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Draw2D
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4e4ccbd819
commit
59b3df0643
@ -1529,6 +1529,8 @@ endif()
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set(GPU_SOURCES
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${GPU_IMPLS}
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${GPU_NEON}
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GPU/Common/Draw2D.cpp
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GPU/Common/Draw2D.h
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GPU/Common/DepalettizeShaderCommon.cpp
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GPU/Common/DepalettizeShaderCommon.h
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GPU/Common/FragmentShaderGenerator.cpp
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123
GPU/Common/Draw2D.cpp
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123
GPU/Common/Draw2D.cpp
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@ -0,0 +1,123 @@
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// Copyright (c) 2014- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Common/GPU/Shader.h"
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#include "Common/GPU/ShaderWriter.h"
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#include "Common/GPU/thin3d.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/Reporting.h"
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#include "GPU/Common/Draw2D.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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static const InputDef inputs[2] = {
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{ "vec2", "a_position", "POSITION" },
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{ "vec2", "a_texcoord", "TEXCOORD0" },
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};
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static const VaryingDef varyings[1] = {
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{ "vec2", "v_texcoord", "TEXCOORD0", 0, "highp" },
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};
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void GenerateDraw2DFs(char *buffer, const ShaderLanguageDesc &lang, const Draw::Bugs &bugs) {
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ShaderWriter writer(buffer, lang, ShaderStage::Fragment, nullptr, 0);
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writer.DeclareSampler2D("samp", 0);
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writer.DeclareTexture2D("tex", 0);
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writer.BeginFSMain(Slice<UniformDef>::empty(), varyings);
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writer.C(" vec4 outColor = ").SampleTexture2D("tex", "samp", "v_texcoord.xy").C(";\n");
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writer.EndFSMain("outColor");
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}
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void GenerateDraw2DVS(char *buffer, const ShaderLanguageDesc &lang) {
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ShaderWriter writer(buffer, lang, ShaderStage::Vertex, nullptr, 0);
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writer.BeginVSMain(inputs, Slice<UniformDef>::empty(), varyings);
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writer.C(" v_texcoord = a_texcoord;\n"); // yes, this should be right. Should be 2.0 in the far corners.
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writer.C(" gl_Position = a_position;\n");
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writer.F(" gl_Position.y *= %s1.0;\n", lang.viewportYSign);
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writer.EndVSMain(varyings);
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}
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// verts have positions in clip coordinates.
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void FramebufferManagerCommon::Draw2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, float viewportWidth, float viewportHeight) {
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using namespace Draw;
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if (!draw2DPipelineLinear_) {
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const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
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char *fsCode = new char[4000];
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char *vsCode = new char[4000];
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GenerateDraw2DFs(fsCode, shaderLanguageDesc, draw_->GetBugs());
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GenerateDraw2DVS(vsCode, shaderLanguageDesc);
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draw2DFs_ = draw_->CreateShaderModule(ShaderStage::Fragment, shaderLanguageDesc.shaderLanguage, (const uint8_t *)fsCode, strlen(fsCode), "draw2d_fs");
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draw2DVs_ = draw_->CreateShaderModule(ShaderStage::Vertex, shaderLanguageDesc.shaderLanguage, (const uint8_t *)vsCode, strlen(vsCode), "draw2d_vs");
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_assert_(stencilUploadFs_ && stencilUploadVs_);
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InputLayoutDesc desc = {
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{
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{ 16, false },
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},
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{
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{ 0, SEM_POSITION, DataFormat::R32G32_FLOAT, 0 },
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{ 16, SEM_TEXCOORD0, DataFormat::R32G32_FLOAT, 8 },
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},
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};
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InputLayout *inputLayout = draw_->CreateInputLayout(desc);
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BlendState *blendOff = draw_->CreateBlendState({ false, 0xF });
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DepthStencilStateDesc dsDesc{};
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DepthStencilState *noDepthStencil = draw_->CreateDepthStencilState(dsDesc);
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RasterState *rasterNoCull = draw_->CreateRasterState({});
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PipelineDesc stencilWriteDesc{
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Primitive::TRIANGLE_STRIP,
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{ draw2DVs_, draw2DFs_ },
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inputLayout, noDepthStencil, blendOff, rasterNoCull, nullptr,
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};
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draw2DPipelineLinear_ = draw_->CreateGraphicsPipeline(stencilWriteDesc);
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_assert_(draw2DPipelineLinear_);
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delete[] fsCode;
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delete[] vsCode;
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rasterNoCull->Release();
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blendOff->Release();
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noDepthStencil->Release();
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inputLayout->Release();
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SamplerStateDesc descLinear{};
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descLinear.magFilter = TextureFilter::LINEAR;
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descLinear.minFilter = TextureFilter::LINEAR;
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descLinear.mipFilter = TextureFilter::LINEAR;
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descLinear.wrapU = TextureAddressMode::CLAMP_TO_EDGE;
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descLinear.wrapV = TextureAddressMode::CLAMP_TO_EDGE;
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draw2DSamplerLinear_= draw_->CreateSamplerState(descLinear);
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}
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draw_->BindPipeline(draw2DPipelineLinear_);
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draw_->BindTextures(TEX_SLOT_PSP_TEXTURE, 1, &tex);
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draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, &draw2DSamplerLinear_);
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draw_->DrawUP(verts, vertexCount);
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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);
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}
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9
GPU/Common/Draw2D.h
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9
GPU/Common/Draw2D.h
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@ -0,0 +1,9 @@
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#pragma once
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// For framebuffer copies and similar things that just require passthrough.
