#include "stdafx.h" #include "rsx_gl_texture.h" #include "gl_helpers.h" #include "../GCM.h" #include "../RSXThread.h" #include "../RSXTexture.h" #include "../rsx_utils.h" #include "../Common/TextureUtils.h" namespace { std::tuple get_sized_internal_format_format_type(u32 texture_format) { switch (texture_format) { case CELL_GCM_TEXTURE_B8: return std::make_tuple(GL_R8, GL_RED, GL_UNSIGNED_BYTE); case CELL_GCM_TEXTURE_A1R5G5B5: return std::make_tuple(GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV); case CELL_GCM_TEXTURE_A4R4G4B4: return std::make_tuple(GL_RGBA4, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4); case CELL_GCM_TEXTURE_R5G6B5: return std::make_tuple(GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5); case CELL_GCM_TEXTURE_A8R8G8B8: return std::make_tuple(GL_RGBA8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8); case CELL_GCM_TEXTURE_G8B8: return std::make_tuple(GL_RG8, GL_RG, GL_UNSIGNED_BYTE); case CELL_GCM_TEXTURE_R6G5B5: return std::make_tuple(GL_RGB565, GL_RGBA, GL_UNSIGNED_BYTE); case CELL_GCM_TEXTURE_DEPTH24_D8: return std::make_tuple(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE); case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT: return std::make_tuple(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_FLOAT); case CELL_GCM_TEXTURE_DEPTH16: return std::make_tuple(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_SHORT); case CELL_GCM_TEXTURE_DEPTH16_FLOAT: return std::make_tuple(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_FLOAT); case CELL_GCM_TEXTURE_X16: return std::make_tuple(GL_R16, GL_RED, GL_UNSIGNED_SHORT); case CELL_GCM_TEXTURE_Y16_X16: return std::make_tuple(GL_RG16, GL_RG, GL_UNSIGNED_SHORT); case CELL_GCM_TEXTURE_R5G5B5A1: return std::make_tuple(GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1); case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT: return std::make_tuple(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT); case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT: return std::make_tuple(GL_RGBA32F, GL_RGBA, GL_FLOAT); case CELL_GCM_TEXTURE_X32_FLOAT: return std::make_tuple(GL_R32F, GL_RED, GL_FLOAT); case CELL_GCM_TEXTURE_D1R5G5B5: return std::make_tuple(GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV); case CELL_GCM_TEXTURE_D8R8G8B8: return std::make_tuple(GL_RGBA8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8); case CELL_GCM_TEXTURE_Y16_X16_FLOAT: return std::make_tuple(GL_RG16F, GL_RG, GL_HALF_FLOAT); } throw EXCEPTION("Compressed or unknown texture format %x", texture_format); } bool is_compressed_format(u32 texture_format) { switch (texture_format) { case CELL_GCM_TEXTURE_B8: case CELL_GCM_TEXTURE_A1R5G5B5: case CELL_GCM_TEXTURE_A4R4G4B4: case CELL_GCM_TEXTURE_R5G6B5: case CELL_GCM_TEXTURE_A8R8G8B8: case CELL_GCM_TEXTURE_G8B8: case CELL_GCM_TEXTURE_R6G5B5: case CELL_GCM_TEXTURE_DEPTH24_D8: case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT: case CELL_GCM_TEXTURE_DEPTH16: case CELL_GCM_TEXTURE_DEPTH16_FLOAT: case CELL_GCM_TEXTURE_X16: case CELL_GCM_TEXTURE_Y16_X16: case CELL_GCM_TEXTURE_R5G5B5A1: case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT: case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT: case CELL_GCM_TEXTURE_X32_FLOAT: case CELL_GCM_TEXTURE_D1R5G5B5: case CELL_GCM_TEXTURE_D8R8G8B8: case CELL_GCM_TEXTURE_Y16_X16_FLOAT: return false; case CELL_GCM_TEXTURE_COMPRESSED_DXT1: case CELL_GCM_TEXTURE_COMPRESSED_DXT23: