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Add: [OpenGL] Support for 8bpp blitters.

pull/8729/head
Michael Lutz 2021-01-16 16:43:25 +01:00
parent 320072c8dc
commit e8fc050b6e
7 changed files with 159 additions and 18 deletions

View File

@ -263,7 +263,7 @@ static bool SwitchNewGRFBlitter()
* between multiple 32bpp blitters, which perform differently with 8bpp sprites.
*/
uint depth_wanted_by_base = BaseGraphics::GetUsedSet()->blitter == BLT_32BPP ? 32 : 8;
uint depth_wanted_by_grf = _support8bpp == S8BPP_NONE ? 32 : 8;
uint depth_wanted_by_grf = _support8bpp != S8BPP_NONE || VideoDriver::GetInstance()->HasEfficient8Bpp() ? 8 : 32;
for (GRFConfig *c = _grfconfig; c != nullptr; c = c->next) {
if (c->status == GCS_DISABLED || c->status == GCS_NOT_FOUND || HasBit(c->flags, GCF_INIT_ONLY)) continue;
if (c->palette & GRFP_BLT_32BPP) depth_wanted_by_grf = 32;

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@ -51,3 +51,28 @@ static const char *_frag_shader_direct_150[] = {
" colour = texture(colour_tex, colour_tex_uv);",
"}",
};
/** Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_palette[] = {
"#version 110\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"varying vec2 colour_tex_uv;",
"void main() {",
" float idx = texture2D(colour_tex, colour_tex_uv).r;",
" gl_FragData[0] = texture1D(palette, idx);",
"}",
};
/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
static const char *_frag_shader_palette_150[] = {
"#version 150\n",
"uniform sampler2D colour_tex;",
"uniform sampler1D palette;",
"in vec2 colour_tex_uv;",
"out vec4 colour;",
"void main() {",
" float idx = texture(colour_tex, colour_tex_uv).r;",
" colour = texture(palette, idx);",
"}",
};

