Analyse 3D/2D array texture sampling data when creating context

This commit is contained in:
Jupeyy 2020-08-29 17:44:23 +02:00 committed by def
parent 3101747d46
commit 570f148287
2 changed files with 296 additions and 12 deletions

View file

@ -1080,6 +1080,267 @@ void CCommandProcessorFragment_OpenGL2::SetState(const CCommandBuffer::SState &S
}
}
bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded()
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// create fake texture 64x64
uint8_t aFakeTexture[64*64*4];
// fill by colors stepping by 50 => (255 / 50 ~ 5) => 5 times 3(color channels) = 5 ^ 3 = 125 possibilities to check
size_t CheckCount = 5 * 5 * 5;
// always fill 4 pixels of the texture, so the sampling is accurate
int aCurColor[4] = { 25, 25, 25, 255 };
size_t SingleImageSize = 4 * 4 * 4;
for(size_t d = 0; d < CheckCount; ++d)
{
uint8_t *pCurFakeTexture = aFakeTexture + (ptrdiff_t)(SingleImageSize * d);
uint8_t aCurColorUint8[4 * 4 * 4];
for(size_t y = 0; y < 4; ++y)
{
for(size_t x = 0; x < 4; ++x)
{
for(size_t i = 0; i < 4; ++i)
{
aCurColorUint8[(y * 4 * 4) + (x * 4) + i] = (uint8_t)aCurColor[i];
}
}
}
mem_copy(pCurFakeTexture, aCurColorUint8, sizeof(aCurColorUint8));
aCurColor[2] += 50;
if(aCurColor[2] > 225)
{
aCurColor[2] -= 250;
aCurColor[1] += 50;
}
if(aCurColor[1] > 225)
{
aCurColor[1] -= 250;
aCurColor[0] += 50;
}
if(aCurColor[0] > 225)
{
break;
}
}
// upload the texture
GLuint FakeTexture;
glGenTextures(1, &FakeTexture);
GLenum Target = GL_TEXTURE_3D;
if(m_Has2DArrayTextures)
{
Target = m_2DArrayTarget;
}
glBindTexture(Target, FakeTexture);
glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(!m_Has2DArrayTextures)
{
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(Target, GL_GENERATE_MIPMAP, GL_TRUE);
}
glTexParameteri(Target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT);
glTexImage3D(Target, 0, GL_RGBA, 64 / 16, 64 / 16, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, aFakeTexture);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_TEXTURE_2D);
if(m_Has3DTextures)
glDisable(GL_TEXTURE_3D);
if(m_Has2DArrayTextures)
{
glDisable(m_2DArrayTarget);
}
int Slot = 0;
if(!m_Has2DArrayTextures)
{
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, FakeTexture);
}
else
{
glEnable(m_2DArrayTarget);
glBindTexture(m_2DArrayTarget, FakeTexture);
}
if(m_HasShaders)
{
CGLSLPrimitiveProgram *pProgram = m_pPrimitive3DProgramTextured;
UseProgram(pProgram);
pProgram->SetUniform(pProgram->m_LocTextureSampler, Slot);
float m[2 * 4] = {
1, 0, 0, 0,
0, 1, 0, 0
};
// transpose bcs of column-major order of opengl
glUniformMatrix4x2fv(pProgram->m_LocPos, 1, true, (float*)&m);
}
else {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1, 1, -1, 1, -10.0f, 10.f);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(m_aStreamVertices[0]), m_aStreamVertices);
glColorPointer(4, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t*)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2)));
