Files
Xenia-Canary/src/xenia/gpu/gl4/blitter.cc
2015-03-22 00:45:00 -07:00

315 lines
11 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/gl4/blitter.h"
#include <string>
#include "poly/assert.h"
#include "poly/math.h"
namespace xe {
namespace gpu {
namespace gl4 {
extern "C" GLEWContext* glewGetContext();
extern "C" WGLEWContext* wglewGetContext();
Blitter::Blitter()
: vertex_program_(0),
color_fragment_program_(0),
depth_fragment_program_(0),
color_pipeline_(0),
depth_pipeline_(0),
vbo_(0),
vao_(0),
nearest_sampler_(0),
linear_sampler_(0),
scratch_framebuffer_(0) {}
Blitter::~Blitter() = default;
bool Blitter::Initialize() {
const std::string header =
"\n\
#version 450 \n\
#extension GL_ARB_explicit_uniform_location : require \n\
#extension GL_ARB_shading_language_420pack : require \n\
precision highp float; \n\
precision highp int; \n\
layout(std140, column_major) uniform; \n\
layout(std430, column_major) buffer; \n\
struct VertexData { \n\
vec2 uv; \n\
}; \n\
";
const std::string vs_source = header +
"\n\
layout(location = 0) uniform vec4 src_uv; \n\
out gl_PerVertex { \n\
vec4 gl_Position; \n\
float gl_PointSize; \n\
float gl_ClipDistance[]; \n\
}; \n\
struct VertexFetch { \n\
vec2 pos; \n\
};\n\
layout(location = 0) in VertexFetch vfetch; \n\
layout(location = 0) out VertexData vtx; \n\
void main() { \n\
gl_Position = vec4(vfetch.pos.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0.0, 1.0); \n\
vtx.uv = vfetch.pos.xy * src_uv.zw + src_uv.xy; \n\
} \n\
";
const std::string color_fs_source = header +
"\n\
layout(location = 1) uniform sampler2D src_texture; \n\
layout(location = 0) in VertexData vtx; \n\
layout(location = 0) out vec4 oC; \n\
void main() { \n\
oC = texture(src_texture, vtx.uv); \n\
} \n\
";
const std::string depth_fs_source = header +
"\n\
layout(location = 1) uniform sampler2D src_texture; \n\
layout(location = 0) in VertexData vtx; \n\
layout(location = 0) out vec4 oC; \n\
void main() { \n\
gl_FragDepth = texture(src_texture, vtx.uv).r; \n\
} \n\
";
auto vs_source_str = vs_source.c_str();
vertex_program_ = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs_source_str);
auto color_fs_source_str = color_fs_source.c_str();
color_fragment_program_ =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &color_fs_source_str);
auto depth_fs_source_str = depth_fs_source.c_str();
depth_fragment_program_ =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &depth_fs_source_str);
glCreateProgramPipelines(1, &color_pipeline_);
glUseProgramStages(color_pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
glUseProgramStages(color_pipeline_, GL_FRAGMENT_SHADER_BIT,
color_fragment_program_);
glCreateProgramPipelines(1, &depth_pipeline_);
glUseProgramStages(depth_pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
glUseProgramStages(depth_pipeline_, GL_FRAGMENT_SHADER_BIT,
depth_fragment_program_);
glCreateBuffers(1, &vbo_);
static const GLfloat vbo_data[] = {
0, 0, 1, 0, 0, 1, 1, 1,
};
glNamedBufferStorage(vbo_, sizeof(vbo_data), vbo_data, 0);
glCreateVertexArrays(1, &vao_);
glEnableVertexArrayAttrib(vao_, 0);
glVertexArrayAttribBinding(vao_, 0, 0);
glVertexArrayAttribFormat(vao_, 0, 2, GL_FLOAT, GL_FALSE, 0);
glVertexArrayVertexBuffer(vao_, 0, vbo_, 0, sizeof(GLfloat) * 2);
glCreateSamplers(1, &nearest_sampler_);
glSamplerParameteri(nearest_sampler_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(nearest_sampler_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(nearest_sampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(nearest_sampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glCreateSamplers(1, &linear_sampler_);
glSamplerParameteri(linear_sampler_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(linear_sampler_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glCreateFramebuffers(1, &scratch_framebuffer_);
return true;
}
void Blitter::Shutdown() {
glDeleteFramebuffers(1, &scratch_framebuffer_);
glDeleteProgram(vertex_program_);
glDeleteProgram(color_fragment_program_);
glDeleteProgram(depth_fragment_program_);
glDeleteProgramPipelines(1, &color_pipeline_);
glDeleteProgramPipelines(1, &depth_pipeline_);
glDeleteBuffers(1, &vbo_);
glDeleteVertexArrays(1, &vao_);
glDeleteSamplers(1, &nearest_sampler_);
glDeleteSamplers(1, &linear_sampler_);
}
struct SavedState {
GLboolean scissor_test_enabled;
GLboolean depth_test_enabled;
GLboolean depth_mask_enabled;
GLint depth_func;
GLboolean stencil_test_enabled;
GLboolean cull_face_enabled;
GLint cull_face;
GLint front_face;
GLint polygon_mode;
GLboolean color_mask_0_enabled[4];