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@ -23,10 +23,12 @@
#include "../3rdparty/opengl/glext.h"
#include "opengl.h"
#include "../core/mem_func.hpp"
#include "../core/geometry_func.hpp"
#include "../core/mem_func.hpp"
#include "../core/math_func.hpp"
#include "../gfx_func.h"
#include "../debug.h"
#include "../blitter/factory.hpp"
#include "../table/opengl_shader.h"
@ -37,6 +39,8 @@
static PFNGLDEBUGMESSAGECONTROLPROC _glDebugMessageControl;
static PFNGLDEBUGMESSAGECALLBACKPROC _glDebugMessageCallback;
static PFNGLACTIVETEXTUREPROC _glActiveTexture;
static PFNGLGENBUFFERSPROC _glGenBuffers;
static PFNGLDELETEBUFFERSPROC _glDeleteBuffers;
static PFNGLBINDBUFFERPROC _glBindBuffer;
@ -155,6 +159,18 @@ bool IsOpenGLVersionAtLeast(byte major, byte minor)
return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
}
/** Bind texture-related extension functions. */
static bool BindTextureExtensions()
{
if (IsOpenGLVersionAtLeast(1, 3)) {
_glActiveTexture = (PFNGLACTIVETEXTUREPROC)GetOGLProcAddress("glActiveTexture");
} else {
_glActiveTexture = (PFNGLACTIVETEXTUREPROC)GetOGLProcAddress("glActiveTextureARB");
}
return _glActiveTexture != nullptr;
}
/** Bind vertex buffer object extension functions. */
static bool BindVBOExtension()
{
@ -351,6 +367,7 @@ OpenGLBackend::~OpenGLBackend()
{
if (_glDeleteProgram != nullptr) {
_glDeleteProgram(this->vid_program);
_glDeleteProgram(this->pal_program);
}
if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
if (_glDeleteBuffers != nullptr) {
@ -358,6 +375,7 @@ OpenGLBackend::~OpenGLBackend()
_glDeleteBuffers(1, &this->vid_pbo);
}
glDeleteTextures(1, &this->vid_texture);
glDeleteTextures(1, &this->pal_texture);
}
/**
@ -385,6 +403,9 @@ const char *OpenGLBackend::Init()
if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
/* Check for non-power-of-two texture support. */
if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
/* Check for single element texture formats. */
if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported";
if (!BindTextureExtensions()) return "Failed to bind texture extension functions";
/* Check for vertex buffer objects. */
if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
@ -413,10 +434,31 @@ const char *OpenGLBackend::Init()
glBindTexture(GL_TEXTURE_2D, 0);
if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
/* Bind texture to shader program. */
/* Setup palette texture. */
glGenTextures(1, &this->pal_texture);
glBindTexture(GL_TEXTURE_1D, this->pal_texture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
glBindTexture(GL_TEXTURE_1D, 0);
if (glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
/* Bind uniforms in RGB rendering shader program. */
GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
GLint palette_location = _glGetUniformLocation(this->vid_program, "palette");
_glUseProgram(this->vid_program);
_glUniform1i(tex_location, 0); // Texture unit 0.
_glUniform1i(tex_location, 0); // Texture unit 0.
_glUniform1i(palette_location, 1); // Texture unit 1.
/* Bind uniforms in palette rendering shader program. */
tex_location = _glGetUniformLocation(this->pal_program, "colour_tex");
palette_location = _glGetUniformLocation(this->pal_program, "palette");
_glUseProgram(this->pal_program);
_glUniform1i(tex_location, 0); // Texture unit 0.
_glUniform1i(palette_location, 1); // Texture unit 1.
/* Create pixel buffer object as video buffer storage. */
_glGenBuffers(1, &this->vid_pbo);
@ -525,27 +567,42 @@ bool OpenGLBackend::InitShaders()
_glCompileShader(vert_shader);
if (!VerifyShader(vert_shader)) return false;
/* Create fragment shader. */
GLuint frag_shader = _glCreateShader(GL_FRAGMENT_SHADER);
_glShaderSource(frag_shader, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr);
_glCompileShader(frag_shader);
if (!VerifyShader(frag_shader)) return false;
/* Create fragment shader for plain RGBA. */
GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER);
_glShaderSource(frag_shader_rgb, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr);
_glCompileShader(frag_shader_rgb);
if (!VerifyShader(frag_shader_rgb)) return false;
/* Create fragment shader for paletted only. */
GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER);
_glShaderSource(frag_shader_pal, glsl_150 ? lengthof(_frag_shader_palette_150) : lengthof(_frag_shader_palette), glsl_150 ? _frag_shader_palette_150 : _frag_shader_palette, nullptr);
_glCompileShader(frag_shader_pal);
if (!VerifyShader(frag_shader_pal)) return false;
/* Link shaders to program. */
this->vid_program = _glCreateProgram();
_glAttachShader(this->vid_program, vert_shader);
_glAttachShader(this->vid_program, frag_shader);
_glAttachShader(this->vid_program, frag_shader_rgb);
this->pal_program = _glCreateProgram();
_glAttachShader(this->pal_program, vert_shader);
_glAttachShader(this->pal_program, frag_shader_pal);
if (glsl_150) {
/* Bind fragment shader outputs. */
_glBindFragDataLocation(this->vid_program, 0, "colour");
_glBindFragDataLocation(this->pal_program, 0, "colour");
}
_glLinkProgram(this->vid_program);
if (!VerifyProgram(this->vid_program)) return false;
_glLinkProgram(this->pal_program);
if (!VerifyProgram(this->pal_program)) return false;
_glDeleteShader(vert_shader);
_glDeleteShader(frag_shader);
_glDeleteShader(frag_shader_rgb);
_glDeleteShader(frag_shader_pal);
return true;
}
@ -561,26 +618,55 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
{
if (!force && _screen.width == w && _screen.height == h) return false;
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
int pitch = bpp != 32 ? Align(w, 4) : w;
glViewport(0, 0, w, h);
/* Re-allocate video buffer texture and backing store. */
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
_glBufferData(GL_PIXEL_UNPACK_BUFFER, w * h * 4, nullptr, GL_DYNAMIC_READ); // Buffer content has to persist from frame to frame and is read back by the blitter, which means a READ usage hint.
_glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_DYNAMIC_READ); // Buffer content has to persist from frame to frame and is read back by the blitter, which means a READ usage hint.
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
_glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
switch (bpp) {
case 8:
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
break;
default:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
break;
}
glBindTexture(GL_TEXTURE_2D, 0);
/* Set new viewport. */
_screen.height = h;
_screen.width = w;
_screen.pitch = w;
_screen.pitch = pitch;
_screen.dst_ptr = nullptr;
return true;
}
/**
* Update the stored palette.
* @param pal Palette array with at least 256 elements.
* @param first First entry to update.
* @param length Number of entries to update.
*/
void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
{
assert(first + length <= 256);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
_glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, this->pal_texture);
glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first);
}
/**
* Render video buffer to the screen.
*/
@ -589,8 +675,11 @@ void OpenGLBackend::Paint()
glClear(GL_COLOR_BUFFER_BIT);
/* Blit video buffer to screen. */
_glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
_glUseProgram(this->vid_program);
_glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, this->pal_texture);
_glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
_glBindVertexArray(this->vao_quad);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
@ -618,9 +707,18 @@ void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
/* Update changed rect of the video buffer texture. */
if (!IsEmptyRect(update_rect)) {
_glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid *)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) {
case 8:
glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
break;
default:
glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid *)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
break;
}
}
}

