video_core: implement GLES depth/stencil downloads

video_core: disable depth/stencil texture download on OpenGL ES

Disable deptch stencil shader in texture_downloader_es for now

enable_depth_stencil

DepthStencil

remove GL_DEBUG_OUTPUT_SYNCHRONOUS
This commit is contained in:
BreadFish64 2020-03-24 10:44:44 -05:00 committed by SachinVin
parent 91f52c2fdb
commit 54b8af1444
9 changed files with 359 additions and 103 deletions

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@ -54,6 +54,8 @@ add_library(video_core STATIC
renderer_opengl/post_processing_opengl.h renderer_opengl/post_processing_opengl.h
renderer_opengl/renderer_opengl.cpp renderer_opengl/renderer_opengl.cpp
renderer_opengl/renderer_opengl.h renderer_opengl/renderer_opengl.h
renderer_opengl/texture_downloader_es.cpp
renderer_opengl/texture_downloader_es.h
renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.cpp renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.cpp
renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h
renderer_opengl/texture_filters/bicubic/bicubic.cpp renderer_opengl/texture_filters/bicubic/bicubic.cpp
@ -99,6 +101,9 @@ add_library(video_core STATIC
) )
set(SHADER_FILES set(SHADER_FILES
renderer_opengl/depth_to_color.frag
renderer_opengl/depth_to_color.vert
renderer_opengl/ds_to_color.frag
renderer_opengl/texture_filters/anime4k/refine.frag renderer_opengl/texture_filters/anime4k/refine.frag
renderer_opengl/texture_filters/anime4k/x_gradient.frag renderer_opengl/texture_filters/anime4k/x_gradient.frag
renderer_opengl/texture_filters/anime4k/y_gradient.frag renderer_opengl/texture_filters/anime4k/y_gradient.frag

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@ -0,0 +1,10 @@
//? #version 320 es
out highp uint color;
uniform highp sampler2D depth;
uniform int lod;
void main() {
color = uint(texelFetch(depth, ivec2(gl_FragCoord.xy), lod).x * (exp2(32.0) - 1.0));
}

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@ -0,0 +1,8 @@
//? #version 320 es
const vec2 vertices[4] =
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
void main() {
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
}

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@ -0,0 +1,9 @@
//? #version 320 es
#extension GL_ARM_shader_framebuffer_fetch_depth_stencil : enable
out highp uint color;
void main() {
color = uint(gl_LastFragDepthARM * (exp2(24.0) - 1.0)) << 8;
color |= uint(gl_LastFragStencilARM);
}