case CELL_GCM_TEXTURE_COMPRESSED_DXT45: return true; } throw EXCEPTION("Unknown format %x", texture_format); } bool requires_unpack_byte(u32 texture_format) { switch (texture_format) { case CELL_GCM_TEXTURE_R5G6B5: case CELL_GCM_TEXTURE_X16: case CELL_GCM_TEXTURE_R5G5B5A1: case CELL_GCM_TEXTURE_Y16_X16_FLOAT: case CELL_GCM_TEXTURE_Y16_X16: case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT: case CELL_GCM_TEXTURE_D1R5G5B5: case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT: return true; } return false; } std::array get_swizzle_remap(u32 texture_format) { // NOTE: This must be in ARGB order in all forms below. switch (texture_format) { case CELL_GCM_TEXTURE_B8: return{ GL_RED, GL_RED, GL_RED, GL_RED }; case CELL_GCM_TEXTURE_A4R4G4B4: return { GL_BLUE, GL_ALPHA, GL_RED, GL_GREEN }; case CELL_GCM_TEXTURE_G8B8: return { GL_RED, GL_GREEN, GL_RED, GL_GREEN }; case CELL_GCM_TEXTURE_X16: return { GL_RED, GL_ONE, GL_RED, GL_ONE }; case CELL_GCM_TEXTURE_Y16_X16: return { GL_GREEN, GL_RED, GL_GREEN, GL_RED }; case CELL_GCM_TEXTURE_X32_FLOAT: return { GL_RED, GL_ONE, GL_ONE, GL_ONE }; case CELL_GCM_TEXTURE_D1R5G5B5: return { GL_ONE, GL_RED, GL_GREEN, GL_BLUE }; case CELL_GCM_TEXTURE_D8R8G8B8: return { GL_ONE, GL_RED, GL_GREEN, GL_BLUE }; case CELL_GCM_TEXTURE_Y16_X16_FLOAT: return { GL_RED, GL_GREEN, GL_RED, GL_GREEN }; case CELL_GCM_TEXTURE_A1R5G5B5: case CELL_GCM_TEXTURE_R5G6B5: case CELL_GCM_TEXTURE_A8R8G8B8: case CELL_GCM_TEXTURE_R6G5B5: case CELL_GCM_TEXTURE_DEPTH24_D8: case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT: case CELL_GCM_TEXTURE_DEPTH16: case CELL_GCM_TEXTURE_DEPTH16_FLOAT: case CELL_GCM_TEXTURE_R5G5B5A1: case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT: case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT: case CELL_GCM_TEXTURE_COMPRESSED_DXT1: case CELL_GCM_TEXTURE_COMPRESSED_DXT23: case CELL_GCM_TEXTURE_COMPRESSED_DXT45: return{ GL_ALPHA, GL_RED, GL_GREEN, GL_BLUE }; } throw EXCEPTION("Unknown format %x", texture_format); } } namespace rsx { namespace gl { static const int gl_tex_min_filter[] = { GL_NEAREST, // unused GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, // CELL_GCM_TEXTURE_CONVOLUTION_MIN }; static const int gl_tex_mag_filter[] = { GL_NEAREST, // unused GL_NEAREST, GL_LINEAR, GL_NEAREST, // unused GL_LINEAR // CELL_GCM_TEXTURE_CONVOLUTION_MAG }; static const int gl_tex_zfunc[] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS, }; void texture::create() { if (m_id) { remove(); } glGenTextures(1, &m_id); } int texture::gl_wrap(int wrap) { switch (wrap) { case CELL_GCM_TEXTURE_WRAP: return GL_REPEAT; case CELL_GCM_TEXTURE_MIRROR: return GL_MIRRORED_REPEAT; case CELL_GCM_TEXTURE_CLAMP_TO_EDGE: return GL_CLAMP_TO_EDGE; case CELL_GCM_TEXTURE_BORDER: return GL_CLAMP_TO_BORDER; case CELL_GCM_TEXTURE_CLAMP: return GL_CLAMP; case CELL_GCM_TEXTURE_MIRROR_ONCE_CLAMP_TO_EDGE: return GL_MIRROR_CLAMP_TO_EDGE_EXT; case CELL_GCM_TEXTURE_MIRROR_ONCE_BORDER: return GL_MIRROR_CLAMP_TO_BORDER_EXT; case CELL_GCM_TEXTURE_MIRROR_ONCE_CLAMP: return GL_MIRROR_CLAMP_EXT; } LOG_ERROR(RSX, "Texture wrap error: bad wrap (%d).", wrap); return GL_REPEAT; } float texture::max_aniso(int aniso) { switch (aniso) { case CELL_GCM_TEXTURE_MAX_ANISO_1: return 1.0f; case CELL_GCM_TEXTURE_MAX_ANISO_2: return 2.0f; case CELL_GCM_TEXTURE_MAX_ANISO_4: return 4.0f; case CELL_GCM_TEXTURE_MAX_ANISO_6: return 6.0f; case CELL_GCM_TEXTURE_MAX_ANISO_8: