// 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/. #pragma once #include #include #include #include "Common/CommonTypes.h" #include "Common/GPU/Shader.h" #include "Common/GPU/thin3d.h" #include "GPU/ge_constants.h" #include "GPU/Common/Draw2D.h" #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/DepalettizeShaderCommon.h" class DepalShader { public: Draw::ShaderModule *fragShader; Draw::Pipeline *pipeline; std::string code; }; class DepalTexture { public: Draw::Texture *texture; int lastFrame; }; // Caches both shaders and palette textures. class DepalShaderCache { public: DepalShaderCache(Draw::DrawContext *draw); ~DepalShaderCache(); // This also uploads the palette and binds the correct texture. DepalShader *GetDepalettizeShader(uint32_t clutMode, GEBufferFormat pixelFormat); Draw::Texture *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut); Draw::SamplerState *GetSampler(); void Clear(); void Decimate(); std::vector DebugGetShaderIDs(DebugShaderType type); std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType); void DeviceLost(); void DeviceRestore(Draw::DrawContext *draw); private: static uint32_t GenerateShaderID(uint32_t clutMode, GEBufferFormat pixelFormat) { return (clutMode & 0xFFFFFF) | (pixelFormat << 24); } static uint32_t GetClutID(GEPaletteFormat clutFormat, uint32_t clutHash) { // Simplistic. return clutHash ^ (uint32_t)clutFormat; } Draw::DrawContext *draw_; Draw::ShaderModule *vertexShader_ = nullptr; Draw::SamplerState *nearestSampler_ = nullptr; std::map cache_; std::map texCache_; }; // TODO: Merge with DepalShaderCache? class TextureShaderApplier { public: struct Pos { float x; float y; }; struct UV { float u; float v; }; TextureShaderApplier(Draw::DrawContext *draw, DepalShader *shader, float bufferW, float bufferH, int renderW, int renderH) : draw_(draw), shader_(shader), bufferW_(bufferW), bufferH_(bufferH), renderW_(renderW), renderH_(renderH) { static const Pos pos[4] = { {-1, -1 }, { 1, -1 }, {-1, 1 }, { 1, 1 }, }; memcpy(pos_, pos, sizeof(pos_)); static const UV uv[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 }, }; memcpy(uv_, uv, sizeof(uv_)); } void ApplyBounds(const KnownVertexBounds &bounds, u32 uoff, u32 voff) { // If min is not < max, then we don't have values (wasn't set during decode.) if (bounds.minV < bounds.maxV) { const float invWidth = 1.0f / bufferW_; const float invHeight = 1.0f / bufferH_; // Inverse of half = double. const float invHalfWidth = invWidth * 2.0f; const float invHalfHeight = invHeight * 2.0f; const int u1 = bounds.minU + uoff; const int v1 = bounds.minV + voff; const int u2 = bounds.maxU + uoff; const int v2 = bounds.maxV + voff; const float left = u1 * invHalfWidth - 1.0f; const float right = u2 * invHalfWidth - 1.0f; const float top = v1 * invHalfHeight - 1.0f; const float bottom = v2 * invHalfHeight - 1.0f; // Points are: BL, BR, TR, TL. pos_[0] = Pos{ left, bottom }; pos_[1] = Pos{ right, bottom }; pos_[2] = Pos{ left, top }; pos_[3] = Pos{ right, top }; // And also the UVs, same order. const float uvleft = u1 * invWidth; const float uvright = u2 * invWidth; const float uvtop = v1 * invHeight; const float uvbottom = v2 * invHeight; uv_[0] = UV{ uvleft, uvbottom }; uv_[1] = UV{ uvright, uvbottom }; uv_[2] = UV{ uvleft, uvtop }; uv_[3] = UV{ uvright, uvtop }; // We need to reapply the texture next time since we cropped UV. gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); } } void Use() { draw_->BindPipeline(shader_->pipeline); struct SimpleVertex { float pos[2]; float uv[2]; }; for (int i = 0; i < 4; i++) { memcpy(&verts_[i].x, &pos_[i], sizeof(Pos)); memcpy(&verts_[i].u, &uv_[i], sizeof(UV)); } } void Shade() { Draw::Viewport vp{ 0.0f, 0.0f, (float)renderW_, (float)renderH_, 0.0f, 1.0f }; draw_->SetViewports(1, &vp); draw_->SetScissorRect(0, 0, renderW_, renderH_); draw_->DrawUP((const uint8_t *)verts_, 4); } protected: Draw::DrawContext *draw_; DepalShader *shader_; Pos pos_[4]; UV uv_[4]; Draw2DVertex verts_[4]; float bufferW_; float bufferH_; int renderW_; int renderH_; };