Merge pull request #5305 from iwubcode/abstract_texture

Abstract Texture
This commit is contained in:
shuffle2
2017-06-18 12:57:05 -07:00
committed by GitHub
54 changed files with 1847 additions and 1423 deletions
@@ -13,6 +13,8 @@ set(SRCS
D3DTexture.h
D3DUtil.cpp
D3DUtil.h
DXTexture.cpp
DXTexture.h
FramebufferManager.cpp
FramebufferManager.h
GeometryShaderCache.cpp
@@ -43,6 +43,7 @@
<ClCompile Include="D3DState.cpp" />
<ClCompile Include="D3DTexture.cpp" />
<ClCompile Include="D3DUtil.cpp" />
<ClCompile Include="DXTexture.cpp" />
<ClCompile Include="FramebufferManager.cpp" />
<ClCompile Include="GeometryShaderCache.cpp" />
<ClCompile Include="main.cpp" />
@@ -65,6 +66,7 @@
<ClInclude Include="D3DState.h" />
<ClInclude Include="D3DTexture.h" />
<ClInclude Include="D3DUtil.h" />
<ClInclude Include="DXTexture.h" />
<ClInclude Include="FramebufferManager.h" />
<ClInclude Include="GeometryShaderCache.h" />
<ClInclude Include="PerfQuery.h" />
@@ -67,6 +67,9 @@
<ClCompile Include="BoundingBox.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="DXTexture.cpp">
<Filter>Render</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="D3DBase.h">
@@ -124,5 +127,8 @@
<ClInclude Include="BoundingBox.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="DXTexture.h">
<Filter>Render</Filter>
</ClInclude>
</ItemGroup>
</Project>
+196
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@@ -0,0 +1,196 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstddef>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConfig.h"
namespace DX11
{
namespace
{
DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return DXGI_FORMAT_BC1_UNORM;
case AbstractTextureFormat::DXT3:
return DXGI_FORMAT_BC2_UNORM;
case AbstractTextureFormat::DXT5:
return DXGI_FORMAT_BC3_UNORM;
case AbstractTextureFormat::RGBA8:
default:
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
} // Anonymous namespace
DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
{
DXGI_FORMAT dxgi_format = GetDXGIFormatForHostFormat(m_config.format);
if (m_config.rendertarget)
{
m_texture = D3DTexture2D::Create(
m_config.width, m_config.height,
(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE),
D3D11_USAGE_DEFAULT, dxgi_format, 1, m_config.layers);
}
else
{
const D3D11_TEXTURE2D_DESC texdesc =
CD3D11_TEXTURE2D_DESC(dxgi_format, m_config.width, m_config.height, 1, m_config.levels,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0);
ID3D11Texture2D* pTexture;
const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
m_texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE);
// TODO: better debug names
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetTex(),
"a texture of the TextureCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetSRV(),
"shader resource view of a texture of the TextureCache");
SAFE_RELEASE(pTexture);
}
}
DXTexture::~DXTexture()
{
m_texture->Release();
}
D3DTexture2D* DXTexture::GetRawTexIdentifier() const
{
return m_texture;
}
void DXTexture::Bind(unsigned int stage)
{
D3D::stateman->SetTexture(stage, m_texture->GetSRV());
}
bool DXTexture::Save(const std::string& filename, unsigned int level)
{
// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
// framebuffer, and saving that). TextureCache does not call Save for custom textures
// anyway, so this is fine for now.
_assert_(m_config.format == AbstractTextureFormat::RGBA8);
// Create a staging/readback texture with the dimensions of the specified mip level.
u32 mip_width = std::max(m_config.width >> level, 1u);
u32 mip_height = std::max(m_config.height >> level, 1u);
CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, mip_width, mip_height, 1,
1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
ID3D11Texture2D* staging_texture;
HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &staging_texture);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr));
return false;
}
// Copy the selected mip level to the staging texture.
CD3D11_BOX src_box(0, 0, 0, mip_width, mip_height, 1);
D3D::context->CopySubresourceRegion(staging_texture, 0, 0, 0, 0, m_texture->GetTex(),
D3D11CalcSubresource(level, 0, m_config.levels), &src_box);
// Map the staging texture to client memory, and encode it as a .png image.
