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authorMichael Lutz <michi@icosahedron.de>2021-01-16 16:43:25 +0100
committerMichael Lutz <michi@icosahedron.de>2021-02-22 22:16:07 +0100
commite8fc050b6eebddaadf10563c3764ee455687559d (patch)
treed55490546e66f56ac85fcc7ce64842d8c93b9def
parent320072c8dc03d651f8278a41fc09346c8ed5a174 (diff)
downloadopenttd-e8fc050b6eebddaadf10563c3764ee455687559d.tar.xz
Add: [OpenGL] Support for 8bpp blitters.
-rw-r--r--src/gfxinit.cpp2
-rw-r--r--src/table/opengl_shader.h25
-rw-r--r--src/video/opengl.cpp128
-rw-r--r--src/video/opengl.h6
-rw-r--r--src/video/video_driver.hpp9
-rw-r--r--src/video/win32_v.cpp5
-rw-r--r--src/video/win32_v.h2
7 files changed, 159 insertions, 18 deletions
diff --git a/src/gfxinit.cpp b/src/gfxinit.cpp
index 7c4b49cdf..441f18863 100644
--- a/src/gfxinit.cpp
+++ b/src/gfxinit.cpp
@@ -263,7 +263,7 @@ static bool SwitchNewGRFBlitter()
* between multiple 32bpp blitters, which perform differently with 8bpp sprites.
*/
uint depth_wanted_by_base = BaseGraphics::GetUsedSet()->blitter == BLT_32BPP ? 32 : 8;
- uint depth_wanted_by_grf = _support8bpp == S8BPP_NONE ? 32 : 8;
+ uint depth_wanted_by_grf = _support8bpp != S8BPP_NONE || VideoDriver::GetInstance()->HasEfficient8Bpp() ? 8 : 32;
for (GRFConfig *c = _grfconfig; c != nullptr; c = c->next) {
if (c->status == GCS_DISABLED || c->status == GCS_NOT_FOUND || HasBit(c->flags, GCF_INIT_ONLY)) continue;
if (c->palette & GRFP_BLT_32BPP) depth_wanted_by_grf = 32;
diff --git a/src/table/opengl_shader.h b/src/table/opengl_shader.h
index ad235be38..d82896fcd 100644
--- a/src/table/opengl_shader.h
+++ b/src/table/opengl_shader.h
@@ -51,3 +51,28 @@ static const char *_frag_shader_direct_150[] = {
" colour = texture(colour_tex, colour_tex_uv);",
"}",
};
+
+/** Fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
+static const char *_frag_shader_palette[] = {
+ "#version 110\n",
+ "uniform sampler2D colour_tex;",
+ "uniform sampler1D palette;",
+ "varying vec2 colour_tex_uv;",
+ "void main() {",
+ " float idx = texture2D(colour_tex, colour_tex_uv).r;",
+ " gl_FragData[0] = texture1D(palette, idx);",
+ "}",
+};
+
+/** GLSL 1.50 fragment shader that performs a palette lookup to read the colour from an 8bpp texture. */
+static const char *_frag_shader_palette_150[] = {
+ "#version 150\n",
+ "uniform sampler2D colour_tex;",
+ "uniform sampler1D palette;",
+ "in vec2 colour_tex_uv;",
+ "out vec4 colour;",
+ "void main() {",
+ " float idx = texture(colour_tex, colour_tex_uv).r;",
+ " colour = texture(palette, idx);",
+ "}",
+};
diff --git a/src/video/opengl.cpp b/src/video/opengl.cpp
index 4a6de2825..b5292b88b 100644
--- a/src/video/opengl.cpp
+++ b/src/video/opengl.cpp
@@ -23,10 +23,12 @@
#include "../3rdparty/opengl/glext.h"
#include "opengl.h"
-#include "../core/mem_func.hpp"
#include "../core/geometry_func.hpp"
+#include "../core/mem_func.hpp"
+#include "../core/math_func.hpp"
#include "../gfx_func.h"
#include "../debug.h"
+#include "../blitter/factory.hpp"
#include "../table/opengl_shader.h"
@@ -37,6 +39,8 @@
static PFNGLDEBUGMESSAGECONTROLPROC _glDebugMessageControl;
static PFNGLDEBUGMESSAGECALLBACKPROC _glDebugMessageCallback;
+static PFNGLACTIVETEXTUREPROC _glActiveTexture;
+
static PFNGLGENBUFFERSPROC _glGenBuffers;
static PFNGLDELETEBUFFERSPROC _glDeleteBuffers;
static PFNGLBINDBUFFERPROC _glBindBuffer;
@@ -155,6 +159,18 @@ bool IsOpenGLVersionAtLeast(byte major, byte minor)
return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
}
+/** Bind texture-related extension functions. */
+static bool BindTextureExtensions()
+{
+ if (IsOpenGLVersionAtLeast(1, 3)) {
+ _glActiveTexture = (PFNGLACTIVETEXTUREPROC)GetOGLProcAddress("glActiveTexture");
+ } else {
+ _glActiveTexture = (PFNGLACTIVETEXTUREPROC)GetOGLProcAddress("glActiveTextureARB");
+ }
+
+ return _glActiveTexture != nullptr;
+}
+
/** Bind vertex buffer object extension functions. */
static bool BindVBOExtension()
{
@@ -351,6 +367,7 @@ OpenGLBackend::~OpenGLBackend()
{
if (_glDeleteProgram != nullptr) {
_glDeleteProgram(this->vid_program);
+ _glDeleteProgram(this->pal_program);
}
if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
if (_glDeleteBuffers != nullptr) {
@@ -358,6 +375,7 @@ OpenGLBackend::~OpenGLBackend()
_glDeleteBuffers(1, &this->vid_pbo);
}
glDeleteTextures(1, &this->vid_texture);
+ glDeleteTextures(1, &this->pal_texture);