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@ -14,6 +14,7 @@
#include "../core/alloc_type.hpp"
#include "../core/geometry_type.hpp"
#include "../gfx_type.h"
typedef void (*OGLProc)();
typedef OGLProc (*GetOGLProcAddressProc)(const char *proc);
@ -28,9 +29,11 @@ private:
GLuint vid_pbo; ///< Pixel buffer object storing the memory used for the video driver to draw to.
GLuint vid_texture; ///< Texture handle for the video buffer texture.
GLuint vid_program; ///< Shader program for rendering the video buffer.
GLuint vid_program; ///< Shader program for rendering a RGBA video buffer.
GLuint pal_program; ///< Shader program for rendering a paletted video buffer.
GLuint vao_quad; ///< Vertex array object storing the rendering state for the fullscreen quad.
GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
GLuint pal_texture; ///< Palette lookup texture.
OpenGLBackend();
~OpenGLBackend();
@ -47,6 +50,7 @@ public:
static const char *Create(GetOGLProcAddressProc get_proc);
static void Destroy();
void UpdatePalette(const Colour *pal, uint first, uint length);
bool Resize(int w, int h, bool force = false);
void Paint();

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@ -98,6 +98,15 @@ public:
return true;
}
/**
* Has this video driver an efficient code path for palette animated 8-bpp sprites?
* @return True if the driver has an efficient code path for 8-bpp.
*/
virtual bool HasEfficient8Bpp() const
{
return false;
}
/**
* An edit box lost the input focus. Abort character compositing if necessary.
*/

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@ -1417,7 +1417,7 @@ static FVideoDriver_Win32OpenGL iFVideoDriver_Win32OpenGL;
const char *VideoDriver_Win32OpenGL::Start(const StringList &param)
{
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 32) return "Only 32bpp blitters supported";
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported";
Dimension old_res = _cur_resolution; // Save current screen resolution in case of errors, as MakeWindow invalidates it.
this->vsync = GetDriverParamBool(param, "vsync");
@ -1565,6 +1565,9 @@ void VideoDriver_Win32OpenGL::Paint()
break;
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
OpenGLBackend::Get()->UpdatePalette(_local_palette.palette, _local_palette.first_dirty, _local_palette.count_dirty);
break;
case Blitter::PALETTE_ANIMATION_NONE:
break;

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@ -138,6 +138,8 @@ public:
bool AfterBlitterChange() override;
bool HasEfficient8Bpp() const override { return true; }
const char *GetName() const override { return "win32-opengl"; }
protected: