#include "SkyBlendGPU.h" #include "common/log/log.h" #include "game/graphics/opengl_renderer/AdgifHandler.h" SkyBlendGPU::SkyBlendGPU() { // generate textures for sky blending glGenFramebuffers(2, m_framebuffers); glGenTextures(2, m_textures); GLint old_framebuffer; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_framebuffer); // setup the framebuffers for (int i = 0; i < 2; i++) { glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[i]); glBindTexture(GL_TEXTURE_2D, m_textures[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_sizes[i], m_sizes[i], 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textures[i], 0); GLenum draw_buffers[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, draw_buffers); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { lg::error("SkyTextureHandler setup failed."); } } glBindFramebuffer(GL_FRAMEBUFFER, 0); glGenBuffers(1, &m_gl_vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, m_gl_vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, nullptr, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, old_framebuffer); // we only draw squares m_vertex_data[0].x = 0; m_vertex_data[0].y = 0; m_vertex_data[1].x = 1; m_vertex_data[1].y = 0; m_vertex_data[2].x = 0; m_vertex_data[2].y = 1; m_vertex_data[3].x = 1; m_vertex_data[3].y = 0; m_vertex_data[4].x = 0; m_vertex_data[4].y = 1; m_vertex_data[5].x = 1; m_vertex_data[5].y = 1; } SkyBlendGPU::~SkyBlendGPU() { glDeleteFramebuffers(2, m_framebuffers); glDeleteBuffers(1, &m_gl_vertex_buffer); glDeleteTextures(2, m_textures); } void SkyBlendGPU::init_textures(TexturePool& tex_pool, GameVersion version) { for (int i = 0; i < 2; i++) { TextureInput in; in.gpu_texture = m_textures[i]; in.w = m_sizes[i]; in.h = in.w; in.debug_name = fmt::format("PC-SKY-GPU-{}", i); in.id = tex_pool.allocate_pc_port_texture(version); u32 tbp = SKY_TEXTURE_VRAM_ADDRS[i]; m_tex_info[i] = {tex_pool.give_texture_and_load_to_vram(in, tbp), tbp}; } } SkyBlendStats SkyBlendGPU::do_sky_blends(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) { SkyBlendStats stats; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLint old_viewport[4]; glGetIntegerv(GL_VIEWPORT, old_viewport); GLint old_framebuffer; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_framebuffer); while (dma.current_tag().qwc == 6) { // assuming that the vif and gif-tag is correct auto setup_data = dma.read_and_advance(); // first is an adgif AdgifHelper adgif(setup_data.data + 16); ASSERT(adgif.is_normal_adgif()); ASSERT(adgif.alpha().data == 0x8000000068); // Cs + Cd // next is the actual draw auto draw_data = dma.read_and_advance(); ASSERT(draw_data.size_bytes == 6 * 16); GifTag draw_or_blend_tag(draw_data.data); // the first draw overwrites the previous frame's draw by disabling alpha blend (ABE = 0) bool is_first_draw = !GsPrim(draw_or_blend_tag.prim()).abe(); // here's we're relying on the format of the drawing to get the alpha/offset. u32 coord; u32 intensity; memcpy(&coord, draw_data.data + (5 * 16), 4); memcpy(&intensity, draw_data.data + 16, 4); // we didn't parse the render-to-texture setup earlier, so we need a way to tell sky from // clouds. we can look at the drawing coordinates to tell - the sky is smaller than the clouds. int buffer_idx = 0; if (coord == 0x200) { // sky buffer_idx = 0; } else if (coord == 0x400) { buffer_idx = 1; } else { ASSERT(false); // bad data } // look up the source texture auto tex = render_state->texture_pool->lookup(adgif.tex0().tbp0()); ASSERT(tex); // setup for rendering! glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[buffer_idx]); glViewport(0, 0, m_sizes[buffer_idx], m_sizes[buffer_idx]); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textures[buffer_idx], 0); render_state->shaders[ShaderId::SKY_BLEND].activate(); // if the first is set, it disables alpha. we can just clear here, so it's easier to find // in renderdoc. if (is_first_draw) { float clear[4] = {0, 0, 0, 0}; glClearBufferfv(GL_COLOR, 0, clear); } // intensities should be 0-128 (maybe higher is okay, but I don't see how this could be // generated with the GOAL code.) ASSERT(intensity <= 128); // todo - could do this on the GPU, but probably not worth it for <20 triangles... float intensity_float = intensity / 128.f; for (auto& vert : m_vertex_data) { vert.intensity = intensity_float; } glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); // will add. glBlendFunc(GL_ONE, GL_ONE); // setup draw data glBindBuffer(GL_ARRAY_BUFFER, m_gl_vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, m_vertex_data, GL_STREAM_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, // location 0 in the shader 3, // 3 floats per vert GL_FLOAT, // floats GL_TRUE, // normalized, ignored, 0, // tightly packed 0 ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, *tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Draw a sqaure glDrawArrays(GL_TRIANGLES, 0, 6); // 1 draw, 2 triangles prof.add_draw_call(1); prof.add_tri(2); render_state->texture_pool->move_existing_to_vram(m_tex_info[buffer_idx].tex, m_tex_info[buffer_idx].tbp); if (buffer_idx == 0) { if (is_first_draw) { stats.sky_draws++; } else { stats.sky_blends++; } } else { if (is_first_draw) { stats.cloud_draws++; } else { stats.cloud_blends++; } } } glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]); glBindFramebuffer(GL_FRAMEBUFFER, old_framebuffer); glBindVertexArray(0); glDeleteVertexArrays(1, &vao); return stats; }