. removed the texture atlases from the OpenGLSWFrameBuffer.

# Conflicts:
#	src/gl/system/gl_swframebuffer.cpp
This commit is contained in:
Christoph Oelckers 2018-03-16 23:21:49 +01:00
parent 41a0e6af4a
commit a350c43c87
2 changed files with 21 additions and 485 deletions

View file

@ -94,9 +94,7 @@ EXTERN_CVAR(Bool, vid_vsync)
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, vid_refreshrate)
#ifdef WIN32
cycle_t BlitCycles;
#endif
void gl_LoadExtensions();
void gl_PrintStartupLog();
@ -165,7 +163,6 @@ OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height,
InScene = false;
QuadExtra = new BufferedTris[MAX_QUAD_BATCH];
memset(QuadExtra, 0, sizeof(BufferedTris) * MAX_QUAD_BATCH);
Atlases = nullptr;
PixelDoubling = 0;
Gamma = 1.0;
@ -827,7 +824,6 @@ void OpenGLSWFrameBuffer::SetInitialState()
bool OpenGLSWFrameBuffer::CreateResources()
{
Atlases = nullptr;
if (!LoadShaders())
return false;
@ -924,12 +920,6 @@ void OpenGLSWFrameBuffer::ReleaseResources()
delete ScreenWipe;
ScreenWipe = nullptr;
}
Atlas *pack, *next;
for (pack = Atlases; pack != nullptr; pack = next)
{
next = pack->Next;
delete pack;
}
GatheringWipeScreen = false;
}
@ -1216,7 +1206,6 @@ void OpenGLSWFrameBuffer::Update()
if (InScene)
{
DrawRateStuff();
DrawPackedTextures(gl_showpacks);
EndBatch(); // Make sure all batched primitives are drawn.
Flip();
}
@ -1727,323 +1716,6 @@ void OpenGLSWFrameBuffer::ReleaseScreenshotBuffer()
/* 2D Stuff */
/**************************************************************************/
//==========================================================================
//
// OpenGLSWFrameBuffer :: DrawPackedTextures
//
// DEBUG: Draws the texture atlases to the screen, starting with the
// 1-based packnum. Ignores atlases that are flagged for use by one
// texture only.
//
//==========================================================================
void OpenGLSWFrameBuffer::DrawPackedTextures(int packnum)
{
uint32_t empty_colors[8] =
{
0x50FF0000, 0x5000FF00, 0x500000FF, 0x50FFFF00,
0x50FF00FF, 0x5000FFFF, 0x50FF8000, 0x500080FF
};
Atlas *pack;
int x = 8, y = 8;
if (packnum <= 0)
{
return;
}
pack = Atlases;
// Find the first texture atlas that is an actual atlas.
while (pack != nullptr && pack->OneUse)
{ // Skip textures that aren't used as atlases
pack = pack->Next;
}
// Skip however many atlases we would have otherwise drawn
// until we've skipped <packnum> of them.
while (pack != nullptr && packnum != 1)
{
if (!pack->OneUse)
{ // Skip textures that aren't used as atlases
packnum--;
}
pack = pack->Next;
}
// Draw atlases until we run out of room on the screen.