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struct Draw2DVertex {
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float x;
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float y;
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float u;
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float v;
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};
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@ -2492,6 +2492,10 @@ void FramebufferManagerCommon::DeviceLost() {
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DoRelease(stencilUploadVs_);
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DoRelease(stencilUploadSampler_);
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DoRelease(stencilUploadPipeline_);
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DoRelease(draw2DPipelineLinear_);
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DoRelease(draw2DSamplerLinear_);
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DoRelease(draw2DVs_);
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DoRelease(draw2DFs_);
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presentation_->DeviceLost();
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draw_ = nullptr;
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}
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@ -29,11 +29,11 @@
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#include "Common/CommonTypes.h"
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#include "Common/Log.h"
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#include "Core/MemMap.h"
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#include "Common/GPU/thin3d.h"
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#include "GPU/GPU.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUInterface.h"
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#include "Common/GPU/thin3d.h"
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#include "GPU/Common/Draw2D.h"
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enum {
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FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
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@ -357,6 +357,8 @@ protected:
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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;
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virtual void Bind2DShader() = 0;
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void Draw2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, float viewportWidth, float viewportHeight);
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bool UpdateSize();
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void FlushBeforeCopy();
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@ -473,4 +475,10 @@ protected:
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Draw::ShaderModule *stencilUploadVs_ = nullptr;
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Draw::ShaderModule *stencilUploadFs_ = nullptr;
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Draw::SamplerState *stencilUploadSampler_ = nullptr;
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// Draw2D pipelines
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Draw::Pipeline *draw2DPipelineLinear_ = nullptr;
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Draw::SamplerState *draw2DSamplerLinear_ = nullptr;
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Draw::ShaderModule *draw2DVs_ = nullptr;
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Draw::ShaderModule *draw2DFs_ = nullptr;
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};
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="..\ext\xbrz\xbrz.h" />
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<ClInclude Include="Common\Draw2D.h" />
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<ClInclude Include="Common\ReinterpretFramebuffer.h" />
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<ClInclude Include="Common\DepalettizeShaderCommon.h" />
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<ClInclude Include="Common\DrawEngineCommon.h" />
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@ -459,6 +460,7 @@
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\ext\xbrz\xbrz.cpp" />
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<ClCompile Include="Common\Draw2D.cpp" />
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<ClCompile Include="Common\ReinterpretFramebuffer.cpp" />
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<ClCompile Include="Common\DepalettizeShaderCommon.cpp" />
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<ClCompile Include="Common\DrawEngineCommon.cpp" />
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<ClInclude Include="Software\BinManager.h">
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<Filter>Software</Filter>
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</ClInclude>
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<ClInclude Include="Common\Draw2D.h">
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<Filter>Common</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Math3D.cpp">
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@ -518,6 +521,9 @@
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<ClCompile Include="Software\BinManager.cpp">
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<Filter>Software</Filter>
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</ClCompile>
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<ClCompile Include="Common\Draw2D.cpp">
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<Filter>Common</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="..\assets\shaders\tex_4xbrz.csh">
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$(SRC)/GPU/GPUState.cpp \
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$(SRC)/GPU/GeConstants.cpp \
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$(SRC)/GPU/GeDisasm.cpp \
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$(SRC)/GPU/Common/Draw2D.cpp \
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$(SRC)/GPU/Common/DepalettizeShaderCommon.cpp \
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$(SRC)/GPU/Common/FragmentShaderGenerator.cpp \
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$(SRC)/GPU/Common/FramebufferManagerCommon.cpp \
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$(COMMONDIR)/GPU/OpenGL/gl3stub.c
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SOURCES_CXX += \
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$(GPUCOMMONDIR)/Draw2D.cpp \
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$(GPUCOMMONDIR)/VertexDecoderCommon.cpp \
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$(GPUCOMMONDIR)/GPUStateUtils.cpp \
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$(GPUCOMMONDIR)/DrawEngineCommon.cpp \
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