mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 14:00:03 +00:00
691 lines
22 KiB
C++
691 lines
22 KiB
C++
#include <cassert>
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#include <cstring>
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#include <cstdint>
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/Log.h"
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#include "Common/System/Display.h"
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namespace Draw {
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size_t DataFormatSizeInBytes(DataFormat fmt) {
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switch (fmt) {
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case DataFormat::R8_UNORM: return 1;
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case DataFormat::R8G8_UNORM: return 2;
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case DataFormat::R8G8B8_UNORM: return 3;
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case DataFormat::R4G4_UNORM_PACK8: return 1;
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case DataFormat::R4G4B4A4_UNORM_PACK16: return 2;
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case DataFormat::B4G4R4A4_UNORM_PACK16: return 2;
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case DataFormat::A4R4G4B4_UNORM_PACK16: return 2;
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case DataFormat::R5G5B5A1_UNORM_PACK16: return 2;
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case DataFormat::B5G5R5A1_UNORM_PACK16: return 2;
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case DataFormat::R5G6B5_UNORM_PACK16: return 2;
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case DataFormat::B5G6R5_UNORM_PACK16: return 2;
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case DataFormat::A1R5G5B5_UNORM_PACK16: return 2;
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case DataFormat::R8G8B8A8_UNORM:
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case DataFormat::R8G8B8A8_UNORM_SRGB: return 4;
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case DataFormat::B8G8R8A8_UNORM:
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case DataFormat::B8G8R8A8_UNORM_SRGB: return 4;
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case DataFormat::R8G8B8A8_SNORM: return 4;
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case DataFormat::R8G8B8A8_UINT: return 4;
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case DataFormat::R8G8B8A8_SINT: return 4;
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case DataFormat::R16_UNORM: return 2;
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case DataFormat::R16_FLOAT: return 2;
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case DataFormat::R16G16_FLOAT: return 4;
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case DataFormat::R16G16B16A16_FLOAT: return 8;
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case DataFormat::R32_FLOAT: return 4;
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case DataFormat::R32G32_FLOAT: return 8;
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case DataFormat::R32G32B32_FLOAT: return 12;
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case DataFormat::R32G32B32A32_FLOAT: return 16;
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case DataFormat::S8: return 1;
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case DataFormat::D16: return 2;
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case DataFormat::D24_S8: return 4;
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case DataFormat::D32F: return 4;
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// Or maybe 8...
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case DataFormat::D32F_S8: return 5;
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default:
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return 0;
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}
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}
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bool DataFormatIsDepthStencil(DataFormat fmt) {
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switch (fmt) {
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case DataFormat::D16:
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case DataFormat::D24_S8:
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case DataFormat::S8:
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case DataFormat::D32F:
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case DataFormat::D32F_S8:
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return true;
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default:
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return false;
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}
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}
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RefCountedObject::~RefCountedObject() {
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_dbg_assert_(refcount_ == 0xDEDEDE);
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}
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bool RefCountedObject::Release() {
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if (refcount_ > 0 && refcount_ < 10000) {
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if (--refcount_ == 0) {
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// Make it very obvious if we try to free this again.
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refcount_ = 0xDEDEDE;
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delete this;
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return true;
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}
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} else {
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_dbg_assert_msg_(false, "Refcount (%d) invalid for object %p - corrupt?", refcount_.load(), this);
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}
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return false;
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}
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bool RefCountedObject::ReleaseAssertLast() {
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bool released = Release();
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_dbg_assert_msg_(released, "RefCountedObject: Expected to be the last reference, but isn't!");
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return released;
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}
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// ================================== PIXEL/FRAGMENT SHADERS
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// The Vulkan ones can be re-used with modern GL later if desired, as they're just GLSL.