while (pack != nullptr)
{
if (pack->OneUse)
{ // Skip textures that aren't used as atlases
pack = pack->Next;
continue;
}
AddColorOnlyRect(x - 1, y - 1, 258, 258, ColorXRGB(255, 255, 0));
int back = 0;
for (PackedTexture *box = pack->UsedList; box != nullptr; box = box->Next)
{
AddColorOnlyQuad(
x + box->Area.left * 256 / pack->Width,
y + box->Area.top * 256 / pack->Height,
(box->Area.right - box->Area.left) * 256 / pack->Width,
(box->Area.bottom - box->Area.top) * 256 / pack->Height, empty_colors[back]);
back = (back + 1) & 7;
}
// AddColorOnlyQuad(x, y-LBOffsetI, 256, 256, ColorARGB(180,0,0,0));
CheckQuadBatch();
BufferedTris *quad = &QuadExtra[QuadBatchPos];
FBVERTEX *vert = &VertexData[VertexPos];
quad->ClearSetup();
if (pack->Format == GL_R8/* && !tex->IsGray*/)
{
quad->Flags = BQF_WrapUV | BQF_GamePalette/* | BQF_DisableAlphaTest*/;
quad->ShaderNum = BQS_PalTex;
}
else
{
quad->Flags = BQF_WrapUV/* | BQF_DisableAlphaTest*/;
quad->ShaderNum = BQS_Plain;
}
quad->Palette = nullptr;
quad->Texture = pack->Tex.get();
quad->NumVerts = 4;
quad->NumTris = 2;
float x0 = float(x);
float y0 = float(y);
float x1 = x0 + 256.f;
float y1 = y0 + 256.f;
vert[0].x = x0;
vert[0].y = y0;
vert[0].z = 0;
vert[0].rhw = 1;
vert[0].color0 = 0;
vert[0].color1 = 0xFFFFFFFF;
vert[0].tu = 0;
vert[0].tv = 0;
vert[1].x = x1;
vert[1].y = y0;
vert[1].z = 0;
vert[1].rhw = 1;
vert[1].color0 = 0;
vert[1].color1 = 0xFFFFFFFF;
vert[1].tu = 1;
vert[1].tv = 0;
vert[2].x = x1;
vert[2].y = y1;
vert[2].z = 0;
vert[2].rhw = 1;
vert[2].color0 = 0;
vert[2].color1 = 0xFFFFFFFF;
vert[2].tu = 1;
vert[2].tv = 1;
vert[3].x = x0;
vert[3].y = y1;
vert[3].z = 0;
vert[3].rhw = 1;
vert[3].color0 = 0;
vert[3].color1 = 0xFFFFFFFF;
vert[3].tu = 0;
vert[3].tv = 1;
IndexData[IndexPos] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
x += 256 + 8;
if (x > Width - 256)
{
x = 8;
y += 256 + 8;
if (y > Height - 256)
{
return;
}
}
pack = pack->Next;
}
}
//==========================================================================
//
// OpenGLSWFrameBuffer :: AllocPackedTexture
//
// Finds space to pack an image inside a texture atlas and returns it.
// Large images and those that need to wrap always get their own textures.
//
//==========================================================================
OpenGLSWFrameBuffer::PackedTexture *OpenGLSWFrameBuffer::AllocPackedTexture(int w, int h, bool wrapping, int format)
{
Atlas *pack;
Rect box;
bool padded;
// The - 2 to account for padding
if (w > 256 - 2 || h > 256 - 2 || wrapping)
{ // Create a new texture atlas.
pack = new Atlas(this, w, h, format);
pack->OneUse = true;
box = pack->Packer.Insert(w, h);
padded = false;
}
else
{ // Try to find space in an existing texture atlas.
w += 2; // Add padding
h += 2;
for (pack = Atlases; pack != nullptr; pack = pack->Next)
{
// Use the first atlas it fits in.
if (pack->Format == format)
{
box = pack->Packer.Insert(w, h);
if (box.width != 0)
{
break;
}
}
}
if (pack == nullptr)
{ // Create a new texture atlas.
pack = new Atlas(this, DEF_ATLAS_WIDTH, DEF_ATLAS_HEIGHT, format);
box = pack->Packer.Insert(w, h);
}
padded = true;
}
assert(box.width != 0 && box.height != 0);
return pack->AllocateImage(box, padded);
}
//==========================================================================
//
// Atlas Constructor
//
//==========================================================================
OpenGLSWFrameBuffer::Atlas::Atlas(OpenGLSWFrameBuffer *fb, int w, int h, int format)
: Packer(w, h, true)
{
Format = format;
UsedList = nullptr;
OneUse = false;
Width = 0;
Height = 0;
Next = nullptr;
// Attach to the end of the atlas list
Atlas **prev = &fb->Atlases;
while (*prev != nullptr)
{
prev = &((*prev)->Next);
}
*prev = this;
Tex = fb->CreateTexture("Atlas", w, h, 1, format);
Width = w;
Height = h;
}
//==========================================================================
//
// Atlas Destructor
//
//==========================================================================
OpenGLSWFrameBuffer::Atlas::~Atlas()
{
PackedTexture *box, *next;
Tex.reset();
for (box = UsedList; box != nullptr; box = next)
{
next = box->Next;
delete box;
}
}
//==========================================================================
//
// Atlas :: AllocateImage
//
// Moves the box from the empty list to the used list, sizing it to the
// requested dimensions and adding additional boxes to the empty list if
// needed.
