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https://github.com/stenzek/duckstation.git
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GPU: Two-pass rendering for B-F transparency
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parent
7254d48835
commit
5627955900
@ -245,12 +245,14 @@ void main()
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return ss.str();
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}
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std::string GPU_HW::GenerateFragmentShader(bool transparent, bool textured, TextureColorMode texture_color_mode,
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bool blending)
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std::string GPU_HW::GenerateFragmentShader(TransparencyRenderMode transparency, bool textured,
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TextureColorMode texture_color_mode, bool blending)
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{
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std::stringstream ss;
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GenerateShaderHeader(ss);
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DefineMacro(ss, "TRANSPARENT", transparent);
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DefineMacro(ss, "TRANSPARENT", transparency != TransparencyRenderMode::Off);
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DefineMacro(ss, "TRANSPARENT_ONLY_OPAQUE", transparency == TransparencyRenderMode::OnlyOpaque);
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DefineMacro(ss, "TRANSPARENT_ONLY_TRANSPARENT", transparency == TransparencyRenderMode::OnlyTransparent);
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DefineMacro(ss, "TEXTURED", textured);
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DefineMacro(ss, "PALETTE",
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textured && (texture_color_mode == GPU::TextureColorMode::Palette4Bit ||
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@ -337,9 +339,19 @@ void main()
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#if TRANSPARENT
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// Apply semitransparency. If not a semitransparent texel, destination alpha is ignored.
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if (texcol.a != 0)
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{
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#if TRANSPARENT_ONLY_OPAQUE
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discard;
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#endif
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o_col0 = vec4(color * u_transparent_alpha.x, u_transparent_alpha.y);
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}
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else
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{
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#if TRANSPARENT_ONLY_TRANSPARENT
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discard;
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#endif
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o_col0 = vec4(color, 0.0);
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}
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#else
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// Mask bit from texture.
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o_col0 = vec4(color, texcol.a);
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@ -575,4 +587,5 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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}
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LoadVertices(rc, num_vertices);
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FlushRender();
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}
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@ -56,6 +56,14 @@ protected:
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std::vector<HWVertex> vertices;
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};
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enum class TransparencyRenderMode
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{
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Off,
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TransparentAndOpaque,
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OnlyOpaque,
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OnlyTransparent
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};
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static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
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static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex);
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static constexpr u32 TEXTURE_TILE_SIZE = 256;
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@ -85,8 +93,8 @@ protected:
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}
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std::string GenerateVertexShader(bool textured);
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std::string GenerateFragmentShader(bool transparent, bool textured, TextureColorMode texture_color_mode,
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bool blending);
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std::string GenerateFragmentShader(TransparencyRenderMode transparency, bool textured,
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TextureColorMode texture_color_mode, bool blending);
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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std::string GenerateRGB24DecodeFragmentShader();
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@ -61,9 +61,6 @@ void GPU_HW_OpenGL::RestoreGraphicsAPIState()
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glLineWidth(static_cast<float>(m_resolution_scale));
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UpdateDrawingArea();
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m_last_transparency_enable = false;
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glDisable(GL_BLEND);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBindVertexArray(m_vao_id);
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}
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@ -291,17 +288,17 @@ void GPU_HW_OpenGL::CreateVertexBuffer()
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bool GPU_HW_OpenGL::CompilePrograms()
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{
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for (u32 textured = 0; textured < 2; textured++)
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for (u32 transparent = 0; transparent < 4; transparent++)
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{
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for (u32 blending = 0; blending < 2; blending++)
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for (u32 textured = 0; textured < 2; textured++)
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{
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for (u32 transparent = 0; transparent < 2; transparent++)
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for (u32 format = 0; format < 3; format++)
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{
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for (u32 format = 0; format < 3; format++)
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for (u32 blending = 0; blending < 2; blending++)
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{
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// TODO: eliminate duplicate shaders here
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if (!CompileProgram(m_render_programs[transparent][textured][format][blending],
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ConvertToBoolUnchecked(transparent), ConvertToBoolUnchecked(textured),
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static_cast<TransparencyRenderMode>(transparent), ConvertToBoolUnchecked(textured),
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static_cast<TextureColorMode>(format), ConvertToBoolUnchecked(blending)))
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{
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return false;
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@ -329,7 +326,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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return true;
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}
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bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool transparent, bool textured,
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bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, TransparencyRenderMode transparent, bool textured,
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TextureColorMode texture_color_mode, bool blending)
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{
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const std::string vs = GenerateVertexShader(textured);
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@ -366,10 +363,10 @@ bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool transparent, bool tex
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return true;
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}
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void GPU_HW_OpenGL::SetDrawState()
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void GPU_HW_OpenGL::SetDrawState(TransparencyRenderMode render_mode)
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{
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const GL::Program& prog =
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m_render_programs[BoolToUInt32(m_batch.transparency_enable)][BoolToUInt32(m_batch.texture_enable)]
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m_render_programs[static_cast<u32>(render_mode)][BoolToUInt32(m_batch.texture_enable)]
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[static_cast<u32>(m_batch.texture_color_mode)][BoolToUInt32(m_batch.texture_blending_enable)];
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prog.Bind();
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@ -392,25 +389,17 @@ void GPU_HW_OpenGL::SetDrawState()
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m_vram_read_texture->Bind();
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}
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if (m_last_transparency_enable != m_batch.transparency_enable ||
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(m_last_transparency_enable && m_last_transparency_mode != m_batch.transparency_mode))
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if (render_mode == TransparencyRenderMode::Off || render_mode == TransparencyRenderMode::OnlyOpaque)
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{
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m_last_transparency_enable = m_batch.texture_enable;
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m_last_transparency_mode = m_batch.transparency_mode;
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if (!m_batch.transparency_enable)
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{
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glDisable(GL_BLEND);
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}
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else
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{
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glEnable(GL_BLEND);
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glBlendEquationSeparate(m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground ?