glTexCoordPointer(3, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t*)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2) + sizeof(vec4)));
size_t VertexCount = 0;
for(size_t i = 0; i < CheckCount; ++i)
{
float XPos = (float)(i % 16);
float YPos = (float)(i / 16);
GL_SVertexTex3D *pVertex = &m_aStreamVertices[VertexCount++];
GL_SVertexTex3D *pVertexBefore = pVertex;
pVertex->m_Pos.x = XPos / 16.f;
pVertex->m_Pos.y = YPos / 16.f;
pVertex->m_Color.r = 1;
pVertex->m_Color.g = 1;
pVertex->m_Color.b = 1;
pVertex->m_Color.a = 1;
pVertex->m_Tex.u = 0;
pVertex->m_Tex.v = 0;
pVertex = &m_aStreamVertices[VertexCount++];
pVertex->m_Pos.x = XPos / 16.f + 1.f / 16.f;
pVertex->m_Pos.y = YPos / 16.f;
pVertex->m_Color.r = 1;
pVertex->m_Color.g = 1;
pVertex->m_Color.b = 1;
pVertex->m_Color.a = 1;
pVertex->m_Tex.u = 1;
pVertex->m_Tex.v = 0;
pVertex = &m_aStreamVertices[VertexCount++];
pVertex->m_Pos.x = XPos / 16.f + 1.f / 16.f;
pVertex->m_Pos.y = YPos / 16.f + 1.f / 16.f;
pVertex->m_Color.r = 1;
pVertex->m_Color.g = 1;
pVertex->m_Color.b = 1;
pVertex->m_Color.a = 1;
pVertex->m_Tex.u = 1;
pVertex->m_Tex.v = 1;
pVertex = &m_aStreamVertices[VertexCount++];
pVertex->m_Pos.x = XPos / 16.f;
pVertex->m_Pos.y = YPos / 16.f + 1.f / 16.f;
pVertex->m_Color.r = 1;
pVertex->m_Color.g = 1;
pVertex->m_Color.b = 1;
pVertex->m_Color.a = 1;
pVertex->m_Tex.u = 0;
pVertex->m_Tex.v = 1;
for(size_t n = 0; n < 4; ++n)
{
pVertexBefore[n].m_Pos.x *= 2;
pVertexBefore[n].m_Pos.x -= 1;
pVertexBefore[n].m_Pos.y *= 2;
pVertexBefore[n].m_Pos.y -= 1;
if(m_Has2DArrayTextures)
{
pVertexBefore[n].m_Tex.w = i;
}
else {
pVertexBefore[n].m_Tex.w = (i + 0.5f) / 256.f;
}
}
if(VertexCount > sizeof(m_aStreamVertices) / sizeof(m_aStreamVertices[0]))
{
glDrawArrays(GL_QUADS, 0, VertexCount);
VertexCount = 0;
}
}
glDrawArrays(GL_QUADS, 0, VertexCount);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if(m_HasShaders)
{
glUseProgram(0);
}
glFinish();
GLint aViewport[4] = {0,0,0,0};
glGetIntegerv(GL_VIEWPORT, aViewport);
int w = aViewport[2];
int h = aViewport[3];
// we allocate one more row to use when we are flipping the texture
size_t PixelDataSize = w*(h+1)*3;
if(PixelDataSize == 0)
return false;
uint8_t *pPixelData = (uint8_t *)malloc(PixelDataSize);
// fetch the pixels
GLint Alignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
// now analyse the image data
bool CheckFailed = false;
int WidthTile = w / 16;
int HeightTile = h / 16;
int StartX = WidthTile / 2;
int StartY = HeightTile / 2;
for(size_t d = 0; d < CheckCount; ++d)
{
int CurX = (int)d % 16;
int CurY = (int)d / 16;
int CheckX = StartX + CurX * WidthTile;
int CheckY = StartY + CurY * HeightTile;
ptrdiff_t OffsetPixelData = (CheckY * (w * 3)) + (CheckX * 3);
ptrdiff_t OffsetFakeTexture = SingleImageSize * d;
OffsetPixelData = clamp<ptrdiff_t>(OffsetPixelData, 0, (ptrdiff_t)PixelDataSize);
OffsetFakeTexture = clamp<ptrdiff_t>(OffsetFakeTexture, 0, (ptrdiff_t)sizeof(aFakeTexture));
uint8_t* pPixel = pPixelData + OffsetPixelData;