}
/**
@@ -385,6 +403,9 @@ const char *OpenGLBackend::Init()
if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
/* Check for non-power-of-two texture support. */
if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
+ /* Check for single element texture formats. */
+ if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported";
+ if (!BindTextureExtensions()) return "Failed to bind texture extension functions";
/* Check for vertex buffer objects. */
if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
@@ -413,10 +434,31 @@ const char *OpenGLBackend::Init()
glBindTexture(GL_TEXTURE_2D, 0);
if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
- /* Bind texture to shader program. */
+ /* Setup palette texture. */
+ glGenTextures(1, &this->pal_texture);
+ glBindTexture(GL_TEXTURE_1D, this->pal_texture);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
+ glBindTexture(GL_TEXTURE_1D, 0);
+ if (glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
+
+ /* Bind uniforms in RGB rendering shader program. */
GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
+ GLint palette_location = _glGetUniformLocation(this->vid_program, "palette");
_glUseProgram(this->vid_program);
- _glUniform1i(tex_location, 0); // Texture unit 0.
+ _glUniform1i(tex_location, 0); // Texture unit 0.
+ _glUniform1i(palette_location, 1); // Texture unit 1.
+
+ /* Bind uniforms in palette rendering shader program. */
+ tex_location = _glGetUniformLocation(this->pal_program, "colour_tex");
+ palette_location = _glGetUniformLocation(this->pal_program, "palette");
+ _glUseProgram(this->pal_program);
+ _glUniform1i(tex_location, 0); // Texture unit 0.
+ _glUniform1i(palette_location, 1); // Texture unit 1.
/* Create pixel buffer object as video buffer storage. */
_glGenBuffers(1, &this->vid_pbo);
@@ -525,27 +567,42 @@ bool OpenGLBackend::InitShaders()
_glCompileShader(vert_shader);
if (!VerifyShader(vert_shader)) return false;
- /* Create fragment shader. */
- GLuint frag_shader = _glCreateShader(GL_FRAGMENT_SHADER);
- _glShaderSource(frag_shader, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr);
- _glCompileShader(frag_shader);
- if (!VerifyShader(frag_shader)) return false;
+ /* Create fragment shader for plain RGBA. */
+ GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER);
+ _glShaderSource(frag_shader_rgb, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr);
+ _glCompileShader(frag_shader_rgb);
+ if (!VerifyShader(frag_shader_rgb)) return false;
+
+ /* Create fragment shader for paletted only. */
+ GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER);
+ _glShaderSource(frag_shader_pal, glsl_150 ? lengthof(_frag_shader_palette_150) : lengthof(_frag_shader_palette), glsl_150 ? _frag_shader_palette_150 : _frag_shader_palette, nullptr);
+ _glCompileShader(frag_shader_pal);
+ if (!VerifyShader(frag_shader_pal)) return false;
/* Link shaders to program. */
this->vid_program = _glCreateProgram();
_glAttachShader(this->vid_program, vert_shader);
- _glAttachShader(this->vid_program, frag_shader);
+ _glAttachShader(this->vid_program, frag_shader_rgb);
+
+ this->pal_program = _glCreateProgram();
+ _glAttachShader(this->pal_program, vert_shader);
+ _glAttachShader(this->pal_program, frag_shader_pal);
if (glsl_150) {
/* Bind fragment shader outputs. */
_glBindFragDataLocation(this->vid_program, 0, "colour");
+ _glBindFragDataLocation(this->pal_program, 0, "colour");
}
_glLinkProgram(this->vid_program);
if (!VerifyProgram(this->vid_program)) return false;
+ _glLinkProgram(this->pal_program);
+ if (!VerifyProgram(this->pal_program)) return false;
+
_glDeleteShader(vert_shader);
- _glDeleteShader(frag_shader);
+ _glDeleteShader(frag_shader_rgb);
+ _glDeleteShader(frag_shader_pal);
return true;
}
@@ -561,27 +618,56 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
{
if (!force && _screen.width == w && _screen.height == h) return false;
+ int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
+ int pitch = bpp != 32 ? Align(w, 4) : w;
+
glViewport(0, 0, w, h);
/* Re-allocate video buffer texture and backing store. */
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
- _glBufferData(GL_PIXEL_UNPACK_BUFFER, w * h * 4, nullptr, GL_DYNAMIC_READ); // Buffer content has to persist from frame to frame and is read back by the blitter, which means a READ usage hint.