D3D11_MAPPED_SUBRESOURCE map;
hr = D3D::context->Map(staging_texture, 0, D3D11_MAP_READ, 0, &map);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr));
staging_texture->Release();
return false;
}
bool encode_result =
TextureToPng(reinterpret_cast<u8*>(map.pData), map.RowPitch, filename, mip_width, mip_height);
D3D::context->Unmap(staging_texture, 0);
staging_texture->Release();
return encode_result;
}
void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(source);
if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight())
{
D3D11_BOX srcbox;
srcbox.left = srcrect.left;
srcbox.top = srcrect.top;
srcbox.right = srcrect.right;
srcbox.bottom = srcrect.bottom;
srcbox.front = 0;
srcbox.back = srcentry->m_config.layers;
D3D::context->CopySubresourceRegion(m_texture->GetTex(), 0, dstrect.left, dstrect.top, 0,
srcentry->m_texture->GetTex(), 0, &srcbox);
return;
}
else if (!m_config.rendertarget)
{
return;
}
g_renderer->ResetAPIState(); // reset any game specific settings
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top),
float(dstrect.GetWidth()), float(dstrect.GetHeight()));
D3D::stateman->UnsetTexture(m_texture->GetSRV());
D3D::stateman->Apply();
D3D::context->OMSetRenderTargets(1, &m_texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &vp);
D3D::SetLinearCopySampler();
D3D11_RECT srcRC;
srcRC.left = srcrect.left;
srcRC.right = srcrect.right;
srcRC.top = srcrect.top;
srcRC.bottom = srcrect.bottom;
D3D::drawShadedTexQuad(srcentry->m_texture->GetSRV(), &srcRC, srcentry->m_config.width,
srcentry->m_config.height, PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
g_renderer->RestoreAPIState();
}
void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size)
{
size_t src_pitch = CalculateHostTextureLevelPitch(m_config.format, row_length);
D3D::context->UpdateSubresource(m_texture->GetTex(), level, nullptr, buffer,
static_cast<UINT>(src_pitch), 0);
}
} // namespace DX11
+37
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@@ -0,0 +1,37 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/VideoCommon.h"
class D3DTexture2D;
namespace DX11
{
class DXTexture final : public AbstractTexture
{
public:
explicit DXTexture(const TextureConfig& tex_config);
~DXTexture();
void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override;
void CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override;
D3DTexture2D* GetRawTexIdentifier() const;
private:
D3DTexture2D* m_texture;
};
} // namespace DX11
+98 -253
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@@ -7,265 +7,35 @@
#include <algorithm>
#include <memory>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/TextureConfig.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
static const size_t MAX_COPY_BUFFERS = 32;
static ID3D11Buffer* s_efbcopycbuf[MAX_COPY_BUFFERS] = {0};
static std::unique_ptr<PSTextureEncoder> g_encoder;
const size_t MAX_COPY_BUFFERS = 32;
ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = {0};
static DXGI_FORMAT GetDXGIFormatForHostFormat(HostTextureFormat format)
std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
{
switch (format)
{
case HostTextureFormat::DXT1:
return DXGI_FORMAT_BC1_UNORM;
case HostTextureFormat::DXT3:
return DXGI_FORMAT_BC2_UNORM;
case HostTextureFormat::DXT5:
return DXGI_FORMAT_BC3_UNORM;
case HostTextureFormat::RGBA8:
default:
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
TextureCache::TCacheEntry::~TCacheEntry()
{
texture->Release();
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
D3D::stateman->SetTexture(stage, texture->GetSRV());
}
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
{
// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
// framebuffer, and saving that). TextureCache does not call Save for custom textures
// anyway, so this is fine for now.
_assert_(config.format == HostTextureFormat::RGBA8);
// Create a staging/readback texture with the dimensions of the specified mip level.
u32 mip_width = std::max(config.width >> level, 1u);
u32 mip_height = std::max(config.height >> level, 1u);
CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, mip_width, mip_height, 1,
1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
ID3D11Texture2D* staging_texture;
HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &staging_texture);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr));
return false;
}
// Copy the selected mip level to the staging texture.