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@ -36,6 +36,7 @@
#include "video_core/renderer_opengl/gl_rasterizer_cache.h" #include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_vars.h" #include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/renderer_opengl/texture_downloader_es.h"
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h" #include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
#include "video_core/utils.h" #include "video_core/utils.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
@ -64,13 +65,6 @@ static constexpr std::array<FormatTuple, 5> fb_format_tuples_oes = {{
{GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4}, // RGBA4 {GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4}, // RGBA4
}}; }};
static constexpr std::array<FormatTuple, 4> depth_format_tuples = {{
{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // D16
{},
{GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT}, // D24
{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24S8
}};
const FormatTuple& GetFormatTuple(PixelFormat pixel_format) { const FormatTuple& GetFormatTuple(PixelFormat pixel_format) {
const SurfaceType type = SurfaceParams::GetFormatType(pixel_format); const SurfaceType type = SurfaceParams::GetFormatType(pixel_format);
if (type == SurfaceType::Color) { if (type == SurfaceType::Color) {
@ -87,79 +81,6 @@ const FormatTuple& GetFormatTuple(PixelFormat pixel_format) {
return tex_tuple; return tex_tuple;
} }
/**
* OpenGL ES does not support glGetTexImage. Obtain the pixels by attaching the
* texture to a framebuffer.
* Originally from https://github.com/apitrace/apitrace/blob/master/retrace/glstate_images.cpp
*/
static void GetTexImageOES(GLenum target, GLint level, GLenum format, GLenum type, GLint height,
GLint width, GLint depth, GLubyte* pixels, std::size_t size) {
memset(pixels, 0x80, size);
OpenGLState cur_state = OpenGLState::GetCurState();
OpenGLState state;
GLenum texture_binding = GL_NONE;
switch (target) {
case GL_TEXTURE_2D:
texture_binding = cur_state.texture_units[0].texture_2d;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
texture_binding = cur_state.texture_cube_unit.texture_cube;
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unexpected target {:x}", target);
UNIMPLEMENTED();
return;
}
GLint texture = 0;
glGetIntegerv(texture_binding, &texture);
if (!texture) {
return;
}
OGLFramebuffer fbo;
fbo.Create();
state.draw.read_framebuffer = fbo.handle;
state.Apply();
switch (target) {
case GL_TEXTURE_2D:
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: {
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture,
level);
GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOG_DEBUG(Render_OpenGL, "Framebuffer is incomplete, status: {:X}", status);
}
glReadPixels(0, 0, width, height, format, type, pixels);
break;
}
case GL_TEXTURE_3D_OES:
for (int i = 0; i < depth; i++) {
glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D,
texture, level, i);
glReadPixels(0, 0, width, height, format, type, pixels + 4 * i * width * height);
}
break;
}
cur_state.Apply();
fbo.Release();
}
template <typename Map, typename Interval> template <typename Map, typename Interval>
static constexpr auto RangeFromInterval(Map& map, const Interval& interval) { static constexpr auto RangeFromInterval(Map& map, const Interval& interval) {
return boost::make_iterator_range(map.equal_range(interval)); return boost::make_iterator_range(map.equal_range(interval));
@ -775,23 +696,28 @@ void CachedSurface::DumpTexture(GLuint target_tex, u64 tex_hash) {
LOG_INFO(Render_OpenGL, "Dumping texture to {}", dump_path); LOG_INFO(Render_OpenGL, "Dumping texture to {}", dump_path);
std::vector<u8> decoded_texture; std::vector<u8> decoded_texture;
decoded_texture.resize(width * height * 4); decoded_texture.resize(width * height * 4);
glBindTexture(GL_TEXTURE_2D, target_tex); OpenGLState state = OpenGLState::GetCurState();
GLuint old_texture = state.texture_units[0].texture_2d;
state.Apply();
/* /*
GetTexImageOES is used even if not using OpenGL ES to work around a small issue that GetTexImageOES is used even if not using OpenGL ES to work around a small issue that
happens if using custom textures with texture dumping at the same. happens if using custom textures with texture dumping at the same.
Let's say there's 2 textures that are both 32x32 and one of them gets replaced with a Let's say there's 2 textures that are both 32x32 and one of them gets replaced with a
higher quality 256x256 texture. If the 256x256 texture is displayed first and the 32x32 higher quality 256x256 texture. If the 256x256 texture is displayed first and the
texture gets uploaded to the same underlying OpenGL texture, the 32x32 texture will 32x32 texture gets uploaded to the same underlying OpenGL texture, the 32x32 texture
appear in the corner of the 256x256 texture. will appear in the corner of the 256x256 texture. If texture dumping is enabled and
If texture dumping is enabled and the 32x32 is undumped, Citra will attempt to dump it. the 32x32 is undumped, Citra will attempt to dump it. Since the underlying OpenGL
Since the underlying OpenGL texture is still 256x256, Citra crashes because it thinks the texture is still 256x256, Citra crashes because it thinks the texture is only 32x32.
texture is only 32x32.
GetTexImageOES conveniently only dumps the specified region, and works on both GetTexImageOES conveniently only dumps the specified region, and works on both
desktop and ES. desktop and ES.
*/ */
GetTexImageOES(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, height, width, 0, // if the backend isn't OpenGL ES, this won't be initialized yet
&decoded_texture[0], decoded_texture.size()); if (!owner.texture_downloader_es)
glBindTexture(GL_TEXTURE_2D, 0); owner.texture_downloader_es = std::make_unique<TextureDownloaderES>(false);
owner.texture_downloader_es->GetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
height, width, &decoded_texture[0]);
state.texture_units[0].texture_2d = old_texture;
state.Apply();
Common::FlipRGBA8Texture(decoded_texture, width, height); Common::FlipRGBA8Texture(decoded_texture, width, height);
if (!image_interface->EncodePNG(dump_path, decoded_texture, width, height)) if (!image_interface->EncodePNG(dump_path, decoded_texture, width, height))
LOG_ERROR(Render_OpenGL, "Failed to save decoded texture"); LOG_ERROR(Render_OpenGL, "Failed to save decoded texture");
@ -905,14 +831,6 @@ void CachedSurface::DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint
return; return;
} }
if (GLES) {
if (type == SurfaceType::Depth || type == SurfaceType::DepthStencil) {
// TODO(bunnei): This is unsupported on GLES right now, fixme
LOG_WARNING(Render_OpenGL, "Unsupported depth/stencil surface download");
return;
}
}
MICROPROFILE_SCOPE(OpenGL_TextureDL); MICROPROFILE_SCOPE(OpenGL_TextureDL);
if (gl_buffer.empty()) { if (gl_buffer.empty()) {
@ -950,9 +868,9 @@ void CachedSurface::DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
if (GLES) { if (GLES) {
GetTexImageOES(GL_TEXTURE_2D, 0, tuple.format, tuple.type, rect.GetHeight(), owner.texture_downloader_es->GetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type,
rect.GetWidth(), 0, &gl_buffer[buffer_offset], rect.GetHeight(), rect.GetWidth(),
gl_buffer.size() - buffer_offset); &gl_buffer[buffer_offset]);
} else { } else {
glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]); glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
} }
@ -1106,6 +1024,8 @@ RasterizerCacheOpenGL::RasterizerCacheOpenGL() {
texture_filterer = std::make_unique<TextureFilterer>(Settings::values.texture_filter_name, texture_filterer = std::make_unique<TextureFilterer>(Settings::values.texture_filter_name,
resolution_scale_factor); resolution_scale_factor);
format_reinterpreter = std::make_unique<FormatReinterpreterOpenGL>(); format_reinterpreter = std::make_unique<FormatReinterpreterOpenGL>();
if (GLES)
texture_downloader_es = std::make_unique<TextureDownloaderES>(false);
read_framebuffer.Create(); read_framebuffer.Create();
draw_framebuffer.Create(); draw_framebuffer.Create();

