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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "backends/graphics/opengl/texture.h"
#include "backends/graphics/opengl/shader.h"
#include "backends/graphics/opengl/pipelines/pipeline.h"
#include "backends/graphics/opengl/pipelines/clut8.h"
#include "backends/graphics/opengl/framebuffer.h"
#include "graphics/opengl/debug.h"
#include "common/algorithm.h"
#include "common/endian.h"
#include "common/rect.h"
#include "common/textconsole.h"
#include "graphics/blit.h"
#ifdef USE_SCALERS
#include "graphics/scalerplugin.h"
#endif
namespace OpenGL {
GLTexture::GLTexture(GLenum glIntFormat, GLenum glFormat, GLenum glType)
: _glIntFormat(glIntFormat), _glFormat(glFormat), _glType(glType),
_width(0), _height(0), _logicalWidth(0), _logicalHeight(0),
_texCoords(), _glFilter(GL_NEAREST),
_glTexture(0) {
create();
}
GLTexture::~GLTexture() {
GL_CALL_SAFE(glDeleteTextures, (1, &_glTexture));
}
void GLTexture::enableLinearFiltering(bool enable) {
if (enable) {
_glFilter = GL_LINEAR;
} else {
_glFilter = GL_NEAREST;
}
bind();
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
}
void GLTexture::setWrapMode(WrapMode wrapMode) {
GLuint glwrapMode;
switch(wrapMode) {
case kWrapModeBorder:
#if !USE_FORCED_GLES && !USE_FORCED_GLES2
if (OpenGLContext.textureBorderClampSupported) {
glwrapMode = GL_CLAMP_TO_BORDER;
break;
}
#endif
// fall through
case kWrapModeEdge:
if (OpenGLContext.textureEdgeClampSupported) {
glwrapMode = GL_CLAMP_TO_EDGE;
break;
} else {
#if !USE_FORCED_GLES && !USE_FORCED_GLES2
// Fallback on clamp
glwrapMode = GL_CLAMP;
#else
// This fallback should never happen in real life (GLES/GLES2 have border/edge clamp)
glwrapMode = GL_REPEAT;
#endif
break;
}
case kWrapModeMirroredRepeat:
#if !USE_FORCED_GLES
if (OpenGLContext.textureMirrorRepeatSupported) {
glwrapMode = GL_MIRRORED_REPEAT;
break;
}
#endif
// fall through
case kWrapModeRepeat:
default:
glwrapMode = GL_REPEAT;
}
bind();
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glwrapMode));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glwrapMode));
}
void GLTexture::destroy() {
GL_CALL(glDeleteTextures(1, &_glTexture));
_glTexture = 0;
}
void GLTexture::create() {
// Release old texture name in case it exists.
destroy();
// Get a new texture name.
GL_CALL(glGenTextures(1, &_glTexture));
// Set up all texture parameters.
bind();
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
if (OpenGLContext.textureEdgeClampSupported) {
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
} else {
#if !USE_FORCED_GLES && !USE_FORCED_GLES2
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
#endif
}
// If a size is specified, allocate memory for it.
if (_width != 0 && _height != 0) {
// Allocate storage for OpenGL texture.
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _width, _height,
0, _glFormat, _glType, nullptr));
}
}
void GLTexture::bind() const {
GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
}
bool GLTexture::setSize(uint width, uint height) {
const uint oldWidth = _width;
const uint oldHeight = _height;
_logicalWidth = width;
_logicalHeight = height;
if (!OpenGLContext.NPOTSupported) {
_width = Common::nextHigher2(width);
_height = Common::nextHigher2(height);
} else {
_width = width;
_height = height;
}
// If a size is specified, allocate memory for it.
if (width != 0 && height != 0) {
const GLfloat texWidth = (GLfloat)width / _width;
const GLfloat texHeight = (GLfloat)height / _height;
_texCoords[0] = 0;
_texCoords[1] = 0;
_texCoords[2] = texWidth;
_texCoords[3] = 0;
_texCoords[4] = 0;
_texCoords[5] = texHeight;
_texCoords[6] = texWidth;
_texCoords[7] = texHeight;
// Allocate storage for OpenGL texture if necessary.
if (oldWidth != _width || oldHeight != _height) {
bind();
bool error;
GL_CALL_CHECK(error, glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _width, _height,
0, _glFormat, _glType, nullptr));
if (error) {
return false;
}
}
}
return true;
}
void GLTexture::updateArea(const Common::Rect &area, const Graphics::Surface &src) {
// Set the texture on the active texture unit.
bind();
// Update the actual texture.