CD3D11_BOX src_box(0, 0, 0, mip_width, mip_height, 1);
D3D::context->CopySubresourceRegion(staging_texture, 0, 0, 0, 0, texture->GetTex(),
D3D11CalcSubresource(level, 0, config.levels), &src_box);
// Map the staging texture to client memory, and encode it as a .png image.
D3D11_MAPPED_SUBRESOURCE map;
hr = D3D::context->Map(staging_texture, 0, D3D11_MAP_READ, 0, &map);
if (FAILED(hr))
{
WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr));
staging_texture->Release();
return false;
}
bool encode_result =
TextureToPng(reinterpret_cast<u8*>(map.pData), map.RowPitch, filename, mip_width, mip_height);
D3D::context->Unmap(staging_texture, 0);
staging_texture->Release();
return encode_result;
}
void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
TCacheEntry* srcentry = (TCacheEntry*)source;
if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight())
{
D3D11_BOX srcbox;
srcbox.left = srcrect.left;
srcbox.top = srcrect.top;
srcbox.right = srcrect.right;
srcbox.bottom = srcrect.bottom;
srcbox.front = 0;
srcbox.back = srcentry->config.layers;
D3D::context->CopySubresourceRegion(texture->GetTex(), 0, dstrect.left, dstrect.top, 0,
srcentry->texture->GetTex(), 0, &srcbox);
return;
}
else if (!config.rendertarget)
{
return;
}
g_renderer->ResetAPIState(); // reset any game specific settings
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top),
float(dstrect.GetWidth()), float(dstrect.GetHeight()));
D3D::stateman->UnsetTexture(texture->GetSRV());
D3D::stateman->Apply();
D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &vp);
D3D::SetLinearCopySampler();
D3D11_RECT srcRC;
srcRC.left = srcrect.left;
srcRC.right = srcrect.right;
srcRC.top = srcrect.top;
srcRC.bottom = srcrect.bottom;
D3D::drawShadedTexQuad(srcentry->texture->GetSRV(), &srcRC, srcentry->config.width,
srcentry->config.height, PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
g_renderer->RestoreAPIState();
}
void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_length,
const u8* buffer, size_t buffer_size)
{
size_t src_pitch = CalculateHostTextureLevelPitch(config.format, row_length);
D3D::context->UpdateSubresource(texture->GetTex(), level, nullptr, buffer,
static_cast<UINT>(src_pitch), 0);
}
TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
{
DXGI_FORMAT dxgi_format = GetDXGIFormatForHostFormat(config.format);
if (config.rendertarget)
{
return new TCacheEntry(
config, D3DTexture2D::Create(config.width, config.height,
(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET |
(int)D3D11_BIND_SHADER_RESOURCE),
D3D11_USAGE_DEFAULT, dxgi_format, 1, config.layers));
}
else
{
const D3D11_TEXTURE2D_DESC texdesc =
CD3D11_TEXTURE2D_DESC(dxgi_format, config.width, config.height, 1, config.levels,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0);
ID3D11Texture2D* pTexture;
const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
TCacheEntry* const entry =
new TCacheEntry(config, new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
// TODO: better debug names
D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetTex(),
"a texture of the TextureCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)entry->texture->GetSRV(),
"shader resource view of a texture of the TextureCache");
SAFE_RELEASE(pTexture);
return entry;
}
}
void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
bool scaleByHalf, unsigned int cbufid,
const float* colmat)
{
// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisamples > 1);
ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetEFBColorTexture()->GetSRV();
if (multisampled && scaleByHalf)
{
multisampled = false;
efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
}
g_renderer->ResetAPIState();
// stretch picture with increased internal resolution
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)config.width, (float)config.height);
D3D::context->RSSetViewports(1, &vp);
// set transformation
if (nullptr == efbcopycbuf[cbufid])
{
const D3D11_BUFFER_DESC cbdesc =
CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid],
"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
D3D::stateman->SetPixelConstants(efbcopycbuf[cbufid]);
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
// TODO: try targetSource.asRECT();
const D3D11_RECT sourcerect =
CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
// Use linear filtering if (bScaleByHalf), use point filtering otherwise
if (scaleByHalf)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
// Make sure we don't draw with the texture set as both a source and target.
