ppsspp/GPU/Common/DepthBufferCommon.cpp
Unknown W. Brackets 92a18eed01 GPU: Discard framebuffer copy when clearing.
This avoids retaining the framebuffer copy any longer than the current
framebuffer target.
2023-03-01 22:11:20 -08:00

294 lines
10 KiB
C++

// Copyright (c) 2012- 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 <algorithm>
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/LogReporting.h"
#include "Core/ConfigValues.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "Common/GPU/ShaderWriter.h"
static const InputDef vs_inputs[] = {
{ "vec2", "a_position", Draw::SEM_POSITION },
};
struct DepthUB {
float u_depthFactor[4];
float u_depthShift[4];
float u_depthTo8[4];
};
const UniformDef depthUniforms[] = {
{ "vec4", "u_depthFactor", 0 },
{ "vec4", "u_depthShift", 1},
{ "vec4", "u_depthTo8", 2},
};
const UniformBufferDesc depthUBDesc{ sizeof(DepthUB), {
{ "u_depthFactor", -1, -1, UniformType::FLOAT4, 0 },
{ "u_depthShift", -1, -1, UniformType::FLOAT4, 16 },
{ "u_depthTo8", -1, -1, UniformType::FLOAT4, 32 },
} };
static const SamplerDef samplers[] = {
{ 0, "tex" },
};
static const VaryingDef varyings[] = {
{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
};
void GenerateDepthDownloadFs(ShaderWriter &writer) {
writer.DeclareSamplers(samplers);
writer.BeginFSMain(depthUniforms, varyings);
writer.C(" float depth = ").SampleTexture2D("tex", "v_texcoord").C(".r; \n");
// At this point, clamped maps [0, 1] to [0, 65535].
writer.C(" float clamped = clamp((depth - u_depthFactor.x) * u_depthFactor.y, 0.0, 1.0);\n");
writer.C(" vec4 enc = u_depthShift * clamped;\n");
writer.C(" enc = floor(mod(enc, 256.0)) * u_depthTo8;\n");
writer.C(" vec4 outColor = enc.yzww;\n"); // Let's ignore the bits outside 16 bit precision.
writer.EndFSMain("outColor");
}
void GenerateDepthDownloadVs(ShaderWriter &writer) {
writer.BeginVSMain(vs_inputs, Slice<UniformDef>::empty(), varyings);
writer.C("v_texcoord = a_position * 2.0;\n");
writer.C("gl_Position = vec4(v_texcoord * 2.0 - vec2(1.0, 1.0), 0.0, 1.0);");
writer.EndVSMain(varyings);
}
static const char *stencil_dl_fs = R"(
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#if __VERSION__ >= 130
#define varying in
#define texture2D texture
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec2 v_texcoord;
lowp uniform usampler2D tex;
void main() {
uint stencil = texture2D(tex, v_texcoord).r;
float scaled = float(stencil) / 255.0;
gl_FragColor = vec4(scaled, scaled, scaled, scaled);
}
)";
static const char *stencil_vs = R"(
#ifdef GL_ES
precision highp float;
#endif
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec2 a_position;
varying vec2 v_texcoord;
void main() {
v_texcoord = a_position * 2.0;
gl_Position = vec4(v_texcoord * 2.0 - vec2(1.0, 1.0), 0.0, 1.0);
}
)";
static bool SupportsDepthTexturing() {
if (gl_extensions.IsGLES) {
return gl_extensions.OES_packed_depth_stencil && (gl_extensions.OES_depth_texture || gl_extensions.GLES3);
}
return gl_extensions.ARB_texture_float;
}
Draw::Pipeline *CreateReadbackPipeline(Draw::DrawContext *draw, const char *tag, const UniformBufferDesc *ubDesc, const char *fs, const char *fsTag, const char *vs, const char *vsTag) {
using namespace Draw;
const ShaderLanguageDesc &shaderLanguageDesc = draw->GetShaderLanguageDesc();
ShaderModule *readbackFs = draw->CreateShaderModule(ShaderStage::Fragment, shaderLanguageDesc.shaderLanguage, (const uint8_t *)fs, strlen(fs), fsTag);
ShaderModule *readbackVs = draw->CreateShaderModule(ShaderStage::Vertex, shaderLanguageDesc.shaderLanguage, (const uint8_t *)vs, strlen(vs), vsTag);
_assert_(readbackFs && readbackVs);
InputLayoutDesc desc = {
{
{ 8, false },
},
{
{ 0, SEM_POSITION, DataFormat::R32G32_FLOAT, 0 },
},
};
InputLayout *inputLayout = draw->CreateInputLayout(desc);
BlendState *blendOff = draw->CreateBlendState({ false, 0xF });
DepthStencilState *stencilIgnore = draw->CreateDepthStencilState({});
RasterState *rasterNoCull = draw->CreateRasterState({});
PipelineDesc readbackDesc{
Primitive::TRIANGLE_LIST,
{ readbackVs, readbackFs },
inputLayout, stencilIgnore, blendOff, rasterNoCull, ubDesc,
};
Draw::Pipeline *pipeline = draw->CreateGraphicsPipeline(readbackDesc, tag);
_assert_(pipeline);
rasterNoCull->Release();
blendOff->Release();
stencilIgnore->Release();
inputLayout->Release();
readbackFs->Release();
readbackVs->Release();
return pipeline;
}
bool FramebufferManagerCommon::ReadbackDepthbuffer(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride, int destW, int destH, Draw::ReadbackMode mode) {
using namespace Draw;
if (!fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "ReadbackDepthbufferSync: bad fbo");
return false;
}
// Old desktop GL can download depth, but not upload.