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@ -171,6 +171,8 @@ private:
bool valid = false; bool valid = false;
}; };
class RasterizerCacheOpenGL;
struct CachedSurface : SurfaceParams, std::enable_shared_from_this<CachedSurface> { struct CachedSurface : SurfaceParams, std::enable_shared_from_this<CachedSurface> {
CachedSurface(RasterizerCacheOpenGL& owner) : owner{owner} {} CachedSurface(RasterizerCacheOpenGL& owner) : owner{owner} {}
~CachedSurface(); ~CachedSurface();
@ -267,6 +269,15 @@ struct CachedTextureCube {
std::shared_ptr<SurfaceWatcher> nz; std::shared_ptr<SurfaceWatcher> nz;
}; };
static constexpr std::array<FormatTuple, 4> depth_format_tuples = {{
{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, // D16
{},
{GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT}, // D24
{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24S8
}};
class TextureDownloaderES;
class RasterizerCacheOpenGL : NonCopyable { class RasterizerCacheOpenGL : NonCopyable {
public: public:
RasterizerCacheOpenGL(); RasterizerCacheOpenGL();
@ -373,6 +384,7 @@ public:
std::unique_ptr<TextureFilterer> texture_filterer; std::unique_ptr<TextureFilterer> texture_filterer;
std::unique_ptr<FormatReinterpreterOpenGL> format_reinterpreter; std::unique_ptr<FormatReinterpreterOpenGL> format_reinterpreter;
std::unique_ptr<TextureDownloaderES> texture_downloader_es;
}; };
} // namespace OpenGL } // namespace OpenGL

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@ -12,9 +12,11 @@ namespace OpenGL {
// High precision may or may not supported in GLES3. If it isn't, use medium precision instead. // High precision may or may not supported in GLES3. If it isn't, use medium precision instead.
static constexpr char fragment_shader_precision_OES[] = R"( static constexpr char fragment_shader_precision_OES[] = R"(
#ifdef GL_FRAGMENT_PRECISION_HIGH #ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp int;
precision highp float; precision highp float;
precision highp samplerBuffer; precision highp samplerBuffer;
#else #else
precision mediump int;
precision mediump float; precision mediump float;
precision mediump samplerBuffer; precision mediump samplerBuffer;
#endif // GL_FRAGMENT_PRECISION_HIGH #endif // GL_FRAGMENT_PRECISION_HIGH