// Although we have the area of the texture buffer we want to update we
// cannot take advantage of the left/right boundaries here because it is
// not possible to specify a pitch to glTexSubImage2D. To be precise, with
// plain OpenGL we could set GL_UNPACK_ROW_LENGTH to achieve this. However,
// OpenGL ES 1.0 does not support GL_UNPACK_ROW_LENGTH. Thus, we are left
// with the following options:
//
// 1) (As we do right now) Simply always update the whole texture lines of
// rect changed. This is simplest to implement. In case performance is
// really an issue we can think of switching to another method.
//
// 2) Copy the dirty rect to a temporary buffer and upload that by using
// glTexSubImage2D. This is what the Android backend does. It is more
// complicated though.
//
// 3) Use glTexSubImage2D per line changed. This is what the old OpenGL
// graphics manager did but it is much slower! Thus, we do not use it.
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, area.top, src.w, area.height(),
_glFormat, _glType, src.getBasePtr(0, area.top)));
}
//
// Surface
//
Surface::Surface()
: _allDirty(false), _dirtyArea() {
}
void Surface::copyRectToTexture(uint x, uint y, uint w, uint h, const void *srcPtr, uint srcPitch) {
Graphics::Surface *dstSurf = getSurface();
assert(x + w <= (uint)dstSurf->w);
assert(y + h <= (uint)dstSurf->h);
addDirtyArea(Common::Rect(x, y, x + w, y + h));
const byte *src = (const byte *)srcPtr;
byte *dst = (byte *)dstSurf->getBasePtr(x, y);
const uint pitch = dstSurf->pitch;
const uint bytesPerPixel = dstSurf->format.bytesPerPixel;
if (srcPitch == pitch && x == 0 && w == (uint)dstSurf->w) {
memcpy(dst, src, h * pitch);
} else {
while (h-- > 0) {
memcpy(dst, src, w * bytesPerPixel);
dst += pitch;
src += srcPitch;
}
}
}
void Surface::fill(uint32 color) {
Graphics::Surface *dst = getSurface();
dst->fillRect(Common::Rect(dst->w, dst->h), color);
flagDirty();
}
void Surface::fill(const Common::Rect &r, uint32 color) {
Graphics::Surface *dst = getSurface();
dst->fillRect(r, color);
addDirtyArea(r);
}
void Surface::addDirtyArea(const Common::Rect &r) {
// *sigh* Common::Rect::extend behaves unexpected whenever one of the two
// parameters is an empty rect. Thus, we check whether the current dirty
// area is valid. In case it is not we simply use the parameters as new
// dirty area. Otherwise, we simply call extend.
if (_dirtyArea.isEmpty()) {
_dirtyArea = r;
} else {
_dirtyArea.extend(r);
}
}
Common::Rect Surface::getDirtyArea() const {
if (_allDirty) {
return Common::Rect(getWidth(), getHeight());
} else {
return _dirtyArea;
}
}
//
// Surface implementations
//
Texture::Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format)
: Surface(), _format(format), _glTexture(glIntFormat, glFormat, glType),
_textureData(), _userPixelData() {
}
Texture::~Texture() {
_textureData.free();
}
void Texture::destroy() {
_glTexture.destroy();
}
void Texture::recreate() {
_glTexture.create();
// In case image date exists assure it will be completely refreshed next
// time.
if (_textureData.getPixels()) {
flagDirty();
}
}
void Texture::enableLinearFiltering(bool enable) {
_glTexture.enableLinearFiltering(enable);
}
void Texture::allocate(uint width, uint height) {
// Assure the texture can contain our user data.
_glTexture.setSize(width, height);
// In case the needed texture dimension changed we will reinitialize the
// texture data buffer.
if (_glTexture.getWidth() != (uint)_textureData.w || _glTexture.getHeight() != (uint)_textureData.h) {
// Create a buffer for the texture data.
_textureData.create(_glTexture.getWidth(), _glTexture.getHeight(), _format);
}
// Create a sub-buffer for raw access.
_userPixelData = _textureData.getSubArea(Common::Rect(width, height));
// The whole texture is dirty after we changed the size. This fixes
// multiple texture size changes without any actual update in between.
