This commit is contained in:
Henrik Rydgård 2022-08-03 11:42:37 +02:00
parent 4e4ccbd819
commit 59b3df0643
9 changed files with 160 additions and 4 deletions

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@ -1529,6 +1529,8 @@ endif()
set(GPU_SOURCES set(GPU_SOURCES
${GPU_IMPLS} ${GPU_IMPLS}
${GPU_NEON} ${GPU_NEON}
GPU/Common/Draw2D.cpp
GPU/Common/Draw2D.h
GPU/Common/DepalettizeShaderCommon.cpp GPU/Common/DepalettizeShaderCommon.cpp
GPU/Common/DepalettizeShaderCommon.h GPU/Common/DepalettizeShaderCommon.h
GPU/Common/FragmentShaderGenerator.cpp GPU/Common/FragmentShaderGenerator.cpp

123
GPU/Common/Draw2D.cpp Normal file
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@ -0,0 +1,123 @@
// Copyright (c) 2014- PPSSPP Project.
// 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, version 2.0 or later versions.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Common/GPU/Shader.h"
#include "Common/GPU/ShaderWriter.h"
#include "Common/GPU/thin3d.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/Reporting.h"
#include "GPU/Common/Draw2D.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
static const InputDef inputs[2] = {
{ "vec2", "a_position", "POSITION" },
{ "vec2", "a_texcoord", "TEXCOORD0" },
};
static const VaryingDef varyings[1] = {
{ "vec2", "v_texcoord", "TEXCOORD0", 0, "highp" },
};
void GenerateDraw2DFs(char *buffer, const ShaderLanguageDesc &lang, const Draw::Bugs &bugs) {
ShaderWriter writer(buffer, lang, ShaderStage::Fragment, nullptr, 0);
writer.DeclareSampler2D("samp", 0);
writer.DeclareTexture2D("tex", 0);
writer.BeginFSMain(Slice<UniformDef>::empty(), varyings);
writer.C(" vec4 outColor = ").SampleTexture2D("tex", "samp", "v_texcoord.xy").C(";\n");
writer.EndFSMain("outColor");
}
void GenerateDraw2DVS(char *buffer, const ShaderLanguageDesc &lang) {
ShaderWriter writer(buffer, lang, ShaderStage::Vertex, nullptr, 0);
writer.BeginVSMain(inputs, Slice<UniformDef>::empty(), varyings);
writer.C(" v_texcoord = a_texcoord;\n"); // yes, this should be right. Should be 2.0 in the far corners.
writer.C(" gl_Position = a_position;\n");
writer.F(" gl_Position.y *= %s1.0;\n", lang.viewportYSign);
writer.EndVSMain(varyings);
}
// verts have positions in clip coordinates.
void FramebufferManagerCommon::Draw2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, float viewportWidth, float viewportHeight) {
using namespace Draw;
if (!draw2DPipelineLinear_) {
const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
char *fsCode = new char[4000];
char *vsCode = new char[4000];
GenerateDraw2DFs(fsCode, shaderLanguageDesc, draw_->GetBugs());
GenerateDraw2DVS(vsCode, shaderLanguageDesc);
draw2DFs_ = draw_->CreateShaderModule(ShaderStage::Fragment, shaderLanguageDesc.shaderLanguage, (const uint8_t *)fsCode, strlen(fsCode), "draw2d_fs");
draw2DVs_ = draw_->CreateShaderModule(ShaderStage::Vertex, shaderLanguageDesc.shaderLanguage, (const uint8_t *)vsCode, strlen(vsCode), "draw2d_vs");
_assert_(stencilUploadFs_ && stencilUploadVs_);
InputLayoutDesc desc = {
{
{ 16, false },
},
{
{ 0, SEM_POSITION, DataFormat::R32G32_FLOAT, 0 },
{ 16, SEM_TEXCOORD0, DataFormat::R32G32_FLOAT, 8 },
},
};
InputLayout *inputLayout = draw_->CreateInputLayout(desc);
BlendState *blendOff = draw_->CreateBlendState({ false, 0xF });
DepthStencilStateDesc dsDesc{};
DepthStencilState *noDepthStencil = draw_->CreateDepthStencilState(dsDesc);
RasterState *rasterNoCull = draw_->CreateRasterState({});
PipelineDesc stencilWriteDesc{
Primitive::TRIANGLE_STRIP,
{ draw2DVs_, draw2DFs_ },
inputLayout, noDepthStencil, blendOff, rasterNoCull, nullptr,
};
draw2DPipelineLinear_ = draw_->CreateGraphicsPipeline(stencilWriteDesc);
_assert_(draw2DPipelineLinear_);
delete[] fsCode;
delete[] vsCode;
rasterNoCull->Release();
blendOff->Release();
noDepthStencil->Release();
inputLayout->Release();
SamplerStateDesc descLinear{};
descLinear.magFilter = TextureFilter::LINEAR;
descLinear.minFilter = TextureFilter::LINEAR;
descLinear.mipFilter = TextureFilter::LINEAR;
descLinear.wrapU = TextureAddressMode::CLAMP_TO_EDGE;
descLinear.wrapV = TextureAddressMode::CLAMP_TO_EDGE;
draw2DSamplerLinear_= draw_->CreateSamplerState(descLinear);
}
draw_->BindPipeline(draw2DPipelineLinear_);
draw_->BindTextures(TEX_SLOT_PSP_TEXTURE, 1, &tex);
draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, &draw2DSamplerLinear_);
draw_->DrawUP(verts, vertexCount);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}