if (gl_extensions.IsGLES && !SupportsDepthTexturing()) {
return false;
}
// Pixel size always 4 here because we always request float or RGBA.
const u32 bufSize = destW * destH * 4;
if (!convBuf_ || convBufSize_ < bufSize) {
delete[] convBuf_;
convBuf_ = new u8[bufSize];
convBufSize_ = bufSize;
}
float scaleX = (float)destW / w;
float scaleY = (float)destH / h;
bool useColorPath = gl_extensions.IsGLES || scaleX != 1.0f || scaleY != 1.0f;
bool format16Bit = false;
if (useColorPath) {
if (!depthReadbackPipeline_) {
const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
char depth_dl_fs[1024];
char depth_dl_vs[1024];
ShaderWriter fsWriter(depth_dl_fs, shaderLanguageDesc, ShaderStage::Fragment);
ShaderWriter vsWriter(depth_dl_vs, shaderLanguageDesc, ShaderStage::Vertex);
GenerateDepthDownloadFs(fsWriter);
GenerateDepthDownloadVs(vsWriter);
depthReadbackPipeline_ = CreateReadbackPipeline(draw_, "depth_dl", &depthUBDesc, depth_dl_fs, "depth_dl_fs", depth_dl_vs, "depth_dl_vs");
depthReadbackSampler_ = draw_->CreateSamplerState({});
}
shaderManager_->DirtyLastShader();
auto *blitFBO = GetTempFBO(TempFBO::Z_COPY, fbo->Width() * scaleX, fbo->Height() * scaleY);
draw_->BindFramebufferAsRenderTarget(blitFBO, { RPAction::DONT_CARE, RPAction::DONT_CARE, RPAction::DONT_CARE }, "ReadbackDepthbufferSync");
Draw::Viewport viewport = { 0.0f, 0.0f, (float)destW, (float)destH, 0.0f, 1.0f };
draw_->SetViewport(viewport);
draw_->SetScissorRect(0, 0, fbo->Width() * scaleX, fbo->Height() * scaleY);
draw_->BindFramebufferAsTexture(fbo, TEX_SLOT_PSP_TEXTURE, FB_DEPTH_BIT, 0);
draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, &depthReadbackSampler_);
// We must bind the program after starting the render pass.
draw_->BindPipeline(depthReadbackPipeline_);
DepthUB ub{};
// Setting this to 0.95f eliminates flickering lights with delayed readback in Syphon Filter.
// That's pretty ugly though! But we'll need to do that if we're gonna enable delayed readback in those games.
const float fudgeFactor = 1.0f;
DepthScaleFactors depthScale = GetDepthScaleFactors(gstate_c.UseFlags());
ub.u_depthFactor[0] = depthScale.Offset();
ub.u_depthFactor[1] = depthScale.Scale();
// These are for packing a float in u8x4 colors. We should support more suitable readback formats on APIs that can do it.
static constexpr float shifts[] = { 16777215.0f, 16777215.0f / 256.0f, 16777215.0f / 65536.0f, 16777215.0f / 16777216.0f };
memcpy(ub.u_depthShift, shifts, sizeof(shifts));
static constexpr float to8[] = { 1.0f / 255.0f, 1.0f / 255.0f, 1.0f / 255.0f, 1.0f / 255.0f };
memcpy(ub.u_depthTo8, to8, sizeof(to8));
draw_->UpdateDynamicUniformBuffer(&ub, sizeof(ub));
// Fullscreen triangle coordinates.
static const float positions[6] = {
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
};
draw_->DrawUP(positions, 3);
draw_->CopyFramebufferToMemory(blitFBO, FB_COLOR_BIT,
x * scaleX, y * scaleY, w * scaleX, h * scaleY,
DataFormat::R8G8B8A8_UNORM, convBuf_, destW, mode, "ReadbackDepthbufferSync");
textureCache_->ForgetLastTexture();
// TODO: Use 4444 (or better, R16_UNORM) so we can copy lines directly (instead of 32 -> 16 on CPU)?
format16Bit = true;
} else {
draw_->CopyFramebufferToMemory(fbo, FB_DEPTH_BIT, x, y, w, h, DataFormat::D32F, convBuf_, w, mode, "ReadbackDepthbufferSync");
format16Bit = false;
}
// TODO: Move this conversion into the backends.
if (format16Bit) {
// In this case, we used the shader to apply depth scale factors.
// This can be SSE'd or NEON'd very efficiently, though ideally we would avoid this conversion by using R16_UNORM for readback.
uint16_t *dest = pixels;
const u32_le *packed32 = (u32_le *)convBuf_;
for (int yp = 0; yp < destH; ++yp) {
for (int xp = 0; xp < destW; ++xp) {
dest[xp] = packed32[xp] & 0xFFFF;
}
dest += pixelsStride;
packed32 += destW;
}
} else {
// TODO: Apply this in the shader? May have precision issues if it becomes important to match.
// We downloaded float values directly in this case.
uint16_t *dest = pixels;
const float *packedf = (float *)convBuf_;
DepthScaleFactors depthScale = GetDepthScaleFactors(gstate_c.UseFlags());
for (int yp = 0; yp < destH; ++yp) {
for (int xp = 0; xp < destW; ++xp) {
float scaled = depthScale.DecodeToU16(packedf[xp]);
if (scaled <= 0.0f) {
dest[xp] = 0;
} else if (scaled >= 65535.0f) {
dest[xp] = 65535;
} else {
dest[xp] = (int)scaled;
}
}
dest += pixelsStride;
packedf += destW;
}
}
gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
return true;
}