// Without this we might try to write a too big texture into the GL
// texture.
flagDirty();
}
void Texture::updateGLTexture() {
if (!isDirty()) {
return;
}
Common::Rect dirtyArea = getDirtyArea();
updateGLTexture(dirtyArea);
}
void Texture::updateGLTexture(Common::Rect &dirtyArea) {
// In case we use linear filtering we might need to duplicate the last
// pixel row/column to avoid glitches with filtering.
if (_glTexture.isLinearFilteringEnabled()) {
if (dirtyArea.right == _userPixelData.w && _userPixelData.w != _textureData.w) {
uint height = dirtyArea.height();
const byte *src = (const byte *)_textureData.getBasePtr(_userPixelData.w - 1, dirtyArea.top);
byte *dst = (byte *)_textureData.getBasePtr(_userPixelData.w, dirtyArea.top);
while (height-- > 0) {
memcpy(dst, src, _textureData.format.bytesPerPixel);
dst += _textureData.pitch;
src += _textureData.pitch;
}
// Extend the dirty area.
++dirtyArea.right;
}
if (dirtyArea.bottom == _userPixelData.h && _userPixelData.h != _textureData.h) {
const byte *src = (const byte *)_textureData.getBasePtr(dirtyArea.left, _userPixelData.h - 1);
byte *dst = (byte *)_textureData.getBasePtr(dirtyArea.left, _userPixelData.h);
memcpy(dst, src, dirtyArea.width() * _textureData.format.bytesPerPixel);
// Extend the dirty area.
++dirtyArea.bottom;
}
}
_glTexture.updateArea(dirtyArea, _textureData);
// We should have handled everything, thus not dirty anymore.
clearDirty();
}
FakeTexture::FakeTexture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format, const Graphics::PixelFormat &fakeFormat)
: Texture(glIntFormat, glFormat, glType, format),
_fakeFormat(fakeFormat),
_rgbData(),
_palette(nullptr),
_mask(nullptr) {
if (_fakeFormat.isCLUT8()) {
_palette = new uint32[256]();
}
}
FakeTexture::~FakeTexture() {
delete[] _palette;
delete[] _mask;
_palette = nullptr;
_rgbData.free();
}
void FakeTexture::allocate(uint width, uint height) {
Texture::allocate(width, height);
// We only need to reinitialize our surface when the output size
// changed.
if (width == (uint)_rgbData.w && height == (uint)_rgbData.h) {
return;
}
_rgbData.create(width, height, getFormat());
}
void FakeTexture::setMask(const byte *mask) {
if (mask) {
const uint numPixels = _rgbData.w * _rgbData.h;
if (!_mask)
_mask = new byte[numPixels];
memcpy(_mask, mask, numPixels);
} else {
delete[] _mask;
_mask = nullptr;
}
flagDirty();
}
void FakeTexture::setColorKey(uint colorKey) {
if (!_palette)
return;
// The key color is set to black so the color value is pre-multiplied with the alpha value
// to avoid color fringes due to filtering.
// Erasing the color data is not a problem as the palette is always fully re-initialized
// before setting the key color.
uint32 *palette = _palette + colorKey;
*palette = 0;
// A palette changes means we need to refresh the whole surface.
flagDirty();
}
void FakeTexture::setPalette(uint start, uint colors, const byte *palData) {
if (!_palette)
return;
Graphics::convertPaletteToMap(_palette + start, palData, colors, _format);
// A palette changes means we need to refresh the whole surface.
flagDirty();
}
void FakeTexture::updateGLTexture() {
if (!isDirty()) {
return;
}
// Convert color space.
Graphics::Surface *outSurf = Texture::getSurface();
const Common::Rect dirtyArea = getDirtyArea();
byte *dst = (byte *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top);
const byte *src = (const byte *)_rgbData.getBasePtr(dirtyArea.left, dirtyArea.top);
applyPaletteAndMask(dst, src, outSurf->pitch, _rgbData.pitch, _rgbData.w, dirtyArea, outSurf->format, _rgbData.format);
// Do generic handling of updating the texture.
Texture::updateGLTexture();
}
void FakeTexture::applyPaletteAndMask(byte *dst, const byte *src, uint dstPitch, uint srcPitch, uint srcWidth, const Common::Rect &dirtyArea, const Graphics::PixelFormat &dstFormat, const Graphics::PixelFormat &srcFormat) const {
if (_palette) {
Graphics::crossBlitMap(dst, src, dstPitch, srcPitch, dirtyArea.width(), dirtyArea.height(), dstFormat.bytesPerPixel, _palette);
} else {
Graphics::crossBlit(dst, src, dstPitch, srcPitch, dirtyArea.width(), dirtyArea.height(), dstFormat, srcFormat);
}
if (_mask) {
uint maskPitch = srcWidth;
uint dirtyWidth = dirtyArea.width();
byte destBPP = dstFormat.bytesPerPixel;
const byte *maskRowStart = (_mask + dirtyArea.top * maskPitch + dirtyArea.left);
byte *dstRowStart = dst;
for (uint y = dirtyArea.top; y < static_cast<uint>(dirtyArea.bottom); y++) {
if (destBPP == 2) {
for (uint x = 0; x < dirtyWidth; x++) {
if (!maskRowStart[x])
reinterpret_cast<uint16 *>(dstRowStart)[x] = 0;
}
} else if (destBPP == 4) {
for (uint x = 0; x < dirtyWidth; x++) {
if (!maskRowStart[x])
reinterpret_cast<uint32 *>(dstRowStart)[x] = 0;
}
}
dstRowStart += dstPitch;
maskRowStart += maskPitch;
}
}
}
TextureRGB555::TextureRGB555()
: FakeTexture(GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0), Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) {
}
void TextureRGB555::updateGLTexture() {
if (!isDirty()) {
return;
}
// Convert color space.
Graphics::Surface *outSurf = Texture::getSurface();
const Common::Rect dirtyArea = getDirtyArea();
uint16 *dst = (uint16 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top);
const uint dstAdd = outSurf->pitch - 2 * dirtyArea.width();
const uint16 *src = (const uint16 *)_rgbData.getBasePtr(dirtyArea.left, dirtyArea.top);
const uint srcAdd = _rgbData.pitch - 2 * dirtyArea.width();
for (int height = dirtyArea.height(); height > 0; --height) {
for (int width = dirtyArea.width(); width > 0; --width) {
const uint16 color = *src++;
*dst++ = ((color & 0x7C00) << 1) // R
| (((color & 0x03E0) << 1) | ((color & 0x0200) >> 4)) // G
| (color & 0x001F); // B
}
src = (const uint16 *)((const byte *)src + srcAdd);
dst = (uint16 *)((byte *)dst + dstAdd);
}
// Do generic handling of updating the texture.
Texture::updateGLTexture();
}
TextureRGBA8888Swap::TextureRGBA8888Swap()
#ifdef SCUMM_LITTLE_ENDIAN
: FakeTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) // RGBA8888 -> ABGR8888
#else
: FakeTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0), Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) // ABGR8888 -> RGBA8888
#endif
{
}
void TextureRGBA8888Swap::updateGLTexture() {
if (!isDirty()) {
return;
}
// Convert color space.
Graphics::Surface *outSurf = Texture::getSurface();
const Common::Rect dirtyArea = getDirtyArea();
uint32 *dst = (uint32 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top);
const uint dstAdd = outSurf->pitch - 4 * dirtyArea.width();
const uint32 *src = (const uint32 *)_rgbData.getBasePtr(dirtyArea.left, dirtyArea.top);
const uint srcAdd = _rgbData.pitch - 4 * dirtyArea.width();
for (int height = dirtyArea.height(); height > 0; --height) {
for (int width = dirtyArea.width(); width > 0; --width) {
const uint32 color = *src++;
*dst++ = SWAP_BYTES_32(color);
}
src = (const uint32 *)((const byte *)src + srcAdd);
dst = (uint32 *)((byte *)dst + dstAdd);
}
// Do generic handling of updating the texture.
Texture::updateGLTexture();
}
#ifdef USE_SCALERS
ScaledTexture::ScaledTexture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format, const Graphics::PixelFormat &fakeFormat)
: FakeTexture(glIntFormat, glFormat, glType, format, fakeFormat), _convData(nullptr), _scaler(nullptr), _scalerIndex(0), _scaleFactor(1), _extraPixels(0) {
}
ScaledTexture::~ScaledTexture() {
delete _scaler;
if (_convData) {
_convData->free();
delete _convData;
}
}
void ScaledTexture::allocate(uint width, uint height) {
Texture::allocate(width * _scaleFactor, height * _scaleFactor);
// We only need to reinitialize our surface when the output size
// changed.
if (width != (uint)_rgbData.w || height != (uint)_rgbData.h) {
_rgbData.create(width, height, _fakeFormat);
}
if (_format != _fakeFormat || _extraPixels != 0) {
if (!_convData)
_convData = new Graphics::Surface();
_convData->create(width + (_extraPixels * 2), height + (_extraPixels * 2), _format);
} else if (_convData) {
_convData->free();
delete _convData;
_convData = nullptr;
}
}
void ScaledTexture::updateGLTexture() {
if (!isDirty()) {
return;
}
// Convert color space.