9
GPU/Common/Draw2D.h Normal file
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@ -0,0 +1,9 @@
#pragma once
// For framebuffer copies and similar things that just require passthrough.
struct Draw2DVertex {
float x;
float y;
float u;
float v;
};

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@ -2492,6 +2492,10 @@ void FramebufferManagerCommon::DeviceLost() {
DoRelease(stencilUploadVs_); DoRelease(stencilUploadVs_);
DoRelease(stencilUploadSampler_); DoRelease(stencilUploadSampler_);
DoRelease(stencilUploadPipeline_); DoRelease(stencilUploadPipeline_);
DoRelease(draw2DPipelineLinear_);
DoRelease(draw2DSamplerLinear_);
DoRelease(draw2DVs_);
DoRelease(draw2DFs_);
presentation_->DeviceLost(); presentation_->DeviceLost();
draw_ = nullptr; draw_ = nullptr;
} }

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@ -29,11 +29,11 @@
#include "Common/CommonTypes.h" #include "Common/CommonTypes.h"
#include "Common/Log.h" #include "Common/Log.h"
#include "Core/MemMap.h" #include "Common/GPU/thin3d.h"
#include "GPU/GPU.h" #include "GPU/GPU.h"
#include "GPU/ge_constants.h" #include "GPU/ge_constants.h"
#include "GPU/GPUInterface.h" #include "GPU/GPUInterface.h"
#include "Common/GPU/thin3d.h" #include "GPU/Common/Draw2D.h"
enum { enum {
FB_USAGE_DISPLAYED_FRAMEBUFFER = 1, FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
@ -357,6 +357,8 @@ protected:
virtual void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) = 0; virtual void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) = 0;
virtual void Bind2DShader() = 0; virtual void Bind2DShader() = 0;
void Draw2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, float viewportWidth, float viewportHeight);
bool UpdateSize(); bool UpdateSize();
void FlushBeforeCopy(); void FlushBeforeCopy();
@ -473,4 +475,10 @@ protected:
Draw::ShaderModule *stencilUploadVs_ = nullptr; Draw::ShaderModule *stencilUploadVs_ = nullptr;
Draw::ShaderModule *stencilUploadFs_ = nullptr; Draw::ShaderModule *stencilUploadFs_ = nullptr;
Draw::SamplerState *stencilUploadSampler_ = nullptr; Draw::SamplerState *stencilUploadSampler_ = nullptr;
// Draw2D pipelines
Draw::Pipeline *draw2DPipelineLinear_ = nullptr;
Draw::SamplerState *draw2DSamplerLinear_ = nullptr;
Draw::ShaderModule *draw2DVs_ = nullptr;
Draw::ShaderModule *draw2DFs_ = nullptr;
}; };