// (This can happen because we don't unbind textures when we free them.)
D3D::stateman->UnsetTexture(texture->GetSRV());
D3D::stateman->Apply();
D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
// Create texture copy
D3D::drawShadedTexQuad(
efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
PixelShaderCache::GetColorMatrixProgram(multisampled),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
g_renderer->RestoreAPIState();
return std::make_unique<DXTexture>(config);
}
void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
@@ -356,14 +126,16 @@ void main(
}
)HLSL";
void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted,
void* palette, TlutFormat format)
void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
TlutFormat format)
{
DXTexture* source_texture = static_cast<DXTexture*>(source->texture.get());
DXTexture* destination_texture = static_cast<DXTexture*>(destination->texture.get());
g_renderer->ResetAPIState();
// stretch picture with increased internal resolution
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)unconverted->config.width,
(float)unconverted->config.height);
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(source->GetWidth()),
static_cast<float>(source->GetHeight()));
D3D::context->RSSetViewports(1, &vp);
D3D11_BOX box{0, 0, 0, 512, 1, 1};
@@ -372,29 +144,27 @@ void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* uncon
D3D::stateman->SetTexture(1, palette_buf_srv);
// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
float params[4] = {(unconverted->format & 0xf) == GX_TF_I4 ? 15.f : 255.f};
float params[4] = {(source->format & 0xf) == GX_TF_I4 ? 15.f : 255.f};
D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, &params, 0, 0);
D3D::stateman->SetPixelConstants(palette_uniform);
const D3D11_RECT sourcerect =
CD3D11_RECT(0, 0, unconverted->config.width, unconverted->config.height);
const D3D11_RECT sourcerect = CD3D11_RECT(0, 0, source->GetWidth(), source->GetHeight());
D3D::SetPointCopySampler();
// Make sure we don't draw with the texture set as both a source and target.
// (This can happen because we don't unbind textures when we free them.)
D3D::stateman->UnsetTexture(static_cast<TCacheEntry*>(entry)->texture->GetSRV());
D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
D3D::stateman->Apply();
D3D::context->OMSetRenderTargets(1, &static_cast<TCacheEntry*>(entry)->texture->GetRTV(),
D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
nullptr);
// Create texture copy
D3D::drawShadedTexQuad(static_cast<TCacheEntry*>(unconverted)->texture->GetSRV(), &sourcerect,
unconverted->config.width, unconverted->config.height,
palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::drawShadedTexQuad(
source_texture->GetRawTexIdentifier()->GetSRV(), &sourcerect, source->GetWidth(),
source->GetHeight(), palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
@@ -444,7 +214,7 @@ TextureCache::TextureCache()
TextureCache::~TextureCache()
{
for (unsigned int k = 0; k < MAX_COPY_BUFFERS; ++k)
SAFE_RELEASE(efbcopycbuf[k]);
SAFE_RELEASE(s_efbcopycbuf[k]);
g_encoder->Shutdown();
g_encoder.reset();
@@ -455,4 +225,79 @@ TextureCache::~TextureCache()
for (ID3D11PixelShader*& shader : palette_pixel_shader)
SAFE_RELEASE(shader);
}
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half,
unsigned int cbuf_id, const float* colmat)
{
auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());
// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisamples > 1);
ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetEFBColorTexture()->GetSRV();
if (multisampled && scale_by_half)
{
multisampled = false;
efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
}
g_renderer->ResetAPIState();
// stretch picture with increased internal resolution
const D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(destination_texture->GetConfig().width),
static_cast<float>(destination_texture->GetConfig().height));
D3D::context->RSSetViewports(1, &vp);
// set transformation
if (nullptr == s_efbcopycbuf[cbuf_id])
{
const D3D11_BUFFER_DESC cbdesc =
CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &s_efbcopycbuf[cbuf_id]);
CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbuf_id);
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_efbcopycbuf[cbuf_id],
"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
D3D::stateman->SetPixelConstants(s_efbcopycbuf[cbuf_id]);
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(src_rect);
// TODO: try targetSource.asRECT();
const D3D11_RECT sourcerect =
CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
// Use linear filtering if (bScaleByHalf), use point filtering otherwise
if (scale_by_half)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
// Make sure we don't draw with the texture set as both a source and target.