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@ -0,0 +1,254 @@
// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <chrono>
#include <vector>
#include <fmt/chrono.h>
#include "common/logging/log.h"
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/renderer_opengl/texture_downloader_es.h"
#include "shaders/depth_to_color.frag"
#include "shaders/depth_to_color.vert"
#include "shaders/ds_to_color.frag"
namespace OpenGL {
/**
* Self tests for the texture downloader
*/
void TextureDownloaderES::Test() {
auto cur_state = OpenGLState::GetCurState();
OpenGLState state;
{
GLint range[2];
GLint precision;
#define PRECISION_TEST(type) \
glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, type, range, &precision); \
LOG_INFO(Render_OpenGL, #type " range: [{}, {}], precision: {}", range[0], range[1], precision);
PRECISION_TEST(GL_LOW_INT);
PRECISION_TEST(GL_MEDIUM_INT);
PRECISION_TEST(GL_HIGH_INT);
PRECISION_TEST(GL_LOW_FLOAT);
PRECISION_TEST(GL_MEDIUM_FLOAT);
PRECISION_TEST(GL_HIGH_FLOAT);
#undef PRECISION_TEST
}
glActiveTexture(GL_TEXTURE0);
const auto test = [this, &state](FormatTuple tuple, auto original_data, std::size_t tex_size,
auto data_generator) {
OGLTexture texture;
texture.Create();
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
original_data.resize(tex_size * tex_size);
for (std::size_t idx = 0; idx < original_data.size(); ++idx)
original_data[idx] = data_generator(idx);
glTexStorage2D(GL_TEXTURE_2D, 1, tuple.internal_format, tex_size, tex_size);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, tex_size, tex_size, tuple.format, tuple.type,
original_data.data());
decltype(original_data) new_data(original_data.size());
glFinish();
auto start = std::chrono::high_resolution_clock::now();
GetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, tex_size, tex_size,
new_data.data());
glFinish();
auto time = std::chrono::high_resolution_clock::now() - start;
LOG_INFO(Render_OpenGL, "test took {}", std::chrono::duration<double, std::milli>(time));
int diff = 0;
for (std::size_t idx = 0; idx < original_data.size(); ++idx)
if (new_data[idx] - original_data[idx] != diff) {
diff = new_data[idx] - original_data[idx];
// every time the error between the real and expected value changes, log it
// some error is expected in D24 due to floating point precision
LOG_WARNING(Render_OpenGL, "difference changed at {:#X}: {:#X} -> {:#X}", idx,
original_data[idx], new_data[idx]);
}
};
LOG_INFO(Render_OpenGL, "GL_DEPTH24_STENCIL8 download test starting");
test(depth_format_tuples[3], std::vector<u32>{}, 4096,
[](std::size_t idx) { return static_cast<u32>((idx << 8) | (idx & 0xFF)); });
LOG_INFO(Render_OpenGL, "GL_DEPTH_COMPONENT24 download test starting");
test(depth_format_tuples[2], std::vector<u32>{}, 4096,
[](std::size_t idx) { return static_cast<u32>(idx << 8); });
LOG_INFO(Render_OpenGL, "GL_DEPTH_COMPONENT16 download test starting");
test(depth_format_tuples[0], std::vector<u16>{}, 256,
[](std::size_t idx) { return static_cast<u16>(idx); });
cur_state.Apply();
}
TextureDownloaderES::TextureDownloaderES(bool enable_depth_stencil) {
vao.Create();
read_fbo_generic.Create();
depth32_fbo.Create();
r32ui_renderbuffer.Create();
depth16_fbo.Create();
r16_renderbuffer.Create();
const auto init_program = [](ConversionShader& converter, std::string_view frag) {
converter.program.Create(depth_to_color_vert.data(), frag.data());
converter.lod_location = glGetUniformLocation(converter.program.handle, "lod");
};
// xperia64: The depth stencil shader currently uses a GLES extension that is not supported
// across all devices Reportedly broken on Tegra devices and the Nexus 6P, so enabling it can be
// toggled
if (enable_depth_stencil) {
init_program(d24s8_r32ui_conversion_shader, ds_to_color_frag);
}
init_program(d24_r32ui_conversion_shader, depth_to_color_frag);
init_program(d16_r16_conversion_shader, R"(
out highp float color;
uniform highp sampler2D depth;
uniform int lod;
void main(){
color = texelFetch(depth, ivec2(gl_FragCoord.xy), lod).x;
}
)");
sampler.Create();
glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(sampler.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
auto cur_state = OpenGLState::GetCurState();
auto state = cur_state;
state.draw.shader_program = d24s8_r32ui_conversion_shader.program.handle;
state.draw.draw_framebuffer = depth32_fbo.handle;
state.renderbuffer = r32ui_renderbuffer.handle;
state.Apply();
glRenderbufferStorage(GL_RENDERBUFFER, GL_R32UI, max_size, max_size);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