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@ -338,6 +338,7 @@
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\ext\xbrz\xbrz.h" /> <ClInclude Include="..\ext\xbrz\xbrz.h" />
<ClInclude Include="Common\Draw2D.h" />
<ClInclude Include="Common\ReinterpretFramebuffer.h" /> <ClInclude Include="Common\ReinterpretFramebuffer.h" />
<ClInclude Include="Common\DepalettizeShaderCommon.h" /> <ClInclude Include="Common\DepalettizeShaderCommon.h" />
<ClInclude Include="Common\DrawEngineCommon.h" /> <ClInclude Include="Common\DrawEngineCommon.h" />
@ -459,6 +460,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\ext\xbrz\xbrz.cpp" /> <ClCompile Include="..\ext\xbrz\xbrz.cpp" />
<ClCompile Include="Common\Draw2D.cpp" />
<ClCompile Include="Common\ReinterpretFramebuffer.cpp" /> <ClCompile Include="Common\ReinterpretFramebuffer.cpp" />
<ClCompile Include="Common\DepalettizeShaderCommon.cpp" /> <ClCompile Include="Common\DepalettizeShaderCommon.cpp" />
<ClCompile Include="Common\DrawEngineCommon.cpp" /> <ClCompile Include="Common\DrawEngineCommon.cpp" />
@ -666,4 +668,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>
</Project> </Project>

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@ -264,6 +264,9 @@
<ClInclude Include="Software\BinManager.h"> <ClInclude Include="Software\BinManager.h">
<Filter>Software</Filter> <Filter>Software</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="Common\Draw2D.h">
<Filter>Common</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Math3D.cpp"> <ClCompile Include="Math3D.cpp">
@ -518,6 +521,9 @@
<ClCompile Include="Software\BinManager.cpp"> <ClCompile Include="Software\BinManager.cpp">
<Filter>Software</Filter> <Filter>Software</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Common\Draw2D.cpp">
<Filter>Common</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<FxCompile Include="..\assets\shaders\tex_4xbrz.csh"> <FxCompile Include="..\assets\shaders\tex_4xbrz.csh">
@ -535,4 +541,4 @@
<Filter>Shaders</Filter> <Filter>Shaders</Filter>
</None> </None>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -319,6 +319,7 @@ EXEC_AND_LIB_FILES := \
$(SRC)/GPU/GPUState.cpp \ $(SRC)/GPU/GPUState.cpp \
$(SRC)/GPU/GeConstants.cpp \ $(SRC)/GPU/GeConstants.cpp \
$(SRC)/GPU/GeDisasm.cpp \ $(SRC)/GPU/GeDisasm.cpp \
$(SRC)/GPU/Common/Draw2D.cpp \
$(SRC)/GPU/Common/DepalettizeShaderCommon.cpp \ $(SRC)/GPU/Common/DepalettizeShaderCommon.cpp \
$(SRC)/GPU/Common/FragmentShaderGenerator.cpp \ $(SRC)/GPU/Common/FragmentShaderGenerator.cpp \
$(SRC)/GPU/Common/FramebufferManagerCommon.cpp \ $(SRC)/GPU/Common/FramebufferManagerCommon.cpp \

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@ -315,6 +315,7 @@ SOURCES_C +=\
$(COMMONDIR)/GPU/OpenGL/gl3stub.c $(COMMONDIR)/GPU/OpenGL/gl3stub.c
SOURCES_CXX += \ SOURCES_CXX += \
$(GPUCOMMONDIR)/Draw2D.cpp \
$(GPUCOMMONDIR)/VertexDecoderCommon.cpp \ $(GPUCOMMONDIR)/VertexDecoderCommon.cpp \
$(GPUCOMMONDIR)/GPUStateUtils.cpp \ $(GPUCOMMONDIR)/GPUStateUtils.cpp \
$(GPUCOMMONDIR)/DrawEngineCommon.cpp \ $(GPUCOMMONDIR)/DrawEngineCommon.cpp \