ppsspp/GPU/Directx9/StencilBufferDX9.cpp
Unknown W. Brackets 0dc7688838 GPU: Cleanup some extra pointers in fb managers.
These weren't being used / weren't final anyway.
2021-11-14 14:13:48 -08:00

260 lines
7.8 KiB
C++

// 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 <d3d9.h>
#include "Common/GPU/D3D9/D3D9StateCache.h"
#include "Common/GPU/thin3d.h"
#include "Core/Reporting.h"
#include "GPU/Common/StencilCommon.h"
#include "GPU/Directx9/FramebufferManagerDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
namespace DX9 {
#define STR_HELPER(x) #x
#define STR(x) STR_HELPER(x)
static const char *stencil_ps = R"(
sampler tex: register(s0);
// TODO: Don't use fixed registers? Or don't overlap?
float4 u_stencilValue : register(c)" STR(CONST_PS_STENCILVALUE) R"();
struct PS_IN {
float2 v_texcoord0 : TEXCOORD0;
};
float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }
float4 main(PS_IN In) : COLOR {
float4 index = tex2D(tex, In.v_texcoord0);
float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue.x);
clip(fmod(floor(shifted), 2.0) - 0.99);
return index.aaaa;
}
)";
static const char *stencil_vs = R"(
struct VS_IN {
float4 a_position : POSITION;
float2 a_texcoord0 : TEXCOORD0;
};
struct VS_OUT {
float4 position : POSITION;
float2 v_texcoord0 : TEXCOORD0;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.position = In.a_position;
Out.v_texcoord0 = In.a_texcoord0;
return Out;
}
)";
bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, StencilUpload flags) {
addr &= 0x3FFFFFFF;
if (!MayIntersectFramebuffer(addr)) {
return false;
}
VirtualFramebuffer *dstBuffer = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
if (vfb->fb_address == addr) {
dstBuffer = vfb;
}
}
if (!dstBuffer) {
return false;
}
int values = 0;
u8 usedBits = 0;
const u8 *src = Memory::GetPointer(addr);
if (!src) {
return false;
}
switch (dstBuffer->format) {
case GE_FORMAT_565:
// Well, this doesn't make much sense.
return false;
case GE_FORMAT_5551:
usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 2;
break;
case GE_FORMAT_4444:
usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 16;
break;
case GE_FORMAT_8888:
usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 256;
break;
case GE_FORMAT_INVALID:
// Impossible.
break;
}
if (usedBits == 0) {
if (flags == StencilUpload::STENCIL_IS_ZERO) {
// Common when creating buffers, it's already 0. We're done.
return false;
}
// Let's not bother with the shader if it's just zero.
dxstate.scissorTest.disable();
dxstate.colorMask.set(false, false, false, true);
// TODO: Verify this clears only stencil/alpha.
device_->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, D3DCOLOR_RGBA(0, 0, 0, 0), 0.0f, 0);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
return true;
}
if (stencilUploadFailed_) {
return false;
}
// TODO: Helper with logging?
if (!stencilUploadPS_) {
std::string errorMessage;
bool success = CompilePixelShaderD3D9(device_, stencil_ps, &stencilUploadPS_, &errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", stencil_ps);
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), stencil_ps);
}
if (!success) {
if (stencilUploadPS_) {
stencilUploadPS_->Release();
}
stencilUploadPS_ = nullptr;
}
}
if (!stencilUploadVS_) {
std::string errorMessage;
bool success = CompileVertexShaderD3D9(device_, stencil_vs, &stencilUploadVS_, &errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", stencil_vs);
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), stencil_vs);
}
if (!success) {
if (stencilUploadVS_) {
stencilUploadVS_->Release();
}
stencilUploadVS_ = nullptr;
}
}
if (!stencilUploadPS_ || !stencilUploadVS_) {
stencilUploadFailed_ = true;
return false;
}
shaderManager_->DirtyLastShader();
dxstate.colorMask.set(false, false, false, true);
dxstate.stencilTest.enable();
dxstate.stencilOp.set(D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE);
u16 w = dstBuffer->renderWidth;
u16 h = dstBuffer->renderHeight;
if (dstBuffer->fbo) {
// Typically, STENCIL_IS_ZERO means it's already bound.
Draw::RPAction stencilAction = flags == StencilUpload::STENCIL_IS_ZERO ? Draw::RPAction::KEEP : Draw::RPAction::CLEAR;
draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, stencilAction }, "StencilUpload");
}
D3DVIEWPORT9 vp{ 0, 0, w, h, 0.0f, 1.0f };
device_->SetViewport(&vp);
float u1 = 1.0f;
float v1 = 1.0f;
Draw::Texture *tex = MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1);
if (!tex)
return false;
// TODO: Ideally, we should clear alpha to zero here (but not RGB.)
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0xFF, 0xFF);
float coord[20] = {
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, u1, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f, v1,
1.0f, -1.0f, 0.0f, u1, v1,
};
device_->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
device_->SetVertexDeclaration(pFramebufferVertexDecl);
device_->SetPixelShader(stencilUploadPS_);
device_->SetVertexShader(stencilUploadVS_);
draw_->BindTextures(0, 1, &tex);
shaderManager_->DirtyLastShader();
textureCache_->ForgetLastTexture();
for (int i = 1; i < values; i += i) {
if (!(usedBits & i)) {
// It's already zero, let's skip it.
continue;
}
if (dstBuffer->format == GE_FORMAT_4444) {
dxstate.stencilMask.set(i | (i << 4));
const float f[4] = {i * (16.0f / 255.0f)};
device_->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
} else if (dstBuffer->format == GE_FORMAT_5551) {
dxstate.stencilMask.set(0xFF);
const float f[4] = {i * (128.0f / 255.0f)};
device_->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
} else {
dxstate.stencilMask.set(i);
const float f[4] = {i * (1.0f / 255.0f)};
device_->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
}
HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coord, 5 * sizeof(float));
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "Failed to draw stencil bit %x: %08x", i, (uint32_t)hr);
}
}
tex->Release();
dxstate.stencilMask.set(0xFF);
dxstate.viewport.restore();
RebindFramebuffer("RebindFramebuffer stencil");
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
return true;
}
} // namespace DX9