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GL_FUNC_REVERSE_SUBTRACT :
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GL_FUNC_ADD,
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GL_FUNC_ADD);
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glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO);
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}
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glDisable(GL_BLEND);
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}
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else
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{
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glEnable(GL_BLEND);
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glBlendEquationSeparate(
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m_batch.transparency_mode == TransparencyMode::BackgroundMinusForeground ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD,
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GL_FUNC_ADD);
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glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO);
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}
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if (m_drawing_area_changed)
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@ -472,8 +461,6 @@ void GPU_HW_OpenGL::UpdateDisplay()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
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glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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glEnable(GL_SCISSOR_TEST);
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if (m_last_transparency_enable)
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glEnable(GL_BLEND);
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}
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else
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{
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@ -662,14 +649,26 @@ void GPU_HW_OpenGL::FlushRender()
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m_stats.num_batches++;
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m_stats.num_vertices += static_cast<u32>(m_batch.vertices.size());
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SetDrawState();
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Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
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glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizei>(sizeof(HWVertex) * m_batch.vertices.size()),
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m_batch.vertices.data());
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static constexpr std::array<GLenum, 4> gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}};
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
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if (m_batch.transparency_enable && m_batch.texture_enable &&
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m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground)
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{
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SetDrawState(TransparencyRenderMode::OnlyTransparent);
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
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SetDrawState(TransparencyRenderMode::OnlyOpaque);
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
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}
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else
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{
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SetDrawState(m_batch.transparency_enable ? TransparencyRenderMode::TransparentAndOpaque :
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TransparencyRenderMode::Off);
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
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}
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m_batch.vertices.clear();
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}
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@ -51,9 +51,9 @@ private:
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void CreateVertexBuffer();
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bool CompilePrograms();
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bool CompileProgram(GL::Program& prog, bool transparent, bool textured, TextureColorMode texture_color_mode,
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bool blending);
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void SetDrawState();
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bool CompileProgram(GL::Program& prog, TransparencyRenderMode transparent, bool textured,
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TextureColorMode texture_color_mode, bool blending);
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void SetDrawState(TransparencyRenderMode render_mode);
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// downsample texture - used for readbacks at >1xIR.
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std::unique_ptr<GL::Texture> m_vram_texture;
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@ -71,11 +71,9 @@ private:
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GLuint m_attributeless_vao_id = 0;
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bool m_vram_read_texture_dirty = true;
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bool m_last_transparency_enable = false;
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TransparencyMode m_last_transparency_mode = TransparencyMode::BackgroundMinusForeground;
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bool m_drawing_area_changed = true;
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std::array<std::array<std::array<std::array<GL::Program, 2>, 3>, 2>, 2> m_render_programs;
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std::array<std::array<std::array<std::array<GL::Program, 2>, 3>, 2>, 4> m_render_programs;
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GL::Program m_reinterpret_rgb8_program;
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GLStats m_stats = {};
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@ -94,9 +94,9 @@ int main(int argc, char* argv[])
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g_pLog->SetConsoleOutputParams(true, "Pad SPU", level);
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g_pLog->SetFilterLevel(level);
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#else
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// g_pLog->SetConsoleOutputParams(true, nullptr, LOGLEVEL_DEBUG);
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g_pLog->SetConsoleOutputParams(true, nullptr, LOGLEVEL_DEBUG);
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// g_pLog->SetConsoleOutputParams(true, "GPU GPU_HW_OpenGL SPU Pad DigitalController", LOGLEVEL_DEBUG);
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g_pLog->SetConsoleOutputParams(true, "GPU GPU_HW_OpenGL SPU Pad DigitalController InterruptController", LOGLEVEL_DEBUG);
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// g_pLog->SetConsoleOutputParams(true, "GPU GPU_HW_OpenGL SPU Pad DigitalController InterruptController", LOGLEVEL_DEBUG);
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// g_pLog->SetFilterLevel(LOGLEVEL_TRACE);
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g_pLog->SetFilterLevel(LOGLEVEL_DEBUG);
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// g_pLog->SetFilterLevel(LOGLEVEL_DEV);
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