r32ui_renderbuffer.handle);
glUniform1i(glGetUniformLocation(d24s8_r32ui_conversion_shader.program.handle, "depth"), 1);
state.draw.draw_framebuffer = depth16_fbo.handle;
state.renderbuffer = r16_renderbuffer.handle;
state.Apply();
glRenderbufferStorage(GL_RENDERBUFFER, GL_R16, max_size, max_size);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
r16_renderbuffer.handle);
cur_state.Apply();
}
/**
* OpenGL ES does not support glReadBuffer for depth/stencil formats
* This gets around it by converting to a Red surface before downloading
*/
GLuint TextureDownloaderES::ConvertDepthToColor(GLuint level, GLenum& format, GLenum& type,
GLint height, GLint width) {
ASSERT(width <= max_size && height <= max_size);
const OpenGLState cur_state = OpenGLState::GetCurState();
OpenGLState state;
state.texture_units[0] = {cur_state.texture_units[0].texture_2d, sampler.handle};
state.draw.vertex_array = vao.handle;
OGLTexture texture_view;
const ConversionShader* converter;
switch (type) {
case GL_UNSIGNED_SHORT:
state.draw.draw_framebuffer = depth16_fbo.handle;
converter = &d16_r16_conversion_shader;
format = GL_RED;
break;
case GL_UNSIGNED_INT:
state.draw.draw_framebuffer = depth32_fbo.handle;
converter = &d24_r32ui_conversion_shader;
format = GL_RED_INTEGER;
break;
case GL_UNSIGNED_INT_24_8:
state.draw.draw_framebuffer = depth32_fbo.handle;
converter = &d24s8_r32ui_conversion_shader;
format = GL_RED_INTEGER;
type = GL_UNSIGNED_INT;
break;
default:
UNREACHABLE_MSG("Destination type not recognized");
}
state.draw.shader_program = converter->program.handle;
state.viewport = {0, 0, width, height};
state.Apply();
if (converter->program.handle == d24s8_r32ui_conversion_shader.program.handle) {
// TODO BreadFish64: the ARM framebuffer reading extension is probably not the most optimal
// way to do this, search for another solution
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
state.texture_units[0].texture_2d, level);
}
glUniform1i(converter->lod_location, level);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (texture_view.handle) {
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
}
return state.draw.draw_framebuffer;
}
/**
* OpenGL ES does not support glGetTexImage. Obtain the pixels by attaching the
* texture to a framebuffer.
* Originally from https://github.com/apitrace/apitrace/blob/master/retrace/glstate_images.cpp
* Depth texture download assumes that the texture's format tuple matches what is found
* OpenGL::depth_format_tuples
*/
void TextureDownloaderES::GetTexImage(GLenum target, GLuint level, GLenum format, GLenum type,
GLint height, GLint width, void* pixels) {
OpenGLState state = OpenGLState::GetCurState();
GLuint texture;
const GLuint old_read_buffer = state.draw.read_framebuffer;
switch (target) {
case GL_TEXTURE_2D:
texture = state.texture_units[0].texture_2d;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
texture = state.texture_cube_unit.texture_cube;
break;
default:
UNIMPLEMENTED_MSG("Unexpected target {:x}", target);
}
switch (format) {
case GL_DEPTH_COMPONENT:
case GL_DEPTH_STENCIL:
// unfortunately, the accurate way is too slow for release
return;
state.draw.read_framebuffer = ConvertDepthToColor(level, format, type, height, width);
state.Apply();
break;
default:
state.draw.read_framebuffer = read_fbo_generic.handle;
state.Apply();
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture,
level);
}
GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOG_DEBUG(Render_OpenGL, "Framebuffer is incomplete, status: {:X}", status);
}
glReadPixels(0, 0, width, height, format, type, pixels);
state.draw.read_framebuffer = old_read_buffer;
state.Apply();
}
} // namespace OpenGL

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@ -0,0 +1,36 @@
// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace OpenGL {
class OpenGLState;
class TextureDownloaderES {
static constexpr u16 max_size = 1024;
OGLVertexArray vao;
OGLFramebuffer read_fbo_generic;
OGLFramebuffer depth32_fbo, depth16_fbo;
OGLRenderbuffer r32ui_renderbuffer, r16_renderbuffer;
struct ConversionShader {
OGLProgram program;
GLint lod_location{-1};
} d24_r32ui_conversion_shader, d16_r16_conversion_shader, d24s8_r32ui_conversion_shader;
OGLSampler sampler;
void Test();
GLuint ConvertDepthToColor(GLuint level, GLenum& format, GLenum& type, GLint height,
GLint width);
public:
TextureDownloaderES(bool enable_depth_stencil);
void GetTexImage(GLenum target, GLuint level, GLenum format, const GLenum type, GLint height,
GLint width, void* pixels);
};
} // namespace OpenGL