GLboolean blend_0_enabled;
GLint draw_buffer;
GLfloat viewport[4];
GLint program_pipeline;
GLint vertex_array;
GLint texture_0;
GLint sampler_0;
void Save() {
scissor_test_enabled = glIsEnabled(GL_SCISSOR_TEST);
depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_mask_enabled);
glGetIntegerv(GL_DEPTH_FUNC, &depth_func);
stencil_test_enabled = glIsEnabled(GL_STENCIL_TEST);
cull_face_enabled = glIsEnabled(GL_CULL_FACE);
glGetIntegerv(GL_CULL_FACE_MODE, &cull_face);
glGetIntegerv(GL_FRONT_FACE, &front_face);
glGetIntegerv(GL_POLYGON_MODE, &polygon_mode);
glGetBooleani_v(GL_COLOR_WRITEMASK, 0, (GLboolean*)&color_mask_0_enabled);
blend_0_enabled = glIsEnabledi(GL_BLEND, 0);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw_buffer);
glGetFloati_v(GL_VIEWPORT, 0, viewport);
glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &program_pipeline);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &vertex_array);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture_0);
glGetIntegeri_v(GL_SAMPLER_BINDING, 0, &sampler_0);
}
void Restore() {
scissor_test_enabled ? glEnable(GL_SCISSOR_TEST)
: glDisable(GL_SCISSOR_TEST);
depth_test_enabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
glDepthMask(depth_mask_enabled);
glDepthFunc(depth_func);
stencil_test_enabled ? glEnable(GL_STENCIL_TEST)
: glDisable(GL_STENCIL_TEST);
cull_face_enabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE);
glCullFace(cull_face);
glFrontFace(front_face);
glPolygonMode(GL_FRONT_AND_BACK, polygon_mode);
glColorMaski(0, color_mask_0_enabled[0], color_mask_0_enabled[1],
color_mask_0_enabled[2], color_mask_0_enabled[3]);
blend_0_enabled ? glEnablei(GL_BLEND, 0) : glDisablei(GL_BLEND, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw_buffer);
glViewportIndexedf(0, viewport[0], viewport[1], viewport[2], viewport[3]);
glBindProgramPipeline(program_pipeline);
glBindVertexArray(vertex_array);
glBindTexture(GL_TEXTURE_2D, texture_0);
glBindSampler(0, sampler_0);
}
};
void Blitter::Draw(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
GLenum filter) {
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glDisablei(GL_BLEND, 0);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindVertexArray(vao_);
glBindTextures(0, 1, &src_texture);
switch (filter) {
default:
case GL_NEAREST:
glBindSampler(0, nearest_sampler_);
break;
case GL_LINEAR:
glBindSampler(0, linear_sampler_);
break;
}
glViewportIndexedf(0, GLfloat(dest_rect.x), GLfloat(dest_rect.y),
GLfloat(dest_rect.width), GLfloat(dest_rect.height));
// TODO(benvanik): avoid this?
GLint src_texture_width;
glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_WIDTH,
&src_texture_width);
GLint src_texture_height;
glGetTextureLevelParameteriv(src_texture, 0, GL_TEXTURE_HEIGHT,
&src_texture_height);
glProgramUniform4f(vertex_program_, 0, src_rect.x / float(src_texture_width),
src_rect.y / float(src_texture_height),
src_rect.width / float(src_texture_width),
src_rect.height / float(src_texture_height));
// Useful for seeing the entire framebuffer/etc:
// glProgramUniform4f(vertex_program_, 0, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void Blitter::BlitTexture2D(GLuint src_texture, Rect2D src_rect,
Rect2D dest_rect, GLenum filter) {
SavedState state;
state.Save();
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glStencilMask(0xFF);
glBindProgramPipeline(color_pipeline_);
Draw(src_texture, src_rect, dest_rect, filter);
state.Restore();
}
void Blitter::CopyColorTexture2D(GLuint src_texture, Rect2D src_rect,
GLuint dest_texture, Rect2D dest_rect,
GLenum filter) {
SavedState state;
state.Save();
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glBindProgramPipeline(color_pipeline_);
glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0,
dest_texture, 0);
glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
Draw(src_texture, src_rect, dest_rect, filter);
glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_NONE);
glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0, GL_NONE,
0);
state.Restore();
}
void Blitter::CopyDepthTexture(GLuint src_texture, Rect2D src_rect,
GLuint dest_texture, Rect2D dest_rect) {
SavedState state;
state.Save();
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glBindProgramPipeline(depth_pipeline_);
glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
dest_texture, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
Draw(src_texture, src_rect, dest_rect, GL_NEAREST);
glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
GL_NONE, 0);
state.Restore();
}
} // namespace gl4
} // namespace gpu
} // namespace xe