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static const std::vector<ShaderSource> fsTexCol = {
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{ShaderLanguage::GLSL_1xx,
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"#ifdef GL_ES\n"
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"precision lowp float;\n"
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"#endif\n"
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"#if __VERSION__ >= 130\n"
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"#define varying in\n"
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"#define texture2D texture\n"
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"#define gl_FragColor fragColor0\n"
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"out vec4 fragColor0;\n"
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"#endif\n"
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"varying vec4 oColor0;\n"
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"varying vec2 oTexCoord0;\n"
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"uniform sampler2D Sampler0;\n"
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"void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0) * oColor0; }\n"
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},
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{ShaderLanguage::HLSL_D3D9,
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"struct PS_INPUT { float4 color : COLOR0; float2 uv : TEXCOORD0; };\n"
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"sampler2D Sampler0 : register(s0);\n"
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"float4 main(PS_INPUT input) : COLOR0 {\n"
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" return input.color * tex2D(Sampler0, input.uv);\n"
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"}\n"
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},
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{ShaderLanguage::HLSL_D3D11,
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"struct PS_INPUT { float4 color : COLOR0; float2 uv : TEXCOORD0; };\n"
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"SamplerState samp : register(s0);\n"
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"Texture2D<float4> tex : register(t0);\n"
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"float4 main(PS_INPUT input) : SV_Target {\n"
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" float4 col = input.color * tex.Sample(samp, input.uv);\n"
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" return col;\n"
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"}\n"
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},
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{ShaderLanguage::GLSL_VULKAN,
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"#version 140\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(location = 0) in vec4 oColor0;\n"
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"layout(location = 1) in vec2 oTexCoord0;\n"
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"layout(location = 0) out vec4 fragColor0;\n"
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"layout(set = 0, binding = 1) uniform sampler2D Sampler0;\n"
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"void main() { fragColor0 = texture(Sampler0, oTexCoord0) * oColor0; }\n"
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}
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};
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static const std::vector<ShaderSource> fsTexColRBSwizzle = {
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{GLSL_1xx,
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"#ifdef GL_ES\n"
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"precision lowp float;\n"
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"#endif\n"
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"#if __VERSION__ >= 130\n"
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"#define varying in\n"
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"#define texture2D texture\n"
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"#define gl_FragColor fragColor0\n"
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"out vec4 fragColor0;\n"
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"#endif\n"
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"varying vec4 oColor0;\n"
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"varying vec2 oTexCoord0;\n"
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"uniform sampler2D Sampler0;\n"
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"void main() { gl_FragColor = texture2D(Sampler0, oTexCoord0).zyxw * oColor0; }\n"
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},
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{ShaderLanguage::HLSL_D3D9,
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"struct PS_INPUT { float4 color : COLOR0; float2 uv : TEXCOORD0; };\n"
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"sampler2D Sampler0 : register(s0);\n"
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"float4 main(PS_INPUT input) : COLOR0 {\n"
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" return input.color * tex2D(Sampler0, input.uv).zyxw;\n"
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"}\n"
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},
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{ShaderLanguage::HLSL_D3D11,
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"struct PS_INPUT { float4 color : COLOR0; float2 uv : TEXCOORD0; };\n"
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"SamplerState samp : register(s0);\n"
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"Texture2D<float4> tex : register(t0);\n"
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"float4 main(PS_INPUT input) : SV_Target {\n"
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" float4 col = input.color * tex.Sample(samp, input.uv).bgra;\n"
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" return col;\n"
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"}\n"
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},
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{ShaderLanguage::GLSL_VULKAN,
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"#version 140\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(location = 0) in vec4 oColor0;\n"
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"layout(location = 1) in vec2 oTexCoord0;\n"
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"layout(location = 0) out vec4 fragColor0\n;"
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"layout(set = 0, binding = 1) uniform sampler2D Sampler0;\n"
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"void main() { fragColor0 = texture(Sampler0, oTexCoord0).bgra * oColor0; }\n"
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}
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};
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static const std::vector<ShaderSource> fsCol = {
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{ GLSL_1xx,
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"#ifdef GL_ES\n"
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"precision lowp float;\n"
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"#endif\n"
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"#if __VERSION__ >= 130\n"
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"#define varying in\n"
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"#define gl_FragColor fragColor0\n"
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"out vec4 fragColor0;\n"
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"#endif\n"
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"varying vec4 oColor0;\n"
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"void main() { gl_FragColor = oColor0; }\n"
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},
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{ ShaderLanguage::HLSL_D3D9,
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"struct PS_INPUT { float4 color : COLOR0; };\n"
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"float4 main(PS_INPUT input) : COLOR0 {\n"
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" return input.color;\n"
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"}\n"
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},
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{ ShaderLanguage::HLSL_D3D11,
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"struct PS_INPUT { float4 color : COLOR0; };\n"
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"float4 main(PS_INPUT input) : SV_Target {\n"
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" return input.color;\n"
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"}\n"
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},
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{ ShaderLanguage::GLSL_VULKAN,
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"#version 140\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(location = 0) in vec4 oColor0;\n"
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"layout(location = 0) out vec4 fragColor0;\n"
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"void main() { fragColor0 = oColor0; }\n"
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}
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};
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// ================================== VERTEX SHADERS
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static const std::vector<ShaderSource> vsCol = {
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{ GLSL_1xx,
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"#if __VERSION__ >= 130\n"
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"#define attribute in\n"
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"#define varying out\n"
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"#endif\n"
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"attribute vec3 Position;\n"
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"attribute vec4 Color0;\n"
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"varying vec4 oColor0;\n"
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"uniform mat4 WorldViewProj;\n"
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"uniform vec2 TintSaturation;\n"
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"void main() {\n"
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" gl_Position = WorldViewProj * vec4(Position, 1.0);\n"
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" oColor0 = Color0;\n"
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"}"
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},
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{ ShaderLanguage::HLSL_D3D9,
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"struct VS_INPUT { float3 Position : POSITION; float4 Color0 : COLOR0; };\n"
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"struct VS_OUTPUT { float4 Position : POSITION; float4 Color0 : COLOR0; };\n"
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"float4x4 WorldViewProj : register(c0);\n"
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"float2 TintSaturation : register(c4);\n"
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"VS_OUTPUT main(VS_INPUT input) {\n"
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" VS_OUTPUT output;\n"
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" output.Position = mul(float4(input.Position, 1.0), WorldViewProj);\n"
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" output.Color0 = input.Color0;\n"
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" return output;\n"
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"}\n"
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},
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{ ShaderLanguage::HLSL_D3D11,
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"struct VS_INPUT { float3 Position : POSITION; float4 Color0 : COLOR0; };\n"
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"struct VS_OUTPUT { float4 Color0 : COLOR0; float4 Position : SV_Position; };\n"
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"cbuffer ConstantBuffer : register(b0) {\n"
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" matrix WorldViewProj;\n"
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" float2 TintSaturation;\n"
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"};\n"
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"VS_OUTPUT main(VS_INPUT input) {\n"
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" VS_OUTPUT output;\n"
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" output.Position = mul(WorldViewProj, float4(input.Position, 1.0));\n"
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" output.Color0 = input.Color0;\n"
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" return output;\n"
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"}\n"
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},
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{ ShaderLanguage::GLSL_VULKAN,
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R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (std140, set = 0, binding = 0) uniform bufferVals {
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mat4 WorldViewProj;
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vec2 TintSaturation;
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} myBufferVals;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec4 inColor;
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layout (location = 0) out vec4 outColor;
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out gl_PerVertex { vec4 gl_Position; };
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void main() {
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outColor = inColor;
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gl_Position = myBufferVals.WorldViewProj * pos;
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}
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)"
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}
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};
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const UniformBufferDesc vsColBufDesc { sizeof(VsColUB), {
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{ "WorldViewProj", 0, -1, UniformType::MATRIX4X4, 0 },
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{ "TintSaturation", 4, -1, UniformType::FLOAT2, 64 },
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} };
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static const std::vector<ShaderSource> vsTexColNoTint = { {
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GLSL_1xx,
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R"(
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#if __VERSION__ >= 130
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#define attribute in
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#define varying out
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#endif
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attribute vec3 Position;
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attribute vec4 Color0;
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attribute vec2 TexCoord0;
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varying vec4 oColor0;
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varying vec2 oTexCoord0;
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uniform mat4 WorldViewProj;
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uniform vec2 TintSaturation;
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void main() {