// (This can happen because we don't unbind textures when we free them.)
D3D::stateman->UnsetTexture(destination_texture->GetRawTexIdentifier()->GetSRV());
D3D::stateman->Apply();
D3D::context->OMSetRenderTargets(1, &destination_texture->GetRawTexIdentifier()->GetRTV(),
nullptr);
// Create texture copy
D3D::drawShadedTexQuad(
efbTexSRV, &sourcerect, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
PixelShaderCache::GetColorMatrixProgram(multisampled),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
g_renderer->RestoreAPIState();
}
}
+8 -26
View File
@@ -7,6 +7,9 @@
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoCommon/TextureCacheBase.h"
class AbstractTexture;
struct TextureConfig;
namespace DX11
{
class TextureCache : public TextureCacheBase
@@ -16,31 +19,7 @@ public:
~TextureCache();
private:
struct TCacheEntry : TCacheEntryBase
{
D3DTexture2D* const texture;
TCacheEntry(const TCacheEntryConfig& config, D3DTexture2D* _tex)
: TCacheEntryBase(config), texture(_tex)
{
}
~TCacheEntry();
void CopyRectangleFromTexture(const TCacheEntryBase* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override;
void FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect, bool scaleByHalf,
unsigned int cbufid, const float* colmat) override;
void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override;
};
TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH,
bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf,
@@ -49,13 +28,16 @@ private:
return 0;
};
void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette,
void ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
TlutFormat format) override;
void CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
bool CompileShaders() override { return true; }
void DeleteShaders() override {}
ID3D11Buffer* palette_buf;
@@ -1,5 +1,6 @@
set(SRCS
NullBackend.cpp
NullTexture.cpp
Render.cpp
VertexManager.cpp
ShaderCache.cpp
@@ -37,12 +37,14 @@
<PropertyGroup Label="UserMacros" />
<ItemGroup>
<ClCompile Include="NullBackend.cpp" />
<ClCompile Include="NullTexture.cpp" />
<ClCompile Include="Render.cpp" />
<ClCompile Include="ShaderCache.cpp" />
<ClCompile Include="VertexManager.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="FramebufferManager.h" />
<ClInclude Include="NullTexture.h" />
<ClInclude Include="PerfQuery.h" />
<ClInclude Include="Render.h" />
<ClInclude Include="ShaderCache.h" />
@@ -0,0 +1,28 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Null/NullTexture.h"
namespace Null
{
NullTexture::NullTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
{
}
void NullTexture::Bind(unsigned int stage)
{
}
void NullTexture::CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
}
void NullTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size)
{
}
} // namespace Null
@@ -0,0 +1,29 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/VideoCommon.h"
namespace Null
{
class NullTexture final : public AbstractTexture
{
public:
explicit NullTexture(const TextureConfig& config);
~NullTexture() = default;
void Bind(unsigned int stage) override;
void CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override;
};
} // namespace Null
+13 -26
View File
@@ -4,7 +4,12 @@
#pragma once
#include <memory>
#include "VideoBackends/Null/NullTexture.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureConfig.h"
namespace Null
{
@@ -15,7 +20,7 @@ public:
~TextureCache() {}
bool CompileShaders() override { return true; }
void DeleteShaders() override {}
void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette,
void ConvertTexture(TCacheEntry* entry, TCacheEntry* unconverted, void* palette,
TlutFormat format) override
{
}
@@ -26,33 +31,15 @@ public:
{
}
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override
{
}
private:
struct TCacheEntry : TCacheEntryBase
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override
{
TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config) {}
~TCacheEntry() {}
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override
{
}
void FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half,
unsigned int cbufid, const float* colmat) override
{
}
void CopyRectangleFromTexture(const TCacheEntryBase* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override
{
}
void Bind(unsigned int stage) override {}