uint8_t* pPixelTex = aFakeTexture + OffsetFakeTexture;
for(size_t i = 0; i < 3; ++i)
{
if((pPixel[i] < pPixelTex[i] - 25) || (pPixel[i] > pPixelTex[i] + 25))
{
CheckFailed = true;
break;
}
}
}
free(pPixelData);
return !CheckFailed;
}
void CCommandProcessorFragment_OpenGL2::Cmd_Init(const SCommand_Init *pCommand)
{
CCommandProcessorFragment_OpenGL::Cmd_Init(pCommand);
@ -1194,6 +1455,15 @@ void CCommandProcessorFragment_OpenGL2::Cmd_Init(const SCommand_Init *pCommand)
glUseProgram(0);
}
if(!IsTileMapAnalysisSucceeded())
{
// downgrade to opengl 1.5
*pCommand->m_pInitError = -2;
pCommand->m_pCapabilities->m_ContextMajor = 1;
pCommand->m_pCapabilities->m_ContextMinor = 5;
pCommand->m_pCapabilities->m_ContextPatch = 0;
}
}
void CCommandProcessorFragment_OpenGL2::Cmd_CreateBufferObject(const CCommandBuffer::SCommand_CreateBufferObject *pCommand)
@ -3972,6 +4242,26 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt
WaitForIdle();
CmdBuffer.Reset();
if(InitError == 0)
{
CCommandProcessorFragment_OpenGL::SCommand_Init CmdOpenGL;
CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage;
CmdOpenGL.m_pStorage = pStorage;
CmdOpenGL.m_pCapabilities = &m_Capabilites;
CmdOpenGL.m_pInitError = &InitError;
CmdBuffer.AddCommand(CmdOpenGL);
RunBuffer(&CmdBuffer);
WaitForIdle();
CmdBuffer.Reset();
if(InitError == -2)
{
g_Config.m_GfxOpenGLMajor = 1;
g_Config.m_GfxOpenGLMinor = 5;
g_Config.m_GfxOpenGLPatch = 0;
}
}
if(InitError != 0)
{
CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd;
@ -3999,15 +4289,6 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_OPENGL_VERSION_FAILED;
}
CCommandProcessorFragment_OpenGL::SCommand_Init CmdOpenGL;
CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage;
CmdOpenGL.m_pStorage = pStorage;
CmdOpenGL.m_pCapabilities = &m_Capabilites;
CmdBuffer.AddCommand(CmdOpenGL);
RunBuffer(&CmdBuffer);
WaitForIdle();
CmdBuffer.Reset();
if(SetWindowScreen(g_Config.m_GfxScreen))
{
// query the current displaymode, when running in fullscreen

View file

@ -152,7 +152,8 @@ public:
SCommand_Init() : SCommand(CMD_INIT) {}
class IStorage *m_pStorage;
std::atomic<int> *m_pTextureMemoryUsage;
const SBackendCapabilites* m_pCapabilities;
SBackendCapabilites *m_pCapabilities;
int *m_pInitError;
};
struct SCommand_Shutdown : public CCommandBuffer::SCommand
@ -229,6 +230,8 @@ class CCommandProcessorFragment_OpenGL2 : public CCommandProcessorFragment_OpenG
std::vector<SBufferObject> m_BufferObjectIndices;
bool IsTileMapAnalysisSucceeded();
void RenderBorderTileEmulation(SBufferContainer& BufferContainer, const CCommandBuffer::SState& State, const float* pColor, const char *pBuffOffset, unsigned int DrawNum, const float* pOffset, const float* pDir, int JumpIndex);
void RenderBorderTileLineEmulation(SBufferContainer& BufferContainer, const CCommandBuffer::SState& State, const float* pColor, const char *pBuffOffset, unsigned int IndexDrawNum, unsigned int DrawNum, const float* pOffset, const float* pDir);