Graphics::Surface *outSurf = Texture::getSurface();
Common::Rect dirtyArea = getDirtyArea();
// Extend the dirty region for scalers
// that "smear" the screen, e.g. 2xSAI
dirtyArea.grow(_extraPixels);
dirtyArea.clip(Common::Rect(0, 0, _rgbData.w, _rgbData.h));
const byte *src = (const byte *)_rgbData.getBasePtr(dirtyArea.left, dirtyArea.top);
uint srcPitch = _rgbData.pitch;
byte *dst;
uint dstPitch;
if (_convData) {
dst = (byte *)_convData->getBasePtr(dirtyArea.left + _extraPixels, dirtyArea.top + _extraPixels);
dstPitch = _convData->pitch;
applyPaletteAndMask(dst, src, dstPitch, srcPitch, _rgbData.w, dirtyArea, _convData->format, _rgbData.format);
src = dst;
srcPitch = dstPitch;
}
dst = (byte *)outSurf->getBasePtr(dirtyArea.left * _scaleFactor, dirtyArea.top * _scaleFactor);
dstPitch = outSurf->pitch;
if (_scaler && (uint)dirtyArea.height() >= _extraPixels) {
_scaler->scale(src, srcPitch, dst, dstPitch, dirtyArea.width(), dirtyArea.height(), dirtyArea.left, dirtyArea.top);
} else {
Graphics::scaleBlit(dst, src, dstPitch, srcPitch,
dirtyArea.width() * _scaleFactor, dirtyArea.height() * _scaleFactor,
dirtyArea.width(), dirtyArea.height(), outSurf->format);
}
dirtyArea.left *= _scaleFactor;
dirtyArea.right *= _scaleFactor;
dirtyArea.top *= _scaleFactor;
dirtyArea.bottom *= _scaleFactor;
// Do generic handling of updating the texture.
Texture::updateGLTexture(dirtyArea);
}
void ScaledTexture::setScaler(uint scalerIndex, int scaleFactor) {
const PluginList &scalerPlugins = ScalerMan.getPlugins();
const ScalerPluginObject &scalerPlugin = scalerPlugins[scalerIndex]->get<ScalerPluginObject>();
// If the scalerIndex has changed, change scaler plugins
if (_scaler && scalerIndex != _scalerIndex) {
delete _scaler;
_scaler = nullptr;
}
if (!_scaler) {
_scaler = scalerPlugin.createInstance(_format);
}
_scaler->setFactor(scaleFactor);
_scalerIndex = scalerIndex;
_scaleFactor = _scaler->getFactor();
_extraPixels = scalerPlugin.extraPixels();
}
#endif
#if !USE_FORCED_GLES
// _clut8Texture needs 8 bits internal precision, otherwise graphics glitches
// can occur. GL_ALPHA does not have any internal precision requirements.
// However, in practice (according to fuzzie) it's 8bit. If we run into
// problems, we need to switch to GL_R8 and GL_RED, but that is only supported
// for ARB_texture_rg and GLES3+ (EXT_rexture_rg does not support GL_R8).
TextureCLUT8GPU::TextureCLUT8GPU()
: _clut8Texture(GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE),
_paletteTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE),
_target(new TextureTarget()), _clut8Pipeline(new CLUT8LookUpPipeline()),
_clut8Vertices(), _clut8Data(), _userPixelData(), _palette(),
_paletteDirty(false) {
// Allocate space for 256 colors.
_paletteTexture.setSize(256, 1);
// Setup pipeline.
