GPU/Software: Reduce number of copies by one, enable 16-bit scanout
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@ -1,4 +1,5 @@
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#include "opengl_host_display.h"
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#include "common/align.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include <array>
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@ -122,6 +123,108 @@ bool OpenGLHostDisplay::DownloadTexture(const void* texture_handle, u32 x, u32 y
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return true;
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}
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static constexpr std::array<std::tuple<GLenum, GLenum, GLenum>, static_cast<u32>(HostDisplayPixelFormat::Count)>
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s_display_pixel_format_mapping = {{
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{}, // Unknown
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{GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE}, // RGBA8
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{GL_BGRA, GL_BGRA, GL_UNSIGNED_BYTE}, // BGRA8
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{GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5}, // RGB565
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{GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV} // RGBA5551
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}};
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bool OpenGLHostDisplay::SupportsDisplayPixelFormat(HostDisplayPixelFormat format) const
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{
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return (std::get<0>(s_display_pixel_format_mapping[static_cast<u32>(format)]) != static_cast<GLenum>(0));
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}
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bool OpenGLHostDisplay::BeginSetDisplayPixels(HostDisplayPixelFormat format, u32 width, u32 height, void** out_buffer,
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u32* out_pitch)
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{
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const u32 pixel_size = GetDisplayPixelFormatSize(format);
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const u32 stride = Common::AlignUpPow2(width * pixel_size, 4);
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const u32 size_required = stride * height * pixel_size;
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const u32 buffer_size = Common::AlignUpPow2(size_required * 2, 4 * 1024 * 1024);
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if (!m_display_pixels_texture_pbo || m_display_pixels_texture_pbo->GetSize() < buffer_size)
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{
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m_display_pixels_texture_pbo.reset();
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m_display_pixels_texture_pbo = GL::StreamBuffer::Create(GL_PIXEL_UNPACK_BUFFER, buffer_size);
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if (!m_display_pixels_texture_pbo)
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return false;
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}
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const auto map = m_display_pixels_texture_pbo->Map(GetDisplayPixelFormatSize(format), size_required);
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m_display_texture_format = format;
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m_display_pixels_texture_pbo_map_offset = map.buffer_offset;
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m_display_pixels_texture_pbo_map_size = size_required;
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*out_buffer = map.pointer;
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*out_pitch = stride;
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if (m_display_pixels_texture_id == 0)
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{
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glGenTextures(1, &m_display_pixels_texture_id);
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glBindTexture(GL_TEXTURE_2D, m_display_pixels_texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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}
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SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_pixels_texture_id)), format, width, height,
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0, 0, width, height);
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return true;
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}
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void OpenGLHostDisplay::EndSetDisplayPixels()
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{
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const u32 width = static_cast<u32>(m_display_texture_view_width);
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const u32 height = static_cast<u32>(m_display_texture_view_height);
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const auto [gl_internal_format, gl_format, gl_type] =
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s_display_pixel_format_mapping[static_cast<u32>(m_display_texture_format)];
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// glTexImage2D should be quicker on Mali...
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m_display_pixels_texture_pbo->Unmap(m_display_pixels_texture_pbo_map_size);
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m_display_pixels_texture_pbo->Bind();
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glBindTexture(GL_TEXTURE_2D, m_display_pixels_texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_internal_format, width, height, 0, gl_format, gl_type,
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reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_pixels_texture_pbo_map_offset)));
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glBindTexture(GL_TEXTURE_2D, 0);
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m_display_pixels_texture_pbo->Unbind();
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m_display_pixels_texture_pbo_map_offset = 0;
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m_display_pixels_texture_pbo_map_size = 0;
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}
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bool OpenGLHostDisplay::SetDisplayPixels(HostDisplayPixelFormat format, u32 width, u32 height, const void* buffer,
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u32 pitch)
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{
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if (m_display_pixels_texture_id == 0)
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{
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glGenTextures(1, &m_display_pixels_texture_id);
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glBindTexture(GL_TEXTURE_2D, m_display_pixels_texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, m_display_pixels_texture_id);
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}
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const auto [gl_internal_format, gl_format, gl_type] = s_display_pixel_format_mapping[static_cast<u32>(format)];
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glTexImage2D(GL_TEXTURE_2D, 0, gl_internal_format, width, height, 0, gl_format, gl_type, buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_pixels_texture_id)), format, width, height,
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0, 0, width, height);
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return true;
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}
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void OpenGLHostDisplay::SetVSync(bool enabled)
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{
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if (m_gl_context->GetWindowInfo().type == WindowInfo::Type::Surfaceless)
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@ -451,6 +554,12 @@ void OpenGLHostDisplay::DestroyResources()
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m_post_processing_stages.clear();
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#endif
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if (m_display_pixels_texture_id != 0)
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{
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glDeleteTextures(1, &m_display_pixels_texture_id);
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m_display_pixels_texture_id = 0;
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}
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if (m_display_vao != 0)
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glDeleteVertexArrays(1, &m_display_vao);
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if (m_display_linear_sampler != 0)
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