bool Save(const std::string& filename, unsigned int level) override { return false; }
};
TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override
{
return new TCacheEntry(config);
return std::make_unique<NullTexture>(config);
}
};
@@ -3,6 +3,7 @@ set(SRCS
FramebufferManager.cpp
main.cpp
NativeVertexFormat.cpp
OGLTexture.cpp
PerfQuery.cpp
PostProcessing.cpp
ProgramShaderCache.cpp
@@ -36,6 +36,7 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<ItemGroup>
<ClCompile Include="OGLTexture.cpp" />
<ClCompile Include="BoundingBox.cpp" />
<ClCompile Include="FramebufferManager.cpp" />
<ClCompile Include="main.cpp" />
@@ -52,6 +53,7 @@
<ClCompile Include="VertexManager.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="OGLTexture.h" />
<ClInclude Include="BoundingBox.h" />
<ClInclude Include="FramebufferManager.h" />
<ClInclude Include="GPUTimer.h" />
@@ -53,6 +53,9 @@
</ClCompile>
<ClCompile Include="main.cpp" />
<ClCompile Include="SamplerCache.cpp" />
<ClCompile Include="OGLTexture.cpp">
<Filter>Render</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="VertexManager.h">
@@ -93,6 +96,9 @@
<ClInclude Include="GPUTimer.h">
<Filter>GLUtil</Filter>
</ClInclude>
<ClInclude Include="OGLTexture.h">
<Filter>Render</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />
@@ -0,0 +1,274 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConfig.h"
namespace OGL
{
namespace
{
std::array<u32, 8> s_Textures;
u32 s_ActiveTexture;
GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case AbstractTextureFormat::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case AbstractTextureFormat::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
case AbstractTextureFormat::RGBA8:
default:
return storage ? GL_RGBA8 : GL_RGBA;
}
}
GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
return GL_RGBA;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
return GL_UNSIGNED_BYTE;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
} // Anonymous namespace
bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
int virtual_height, unsigned int level)
{
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return false;
int width = std::max(virtual_width >> level, 1);
int height = std::max(virtual_height >> level, 1);
std::vector<u8> data(width * height * 4);
glActiveTexture(GL_TEXTURE9);
glBindTexture(textarget, tex);
glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
OGLTexture::SetStage();
return TextureToPng(data.data(), width * 4, filename, width, height, true);
}
OGLTexture::OGLTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config)
{
glGenTextures(1, &m_texId);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1);
if (g_ogl_config.bSupportsTextureStorage)
{
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, m_config.levels, gl_internal_format, m_config.width,
m_config.height, m_config.layers);
}
if (m_config.rendertarget)
{
// We can't render to compressed formats.
_assert_(!IsCompressedHostTextureFormat(m_config.format));
if (!g_ogl_config.bSupportsTextureStorage)
{
for (u32 level = 0; level < m_config.levels; level++)
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, std::max(m_config.width >> level, 1u),
std::max(m_config.height >> level, 1u), m_config.layers, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
}
glGenFramebuffers(1, &m_framebuffer);
FramebufferManager::SetFramebuffer(m_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, m_texId, 0);
}
SetStage();
}
OGLTexture::~OGLTexture()
{
if (m_texId)
{
for (auto& gtex : s_Textures)
if (gtex == m_texId)
gtex = 0;
glDeleteTextures(1, &m_texId);
m_texId = 0;
}
if (m_framebuffer)
{
glDeleteFramebuffers(1, &m_framebuffer);
m_framebuffer = 0;
}
}
GLuint OGLTexture::GetRawTexIdentifier() const
{
return m_texId;
}
GLuint OGLTexture::GetFramebuffer() const
{
return m_framebuffer;
}
void OGLTexture::Bind(unsigned int stage)
{
if (s_Textures[stage] != m_texId)
{
if (s_ActiveTexture != stage)
{
glActiveTexture(GL_TEXTURE0 + stage);
s_ActiveTexture = stage;
}
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
s_Textures[stage] = m_texId;
}
}
bool OGLTexture::Save(const std::string& filename, unsigned int level)
{
// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
// framebuffer, and saving that). TextureCache does not call Save for custom textures
// anyway, so this is fine for now.
