#pragma once #include "PICA/regs.hpp" #include "boost/icl/interval.hpp" #include "helpers.hpp" #include "opengl.hpp" template using Interval = boost::icl::right_open_interval; struct ColourBuffer { u32 location; PICA::ColorFmt format; OpenGL::uvec2 size; bool valid; // Range of VRAM taken up by buffer Interval range; // OpenGL resources allocated to buffer OpenGL::Texture texture; OpenGL::Framebuffer fbo; ColourBuffer() : valid(false) {} ColourBuffer(u32 loc, PICA::ColorFmt format, u32 x, u32 y, bool valid = true) : location(loc), format(format), size({x, y}), valid(valid) { u64 endLoc = (u64)loc + sizeInBytes(); // Check if start and end are valid here range = Interval(loc, (u32)endLoc); } void allocate() { // Create texture for the FBO, setting up filters and the like // Reading back the current texture is slow, but allocate calls should be few and far between. // If this becomes a bottleneck, we can fix it semi-easily auto prevTexture = OpenGL::getTex2D(); texture.create(size.x(), size.y(), GL_RGBA8); texture.bind(); texture.setMinFilter(OpenGL::Linear); texture.setMagFilter(OpenGL::Linear); glBindTexture(GL_TEXTURE_2D, prevTexture); //Helpers::panic("Creating FBO: %d, %d\n", size.x(), size.y()); fbo.createWithDrawTexture(texture); fbo.bind(OpenGL::DrawAndReadFramebuffer); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) Helpers::panic("Incomplete framebuffer"); // TODO: This should not clear the framebuffer contents. It should load them from VRAM. GLint oldViewport[4]; glGetIntegerv(GL_VIEWPORT, oldViewport); OpenGL::setViewport(size.x(), size.y()); OpenGL::setClearColor(0.0, 0.0, 0.0, 1.0); OpenGL::clearColor(); OpenGL::setViewport(oldViewport[0], oldViewport[1], oldViewport[2], oldViewport[3]); } void free() { valid = false; if (texture.exists() || fbo.exists()) Helpers::panic("Make this buffer free itself"); } bool matches(ColourBuffer& other) { return location == other.location && format == other.format && size.x() == other.size.x() && size.y() == other.size.y(); } size_t sizeInBytes() { return (size_t)size.x() * (size_t)size.y() * PICA::sizePerPixel(format); } }; struct DepthBuffer { u32 location; PICA::DepthFmt format; OpenGL::uvec2 size; // Implicitly set to the size of the framebuffer bool valid; // Range of VRAM taken up by buffer Interval range; // OpenGL texture used for storing depth/stencil OpenGL::Texture texture; DepthBuffer() : valid(false) {} DepthBuffer(u32 loc, PICA::DepthFmt format, u32 x, u32 y, bool valid = true) : location(loc), format(format), size({x, y}), valid(valid) { u64 endLoc = (u64)loc + sizeInBytes(); // Check if start and end are valid here range = Interval(loc, (u32)endLoc); } void allocate() { // Create texture for the FBO, setting up filters and the like // Reading back the current texture is slow, but allocate calls should be few and far between. // If this becomes a bottleneck, we can fix it semi-easily auto prevTexture = OpenGL::getTex2D(); // Internal formats for the texture based on format static constexpr std::array internalFormats = { GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT24, GL_DEPTH24_STENCIL8 }; // Format of the texture static constexpr std::array formats = { GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL }; static constexpr std::array types = { GL_UNSIGNED_SHORT, GL_UNSIGNED_INT, GL_UNSIGNED_INT, GL_UNSIGNED_INT_24_8 }; auto internalFormat = internalFormats[(int)format]; auto fmt = formats[(int)format]; auto type = types[(int)format]; texture.createDSTexture(size.x(), size.y(), internalFormat, fmt, nullptr, type, GL_TEXTURE_2D); texture.bind(); texture.setMinFilter(OpenGL::Nearest); texture.setMagFilter(OpenGL::Nearest); glBindTexture(GL_TEXTURE_2D, prevTexture); } void free() { valid = false; printf("Make this depth buffer free itself\n"); } bool matches(DepthBuffer& other) { return location == other.location && format == other.format && size.x() == other.size.x() && size.y() == other.size.y(); } size_t sizeInBytes() { return (size_t)size.x() * (size_t)size.y() * PICA::sizePerPixel(format); } };