+ _glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_DYNAMIC_READ); // Buffer content has to persist from frame to frame and is read back by the blitter, which means a READ usage hint.
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+ _glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
+ switch (bpp) {
+ case 8:
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
+ break;
+
+ default:
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
+ break;
+ }
glBindTexture(GL_TEXTURE_2D, 0);
/* Set new viewport. */
_screen.height = h;
_screen.width = w;
- _screen.pitch = w;
+ _screen.pitch = pitch;
_screen.dst_ptr = nullptr;
return true;
}
/**
+ * Update the stored palette.
+ * @param pal Palette array with at least 256 elements.
+ * @param first First entry to update.
+ * @param length Number of entries to update.
+ */
+void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
+{
+ assert(first + length <= 256);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+ _glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_1D, this->pal_texture);
+ glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first);
+}
+
+/**
* Render video buffer to the screen.
*/
void OpenGLBackend::Paint()
@@ -589,8 +675,11 @@ void OpenGLBackend::Paint()
glClear(GL_COLOR_BUFFER_BIT);
/* Blit video buffer to screen. */
+ _glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
- _glUseProgram(this->vid_program);
+ _glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_1D, this->pal_texture);
+ _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
_glBindVertexArray(this->vao_quad);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
@@ -618,9 +707,18 @@ void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
/* Update changed rect of the video buffer texture. */
if (!IsEmptyRect(update_rect)) {
+ _glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
- glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid *)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
+ switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) {
+ case 8:
+ glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
+ break;
+
+ default:
+ glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid *)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
+ break;
+ }
}
}
diff --git a/src/video/opengl.h b/src/video/opengl.h
index 4a392c280..59f61db1d 100644
--- a/src/video/opengl.h
+++ b/src/video/opengl.h
@@ -14,6 +14,7 @@
#include "../core/alloc_type.hpp"
#include "../core/geometry_type.hpp"
+#include "../gfx_type.h"
typedef void (*OGLProc)();
typedef OGLProc (*GetOGLProcAddressProc)(const char *proc);
@@ -28,9 +29,11 @@ private:
GLuint vid_pbo; ///< Pixel buffer object storing the memory used for the video driver to draw to.
GLuint vid_texture; ///< Texture handle for the video buffer texture.
- GLuint vid_program; ///< Shader program for rendering the video buffer.
+ GLuint vid_program; ///< Shader program for rendering a RGBA video buffer.
+ GLuint pal_program; ///< Shader program for rendering a paletted video buffer.
GLuint vao_quad; ///< Vertex array object storing the rendering state for the fullscreen quad.
GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
+ GLuint pal_texture; ///< Palette lookup texture.
OpenGLBackend();
~OpenGLBackend();
@@ -47,6 +50,7 @@ public:
static const char *Create(GetOGLProcAddressProc get_proc);
static void Destroy();
+ void UpdatePalette(const Colour *pal, uint first, uint length);
bool Resize(int w, int h, bool force = false);
void Paint();
diff --git a/src/video/video_driver.hpp b/src/video/video_driver.hpp
index cc74df202..57945862a 100644
--- a/src/video/video_driver.hpp
+++ b/src/video/video_driver.hpp
@@ -99,6 +99,15 @@ public:
}
/**
+ * Has this video driver an efficient code path for palette animated 8-bpp sprites?
+ * @return True if the driver has an efficient code path for 8-bpp.
+ */
+ virtual bool HasEfficient8Bpp() const
+ {
+ return false;
+ }
+
+ /**
* An edit box lost the input focus. Abort character compositing if necessary.
*/
virtual void EditBoxLostFocus() {}
diff --git a/src/video/win32_v.cpp b/src/video/win32_v.cpp
index e32b80497..5e9ad4e98 100644
--- a/src/video/win32_v.cpp
+++ b/src/video/win32_v.cpp
@@ -1417,7 +1417,7 @@ static FVideoDriver_Win32OpenGL iFVideoDriver_Win32OpenGL;
const char *VideoDriver_Win32OpenGL::Start(const StringList &param)
{
- if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 32) return "Only 32bpp blitters supported";
+ if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported";
Dimension old_res = _cur_resolution; // Save current screen resolution in case of errors, as MakeWindow invalidates it.
this->vsync = GetDriverParamBool(param, "vsync");
@@ -1565,6 +1565,9 @@ void VideoDriver_Win32OpenGL::Paint()
break;
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
+ OpenGLBackend::Get()->UpdatePalette(_local_palette.palette, _local_palette.first_dirty, _local_palette.count_dirty);
+ break;
+
case Blitter::PALETTE_ANIMATION_NONE:
break;
diff --git a/src/video/win32_v.h b/src/video/win32_v.h
index 1ec3517d1..156a8dd10 100644
--- a/src/video/win32_v.h
+++ b/src/video/win32_v.h
@@ -138,6 +138,8 @@ public:
bool AfterBlitterChange() override;
+ bool HasEfficient8Bpp() const override { return true; }
+
const char *GetName() const override { return "win32-opengl"; }
protected: