mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
92a18eed01
This avoids retaining the framebuffer copy any longer than the current framebuffer target.
294 lines
10 KiB
C++
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;
|
|
}
|