//
// The passed box *MUST* be in this texture atlas's empty list.
//
//==========================================================================
OpenGLSWFrameBuffer::PackedTexture *OpenGLSWFrameBuffer::Atlas::AllocateImage(const Rect &rect, bool padded)
{
PackedTexture *box = new PackedTexture;
box->Owner = this;
box->Area.left = rect.x;
box->Area.top = rect.y;
box->Area.right = rect.x + rect.width;
box->Area.bottom = rect.y + rect.height;
box->Left = float(box->Area.left + padded) / Width;
box->Right = float(box->Area.right - padded) / Width;
box->Top = float(box->Area.top + padded) / Height;
box->Bottom = float(box->Area.bottom - padded) / Height;
box->Padded = padded;
// Add it to the used list.
box->Next = UsedList;
if (box->Next != nullptr)
{
box->Next->Prev = &box->Next;
}
UsedList = box;
box->Prev = &UsedList;
return box;
}
//==========================================================================
//
// Atlas :: FreeBox
//
// Removes a box from the used list and deletes it. Space is returned to the
// waste list. Once all boxes for this atlas are freed, the entire bin
// packer is reinitialized for maximum efficiency.
//
//==========================================================================
void OpenGLSWFrameBuffer::Atlas::FreeBox(OpenGLSWFrameBuffer::PackedTexture *box)
{
*(box->Prev) = box->Next;
if (box->Next != nullptr)
{
box->Next->Prev = box->Prev;
}
Rect waste;
waste.x = box->Area.left;
waste.y = box->Area.top;
waste.width = box->Area.right - box->Area.left;
waste.height = box->Area.bottom - box->Area.top;
box->Owner->Packer.AddWaste(waste);
delete box;
if (UsedList == nullptr)
{
Packer.Init(Width, Height, true);
}
}
//==========================================================================
//
// OpenGLTex Constructor
@ -2063,7 +1735,6 @@ OpenGLSWFrameBuffer::OpenGLTex::OpenGLTex(FTexture *tex, FTextureFormat fmt, Ope
fb->Textures = this;
GameTex = tex;
Box = nullptr;
IsGray = false;
Create(fb, wrapping);
@ -2077,11 +1748,6 @@ OpenGLSWFrameBuffer::OpenGLTex::OpenGLTex(FTexture *tex, FTextureFormat fmt, Ope
OpenGLSWFrameBuffer::OpenGLTex::~OpenGLTex()
{
if (Box != nullptr)
{
Box->Owner->FreeBox(Box);
Box = nullptr;
}
// Detach from the texture list
*Prev = Next;
if (Next != nullptr)
@ -2106,13 +1772,7 @@ OpenGLSWFrameBuffer::OpenGLTex::~OpenGLTex()
bool OpenGLSWFrameBuffer::OpenGLTex::CheckWrapping(bool wrapping)
{
// If it doesn't need to wrap, then it works.
if (!wrapping)
{
return true;
}
// If it needs to wrap, then it can't be packed inside another texture.