return 8.0f; case CELL_GCM_TEXTURE_MAX_ANISO_10: return 10.0f; case CELL_GCM_TEXTURE_MAX_ANISO_12: return 12.0f; case CELL_GCM_TEXTURE_MAX_ANISO_16: return 16.0f; } LOG_ERROR(RSX, "Texture anisotropy error: bad max aniso (%d).", aniso); return 1.0f; } u16 texture::get_pitch_modifier(u32 format) { switch (format) { case CELL_GCM_TEXTURE_COMPRESSED_HILO8: case CELL_GCM_TEXTURE_COMPRESSED_HILO_S8: default: LOG_ERROR(RSX, "Unimplemented Texture format : 0x%x", format); return 0; case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8: case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8: return 4; case CELL_GCM_TEXTURE_B8: return 1; case CELL_GCM_TEXTURE_COMPRESSED_DXT1: case CELL_GCM_TEXTURE_COMPRESSED_DXT23: case CELL_GCM_TEXTURE_COMPRESSED_DXT45: return 0; case CELL_GCM_TEXTURE_A1R5G5B5: case CELL_GCM_TEXTURE_A4R4G4B4: case CELL_GCM_TEXTURE_R5G6B5: case CELL_GCM_TEXTURE_G8B8: case CELL_GCM_TEXTURE_R6G5B5: case CELL_GCM_TEXTURE_DEPTH16: case CELL_GCM_TEXTURE_DEPTH16_FLOAT: case CELL_GCM_TEXTURE_X16: case CELL_GCM_TEXTURE_R5G5B5A1: case CELL_GCM_TEXTURE_D1R5G5B5: return 2; case CELL_GCM_TEXTURE_A8R8G8B8: case CELL_GCM_TEXTURE_X32_FLOAT: case CELL_GCM_TEXTURE_Y16_X16_FLOAT: case CELL_GCM_TEXTURE_D8R8G8B8: case CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8: case CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8: case CELL_GCM_TEXTURE_DEPTH24_D8: case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT: case CELL_GCM_TEXTURE_Y16_X16: return 4; case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT: return 8; case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT: return 16; } } bool texture::mandates_expansion(u32 format) { /** * If a texture behaves differently when uploaded directly vs when uploaded via texutils methods, it should be added here. */ if (format == CELL_GCM_TEXTURE_A1R5G5B5) return true; return false; } void texture::init(int index, rsx::texture& tex) { const u32 texaddr = rsx::get_address(tex.offset(), tex.location()); //TODO: safe init if (!m_id) { create(); } glActiveTexture(GL_TEXTURE0 + index); bind(); u32 full_format = tex.format(); u32 format = full_format & ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN); bool is_swizzled = !!(~full_format & CELL_GCM_TEXTURE_LN); ::gl::pixel_pack_settings().apply(); ::gl::pixel_unpack_settings().apply(); u32 aligned_pitch = tex.pitch(); size_t texture_data_sz = get_placed_texture_storage_size(tex, 256); std::vector data_upload_buf(texture_data_sz); u8* texture_data = data_upload_buf.data(); u32 block_sz = get_pitch_modifier(format); if (is_swizzled || mandates_expansion(format)) { aligned_pitch = align(aligned_pitch, 256); upload_placed_texture({ reinterpret_cast(texture_data), gsl::narrow(texture_data_sz) }, tex, 256); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); } else { texture_data = vm::ps3::_ptr(texaddr); } if (block_sz) aligned_pitch /= block_sz; else aligned_pitch = 0; glPixelStorei(GL_UNPACK_ROW_LENGTH, aligned_pitch); if (!is_compressed_format(format)) { const auto &sized_internal_format_format_type = get_sized_internal_format_format_type(format); glTexStorage2D(m_target, tex.mipmap(), std::get<0>(sized_internal_format_format_type), tex.width(), tex.height()); if (requires_unpack_byte(format)) glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); glTexSubImage2D(m_target, 0, 0, 0, tex.width(), tex.height(), std::get<1>(sized_internal_format_format_type), std::get<2>(sized_internal_format_format_type), texture_data); if (requires_unpack_byte(format)) glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); } else { switch (format) { case CELL_GCM_TEXTURE_COMPRESSED_DXT1: // Compressed 4x4 pixels into 8 bytes { u32 size = ((tex.width() + 3) / 4) * ((tex.height() + 3) / 4) * 8; glCompressedTexImage2D(m_target, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, tex.width(), tex.height(), 0, size, texture_data); break; } case CELL_GCM_TEXTURE_COMPRESSED_DXT23: // Compressed 4x4 pixels into 16 bytes { u32 size = ((tex.width() + 3) / 4) * ((tex.height() + 3) / 4) * 16; glCompressedTexImage2D(m_target, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, tex.width(), tex.height(), 0, size, texture_data); } break; case CELL_GCM_TEXTURE_COMPRESSED_DXT45: // Compressed 4x4 pixels into 16 bytes { u32 size = ((tex.width() + 3) / 4) * ((tex.height() + 3) / 4) * 16; glCompressedTexImage2D(m_target, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, tex.width(), tex.height(), 0, size, texture_data); break; } } } const std::array& glRemap = get_swizzle_remap(format); glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, tex.mipmap() - 1); if (format != CELL_GCM_TEXTURE_B8 && format != CELL_GCM_TEXTURE_X16 && format != CELL_GCM_TEXTURE_X32_FLOAT) { u8 remap_a = tex.remap() & 0x3; u8 remap_r = (tex.remap() >> 2) & 0x3; u8 remap_g = (tex.remap() >> 4) & 0x3; u8 remap_b = (tex.remap() >> 6) & 0x3; glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_A, glRemap[remap_a]); glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_R, glRemap[remap_r]); glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_G, glRemap[remap_g]); glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_B, glRemap[remap_b]); } else { glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_A, glRemap[0]); glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_R, glRemap[1]); glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_G, glRemap[2]); glTexParameteri(m_target, GL_TEXTURE_SWIZZLE_B, glRemap[3]); } glTexParameteri(m_target, GL_TEXTURE_WRAP_S, gl_wrap(tex.wrap_s())); glTexParameteri(m_target, GL_TEXTURE_WRAP_T, gl_wrap(tex.wrap_t())); glTexParameteri(m_target, GL_TEXTURE_WRAP_R, gl_wrap(tex.wrap_r())); glTexParameteri(m_target, GL_TEXTURE_COMPARE_FUNC, gl_tex_zfunc[tex.zfunc()]); glTexEnvi(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (GLint)tex.bias()); glTexParameteri(m_target, GL_TEXTURE_MIN_LOD, (tex.min_lod() >> 8)); glTexParameteri(m_target, GL_TEXTURE_MAX_LOD, (tex.max_lod() >> 8)); int min_filter = gl_tex_min_filter[tex.min_filter()]; if (min_filter != GL_LINEAR && min_filter != GL_NEAREST) { if (tex.mipmap() <= 1 || m_target == GL_TEXTURE_RECTANGLE) { LOG_WARNING(RSX, "Texture %d, target 0x%X, requesting mipmap filtering without any mipmaps set!", m_id, m_target); min_filter = GL_LINEAR; } else { //TODO: Check if the call succeeded glGenerateMipmap(m_target); } } glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, min_filter); glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, gl_tex_mag_filter[tex.mag_filter()]); glTexParameterf(m_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_aniso(tex.max_aniso())); } void texture::bind() { glBindTexture(m_target, m_id); } void texture::unbind() { glBindTexture(m_target, 0); } void texture::remove() { if (m_id) { glDeleteTextures(1, &m_id); m_id = 0; } } u32 texture::id() const { return m_id; } } }