|
m_buffer->Unbind();
|
|
|
|
return true;
|
|
}
|
|
|
|
void* OpenGLTextureBuffer::Map(u32 required_elements)
|
|
{
|
|
const u32 esize = GetElementSize(m_format);
|
|
const auto map = m_buffer->Map(esize, esize * required_elements);
|
|
m_current_position = map.index_aligned;
|
|
return map.pointer;
|
|
}
|
|
|
|
void OpenGLTextureBuffer::Unmap(u32 used_elements)
|
|
{
|
|
m_buffer->Unmap(used_elements * GetElementSize(m_format));
|
|
}
|
|
|
|
void OpenGLTextureBuffer::SetDebugName(const std::string_view& name)
|
|
{
|
|
#ifdef _DEBUG
|
|
if (glObjectLabel)
|
|
{
|
|
glObjectLabel(GL_TEXTURE, m_buffer->GetGLBufferId(), static_cast<GLsizei>(name.length()),
|
|
static_cast<const GLchar*>(name.data()));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
std::unique_ptr<GPUTextureBuffer> OpenGLDevice::CreateTextureBuffer(GPUTextureBuffer::Format format,
|
|
u32 size_in_elements)
|
|
{
|
|
const bool use_ssbo = OpenGLDevice::GetInstance().GetFeatures().texture_buffers_emulated_with_ssbo;
|
|
const u32 buffer_size = GPUTextureBuffer::GetElementSize(format) * size_in_elements;
|
|
|
|
if (use_ssbo)
|
|
{
|
|
GLint64 max_ssbo_size = 0;
|
|
glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_ssbo_size);
|
|
if (static_cast<GLint64>(buffer_size) > max_ssbo_size)
|
|
{
|
|
Log_ErrorPrintf("Buffer size of %u not supported, max is %" PRId64, buffer_size, max_ssbo_size);
|
|
return {};
|
|
}
|
|
}
|
|
|
|
const GLenum target = (use_ssbo ? GL_SHADER_STORAGE_BUFFER : GL_TEXTURE_BUFFER);
|
|
std::unique_ptr<OpenGLStreamBuffer> buffer = OpenGLStreamBuffer::Create(target, buffer_size);
|
|
if (!buffer)
|
|
return {};
|
|
buffer->Unbind();
|
|
|
|
GLuint texture_id = 0;
|
|
if (!use_ssbo)
|
|
{
|
|
glGetError();
|
|
glGenTextures(1, &texture_id);
|
|
if (const GLenum err = glGetError(); err != GL_NO_ERROR)
|
|
{
|
|
Log_ErrorPrintf("Failed to create texture for buffer: %u", err);
|
|
return {};
|
|
}
|
|
|
|
OpenGLDevice::BindUpdateTextureUnit();
|
|
glBindTexture(GL_TEXTURE_BUFFER, texture_id);
|
|
glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, buffer->GetGLBufferId());
|
|
}
|
|
|
|
return std::unique_ptr<GPUTextureBuffer>(
|
|
new OpenGLTextureBuffer(format, size_in_elements, std::move(buffer), texture_id));
|
|
}
|