return Box->Owner->OneUse;
return true;
}
//==========================================================================
@ -2126,25 +1786,8 @@ bool OpenGLSWFrameBuffer::OpenGLTex::CheckWrapping(bool wrapping)
bool OpenGLSWFrameBuffer::OpenGLTex::Create(OpenGLSWFrameBuffer *fb, bool wrapping)
{
assert(Box == nullptr);
if (Box != nullptr)
{
Box->Owner->FreeBox(Box);
}
Box = fb->AllocPackedTexture(GameTex->GetWidth(), GameTex->GetHeight(), wrapping, GetTexFormat());
if (Box == nullptr)
{
return false;
}
if (!Update())
{
Box->Owner->FreeBox(Box);
Box = nullptr;
return false;
}
return true;
Tex = fb->CreateTexture("Atlas", GameTex->GetWidth(), GameTex->GetHeight(), 1, GetTexFormat());
return Update();
}
//==========================================================================
@ -2160,17 +1803,14 @@ bool OpenGLSWFrameBuffer::OpenGLTex::Update()
LTRBRect rect;
uint8_t *dest;
assert(Box != nullptr);
assert(Box->Owner != nullptr);
assert(Box->Owner->Tex != nullptr);
assert(GameTex != nullptr);
int format = Box->Owner->Tex->Format;
int format = Tex->Format;
rect = Box->Area;
rect = { 0, 0, GameTex->GetWidth(), GameTex->GetHeight() };
if (Box->Owner->Tex->Buffers[0] == 0)
glGenBuffers(2, (GLuint*)Box->Owner->Tex->Buffers);
if (Tex->Buffers[0] == 0)
glGenBuffers(2, (GLuint*)Tex->Buffers);
int bytesPerPixel = 4;
switch (format)
@ -2181,9 +1821,9 @@ bool OpenGLSWFrameBuffer::OpenGLTex::Update()
}
int buffersize = (rect.right - rect.left) * (rect.bottom - rect.top) * bytesPerPixel;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, Box->Owner->Tex->Buffers[Box->Owner->Tex->CurrentBuffer]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, Tex->Buffers[Tex->CurrentBuffer]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, buffersize, nullptr, GL_STREAM_DRAW);
Box->Owner->Tex->CurrentBuffer = (Box->Owner->Tex->CurrentBuffer + 1) & 1;
Tex->CurrentBuffer ^= 1;
static std::vector<uint8_t> tempbuffer;
if (gl.es)
@ -2196,44 +1836,7 @@ bool OpenGLSWFrameBuffer::OpenGLTex::Update()
{
return false;
}
if (Box->Padded)
{
dest += pitch + (format == GL_R8 ? 1 : 4);
}
GameTex->FillBuffer(dest, pitch, GameTex->GetHeight(), mFormat);
if (Box->Padded)
{
// Clear top padding row.
dest = bits;
int numbytes = GameTex->GetWidth() + 2;
if (format != GL_R8)
{
numbytes <<= 2;
}
memset(dest, 0, numbytes);
dest += pitch;
// Clear left and right padding columns.
if (format == GL_R8)
{
for (int y = Box->Area.bottom - Box->Area.top - 2; y > 0; --y)
{
dest[0] = 0;
dest[numbytes - 1] = 0;
dest += pitch;
}
}
else
{
for (int y = Box->Area.bottom - Box->Area.top - 2; y > 0; --y)
{
*(uint32_t *)dest = 0;
*(uint32_t *)(dest + numbytes - 4) = 0;
dest += pitch;
}
}
// Clear bottom padding row.
memset(dest, 0, numbytes);
}
if (gl.es && format == GL_RGBA8)
{
@ -2246,7 +1849,7 @@ bool OpenGLSWFrameBuffer::OpenGLTex::Update()
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
GLint oldBinding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
glBindTexture(GL_TEXTURE_2D, Box->Owner->Tex->Texture);
glBindTexture(GL_TEXTURE_2D, Tex->Texture);
if (format == GL_RGBA8)
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, gl.es ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, 0);
else
@ -2511,11 +2114,6 @@ void OpenGLSWFrameBuffer::DrawBlendingRect()
FNativeTexture *OpenGLSWFrameBuffer::CreateTexture(FTexture *gametex, FTextureFormat fmt, bool wrapping)
{
OpenGLTex *tex = new OpenGLTex(gametex, fmt, this, wrapping);
if (tex->Box == nullptr)
{
delete tex;
return nullptr;
}
return tex;
}
@ -2756,11 +2354,11 @@ void OpenGLSWFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
double y0 = parms.y - parms.top * yscale;
double x1 = x0 + parms.destwidth;
double y1 = y0 + parms.destheight;
float u0 = tex->Box->Left;
float v0 = tex->Box->Top;
float u1 = tex->Box->Right;
float v1 = tex->Box->Bottom;
double uscale = 1.f / tex->Box->Owner->Width;
float u0 = 0;
float v0 = 0;
float u1 = 1;
float v1 = 1;
double uscale = 1.f;
bool scissoring = false;
FBVERTEX *vert;
@ -2777,32 +2375,8 @@ void OpenGLSWFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
u1 = float(u1 - (parms.texwidth - wi) * uscale);
}
#if 0
float vscale = 1.f / tex->Box->Owner->Height / yscale;
if (y0 < parms.uclip)
{
v0 += (float(parms.uclip) - y0) * vscale;
y0 = float(parms.uclip);
}
if (y1 > parms.dclip)
{
v1 -= (y1 - float(parms.dclip)) * vscale;
y1 = float(parms.dclip);
}
if (x0 < parms.lclip)
{
u0 += float(parms.lclip - x0) * uscale / xscale * 2;
x0 = float(parms.lclip);
}
if (x1 > parms.rclip)
{
u1 -= (x1 - parms.rclip) * uscale / xscale * 2;
x1 = float(parms.rclip);
}
#else
// Use a scissor test because the math above introduces some jitter
// that is noticeable at low resolutions. Unfortunately, this means this
// quad has to be in a batch by itself.