_clut8Pipeline->setFramebuffer(_target);
_clut8Pipeline->setPaletteTexture(&_paletteTexture);
_clut8Pipeline->setColor(1.0f, 1.0f, 1.0f, 1.0f);
}
TextureCLUT8GPU::~TextureCLUT8GPU() {
delete _clut8Pipeline;
delete _target;
_clut8Data.free();
}
void TextureCLUT8GPU::destroy() {
_clut8Texture.destroy();
_paletteTexture.destroy();
_target->destroy();
delete _clut8Pipeline;
_clut8Pipeline = nullptr;
}
void TextureCLUT8GPU::recreate() {
_clut8Texture.create();
_paletteTexture.create();
_target->create();
// In case image date exists assure it will be completely refreshed next
// time.
if (_clut8Data.getPixels()) {
flagDirty();
_paletteDirty = true;
}
if (_clut8Pipeline == nullptr) {
_clut8Pipeline = new CLUT8LookUpPipeline();
// Setup pipeline.
_clut8Pipeline->setFramebuffer(_target);
_clut8Pipeline->setPaletteTexture(&_paletteTexture);
_clut8Pipeline->setColor(1.0f, 1.0f, 1.0f, 1.0f);
}
}
void TextureCLUT8GPU::enableLinearFiltering(bool enable) {
_target->getTexture()->enableLinearFiltering(enable);
}
void TextureCLUT8GPU::allocate(uint width, uint height) {
// Assure the texture can contain our user data.
_clut8Texture.setSize(width, height);
_target->setSize(width, height, Common::kRotationNormal);
// In case the needed texture dimension changed we will reinitialize the
// texture data buffer.
if (_clut8Texture.getWidth() != (uint)_clut8Data.w || _clut8Texture.getHeight() != (uint)_clut8Data.h) {
// Create a buffer for the texture data.
_clut8Data.create(_clut8Texture.getWidth(), _clut8Texture.getHeight(), Graphics::PixelFormat::createFormatCLUT8());
}
// Create a sub-buffer for raw access.
_userPixelData = _clut8Data.getSubArea(Common::Rect(width, height));
// Setup structures for internal rendering to _glTexture.
_clut8Vertices[0] = 0;
_clut8Vertices[1] = 0;
_clut8Vertices[2] = width;
_clut8Vertices[3] = 0;
_clut8Vertices[4] = 0;
_clut8Vertices[5] = height;
_clut8Vertices[6] = width;
_clut8Vertices[7] = height;
// The whole texture is dirty after we changed the size. This fixes
// multiple texture size changes without any actual update in between.
// Without this we might try to write a too big texture into the GL
// texture.
flagDirty();
}
Graphics::PixelFormat TextureCLUT8GPU::getFormat() const {
return Graphics::PixelFormat::createFormatCLUT8();
}
void TextureCLUT8GPU::setColorKey(uint colorKey) {
// The key color is set to black so the color value is pre-multiplied with the alpha value
// to avoid color fringes due to filtering.
// Erasing the color data is not a problem as the palette is always fully re-initialized
// before setting the key color.
_palette[colorKey * 4 ] = 0x00;
_palette[colorKey * 4 + 1] = 0x00;
_palette[colorKey * 4 + 2] = 0x00;
_palette[colorKey * 4 + 3] = 0x00;
_paletteDirty = true;
}
void TextureCLUT8GPU::setPalette(uint start, uint colors, const byte *palData) {
byte *dst = _palette + start * 4;
while (colors-- > 0) {
memcpy(dst, palData, 3);
dst[3] = 0xFF;
dst += 4;
palData += 3;
}
_paletteDirty = true;
}
const GLTexture &TextureCLUT8GPU::getGLTexture() const {
return *_target->getTexture();
}
void TextureCLUT8GPU::updateGLTexture() {
const bool needLookUp = Surface::isDirty() || _paletteDirty;
// Update CLUT8 texture if necessary.
if (Surface::isDirty()) {
_clut8Texture.updateArea(getDirtyArea(), _clut8Data);
clearDirty();
}
// Update palette if necessary.
if (_paletteDirty) {
Graphics::Surface palSurface;
palSurface.init(256, 1, 256, _palette,
#ifdef SCUMM_LITTLE_ENDIAN
Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24) // ABGR8888
#else
Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0) // RGBA8888
#endif
);
_paletteTexture.updateArea(Common::Rect(256, 1), palSurface);
_paletteDirty = false;
}
// In case any data changed, do color look up and store result in _target.
if (needLookUp) {
lookUpColors();
}
}
void TextureCLUT8GPU::lookUpColors() {
// Setup pipeline to do color look up.
_clut8Pipeline->activate();
// Do color look up.
_clut8Pipeline->drawTexture(_clut8Texture, _clut8Vertices);
_clut8Pipeline->deactivate();
}
#endif // !USE_FORCED_GLES
} // End of namespace OpenGL
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