_assert_(m_config.format == AbstractTextureFormat::RGBA8);
return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, m_texId, m_config.width, m_config.height,
level);
}
void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(source);
if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
g_ogl_config.bSupportsCopySubImage)
{
glCopyImageSubData(srcentry->m_texId, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
m_texId, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
dstrect.GetWidth(), dstrect.GetHeight(), srcentry->m_config.layers);
return;
}
else if (!m_framebuffer)
{
glGenFramebuffers(1, &m_framebuffer);
FramebufferManager::SetFramebuffer(m_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_ARRAY, m_texId, 0);
}
g_renderer->ResetAPIState();
FramebufferManager::SetFramebuffer(m_framebuffer);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->m_texId);
g_sampler_cache->BindLinearSampler(9);
glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
TextureCache::GetInstance()->GetColorCopyProgram().Bind();
glUniform4f(TextureCache::GetInstance()->GetColorCopyPositionUniform(), float(srcrect.left),
float(srcrect.top), float(srcrect.GetWidth()), float(srcrect.GetHeight()));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
}
void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size)
{
if (level >= m_config.levels)
PanicAlert("Texture only has %d levels, can't update level %d", m_config.levels, level);
if (width != std::max(1u, m_config.width >> level) ||
height != std::max(1u, m_config.height >> level))
PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
std::max(1u, m_config.width >> level), std::max(1u, m_config.height >> level), width,
height);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texId);
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false);
if (IsCompressedHostTextureFormat(m_config.format))
{
if (g_ogl_config.bSupportsTextureStorage)
{
glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1,
gl_internal_format, static_cast<GLsizei>(buffer_size), buffer);
}
else
{
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0,
static_cast<GLsizei>(buffer_size), buffer);
}
}
else
{
GLenum gl_format = GetGLFormatForTextureFormat(m_config.format);
GLenum gl_type = GetGLTypeForTextureFormat(m_config.format);
if (g_ogl_config.bSupportsTextureStorage)
{
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type,
buffer);
}
else
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format,
gl_type, buffer);
}
}
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
SetStage();
}
void OGLTexture::DisableStage(unsigned int stage)
{
}
void OGLTexture::SetStage()
{
// -1 is the initial value as we don't know which texture should be bound
if (s_ActiveTexture != (u32)-1)
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
}
} // namespace OGL
@@ -0,0 +1,40 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/GL/GLUtil.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/VideoCommon.h"
namespace OGL
{
class OGLTexture final : public AbstractTexture
{
public:
explicit OGLTexture(const TextureConfig& tex_config);
~OGLTexture();
void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override;
void CopyRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override;
GLuint GetRawTexIdentifier() const;
GLuint GetFramebuffer() const;
static void DisableStage(unsigned int stage);
static void SetStage();
private:
GLuint m_texId;
GLuint m_framebuffer = 0;
};
} // namespace OGL
@@ -138,7 +138,7 @@ void SHADER::SetProgramBindings(bool is_compute)
}
}
void SHADER::Bind()
void SHADER::Bind() const
{
if (CurrentProgram != glprogid)
{
@@ -47,7 +47,7 @@ struct SHADER
void SetProgramVariables();
void SetProgramBindings(bool is_compute);
void Bind();
void Bind() const;
};
class ProgramShaderCache
+3 -2
View File
@@ -27,6 +27,7 @@
#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/PostProcessing.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/RasterFont.h"
@@ -1691,7 +1692,7 @@ void Renderer::PrepareFrameDumpRenderTexture(u32 width, u32 height)
m_frame_dump_render_texture_width = width;
m_frame_dump_render_texture_height = height;
TextureCache::SetStage();
OGLTexture::SetStage();
}
void Renderer::DestroyFrameDumpResources()
@@ -1744,7 +1745,7 @@ void Renderer::RestoreAPIState()
if (vm->m_last_vao)
glBindVertexArray(vm->m_last_vao);
TextureCache::SetStage();
OGLTexture::SetStage();
}
void Renderer::SetGenerationMode()

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