// that is noticeable at low resolutions.
if (y0 < parms.uclip || y1 > parms.dclip || x0 < parms.lclip || x1 > parms.rclip)
{
scissoring = true;
@ -2814,7 +2388,6 @@ void OpenGLSWFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
glEnable(GL_SCISSOR_TEST);
glScissor(parms.lclip, parms.uclip, parms.rclip - parms.lclip, parms.dclip - parms.uclip);
}
#endif
parms.bilinear = false;
uint32_t color0, color1;
@ -2825,7 +2398,7 @@ void OpenGLSWFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
goto done;
}
quad->Texture = tex->Box->Owner->Tex.get();
quad->Texture = tex->Tex.get();
if (parms.bilinear)
{
quad->Flags |= BQF_Bilinear;
@ -2952,7 +2525,7 @@ void OpenGLSWFrameBuffer::FlatFill(int left, int top, int right, int bottom, FTe
quad->ShaderNum = BQS_Plain;
}
quad->Palette = nullptr;
quad->Texture = tex->Box->Owner->Tex.get();
quad->Texture = tex->Tex.get();
quad->NumVerts = 4;
quad->NumTris = 2;
@ -3081,7 +2654,7 @@ void OpenGLSWFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, in
quad->ShaderNum = BQS_Plain;
}
quad->Palette = nullptr;
quad->Texture = tex->Box->Owner->Tex.get();
quad->Texture = tex->Tex.get();
quad->NumVerts = npoints;
quad->NumTris = npoints - 2;

View file

@ -227,49 +227,15 @@ private:
// TYPES -------------------------------------------------------------------
struct Atlas;
struct PackedTexture
{
Atlas *Owner;
PackedTexture **Prev, *Next;
// Pixels this image covers
LTRBRect Area;
// Texture coordinates for this image
float Left, Top, Right, Bottom;
// Texture has extra space on the border?
bool Padded;
};
struct Atlas
{
Atlas(OpenGLSWFrameBuffer *fb, int width, int height, int format);
~Atlas();
PackedTexture *AllocateImage(const Rect &rect, bool padded);
void FreeBox(PackedTexture *box);
SkylineBinPack Packer;
Atlas *Next;
std::unique_ptr<HWTexture> Tex;
int Format;
PackedTexture *UsedList; // Boxes that contain images
int Width, Height;
bool OneUse;
};
class OpenGLTex : public FNativeTexture
{
public:
OpenGLTex(FTexture *tex, FTextureFormat fmt, OpenGLSWFrameBuffer *fb, bool wrapping);
~OpenGLTex();
std::unique_ptr<HWTexture> Tex;
FTexture *GameTex;
PackedTexture *Box;
OpenGLTex **Prev;
OpenGLTex *Next;
@ -399,8 +365,6 @@ private:
void ReleaseDefaultPoolItems();
void KillNativePals();
void KillNativeTexs();
PackedTexture *AllocPackedTexture(int width, int height, bool wrapping, int format);
void DrawPackedTextures(int packnum);
void DrawLetterbox(int x, int y, int width, int height);
void Draw3DPart(bool copy3d);
bool SetStyle(OpenGLTex *tex, DrawParms &parms, uint32_t &color0, uint32_t &color1, BufferedTris &quad);
@ -466,7 +430,6 @@ private:
uint8_t BlockNum;
OpenGLPal *Palettes = nullptr;
OpenGLTex *Textures = nullptr;
Atlas *Atlases = nullptr;
std::unique_ptr<HWTexture> FBTexture;
std::unique_ptr<HWTexture> PaletteTexture;