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gl_Position = WorldViewProj * vec4(Position, 1.0);
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oColor0 = Color0;
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oTexCoord0 = TexCoord0;
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})"
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} };
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static const std::vector<ShaderSource> vsTexCol = {
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{ GLSL_1xx,
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R"(
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#if __VERSION__ >= 130
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#define attribute in
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#define varying out
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#endif
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attribute vec3 Position;
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attribute vec4 Color0;
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attribute vec2 TexCoord0;
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varying vec4 oColor0;
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varying vec2 oTexCoord0;
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uniform mat4 WorldViewProj;
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uniform vec2 TintSaturation;
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vec3 rgb2hsv(vec3 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main() {
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gl_Position = WorldViewProj * vec4(Position, 1.0);
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vec3 hsv = rgb2hsv(Color0.xyz);
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hsv.x += TintSaturation.x;
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hsv.y *= TintSaturation.y;
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oColor0 = vec4(hsv2rgb(hsv), Color0.w);
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oTexCoord0 = TexCoord0;
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})",
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},
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{ ShaderLanguage::HLSL_D3D9,
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R"(
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struct VS_INPUT { float3 Position : POSITION; float2 Texcoord0 : TEXCOORD0; float4 Color0 : COLOR0; };
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struct VS_OUTPUT { float4 Position : POSITION; float2 Texcoord0 : TEXCOORD0; float4 Color0 : COLOR0; };
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float4x4 WorldViewProj : register(c0);
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float2 TintSaturation : register(c4);
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float3 rgb2hsv(float3 c) {
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
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float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float3 hsv2rgb(float3 c) {
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
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}
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VS_OUTPUT main(VS_INPUT input) {
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VS_OUTPUT output;
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float3 hsv = rgb2hsv(input.Color0.xyz);
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hsv.x += TintSaturation.x;
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hsv.y *= TintSaturation.y;
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output.Color0 = float4(hsv2rgb(hsv), input.Color0.w);
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output.Position = mul(float4(input.Position, 1.0), WorldViewProj);
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output.Texcoord0 = input.Texcoord0;
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return output;
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}
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)"
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},
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{ ShaderLanguage::HLSL_D3D11,
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R"(
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struct VS_INPUT { float3 Position : POSITION; float2 Texcoord0 : TEXCOORD0; float4 Color0 : COLOR0; };
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struct VS_OUTPUT { float4 Color0 : COLOR0; float2 Texcoord0 : TEXCOORD0; float4 Position : SV_Position; };
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cbuffer ConstantBuffer : register(b0) {
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matrix WorldViewProj;
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float2 TintSaturation;
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};
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float3 rgb2hsv(float3 c) {
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
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float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float3 hsv2rgb(float3 c) {
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
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}
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VS_OUTPUT main(VS_INPUT input) {
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VS_OUTPUT output;
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float3 hsv = rgb2hsv(input.Color0.xyz);
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hsv.x += TintSaturation.x;
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hsv.y *= TintSaturation.y;
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output.Color0 = float4(hsv2rgb(hsv), input.Color0.w);
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output.Position = mul(WorldViewProj, float4(input.Position, 1.0));
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output.Texcoord0 = input.Texcoord0;
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return output;
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}
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)"
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},
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{ ShaderLanguage::GLSL_VULKAN,
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R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (std140, set = 0, binding = 0) uniform bufferVals {
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mat4 WorldViewProj;
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vec2 TintSaturation;
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} myBufferVals;
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vec3 rgb2hsv(vec3 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec4 inColor;
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layout (location = 3) in vec2 inTexCoord;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec2 outTexCoord;
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out gl_PerVertex { vec4 gl_Position; };
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void main() {
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vec3 hsv = rgb2hsv(inColor.xyz);
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hsv.x += myBufferVals.TintSaturation.x;
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hsv.y *= myBufferVals.TintSaturation.y;
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outColor = vec4(hsv2rgb(hsv), inColor.w);
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outTexCoord = inTexCoord;
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gl_Position = myBufferVals.WorldViewProj * pos;
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}
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)"
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} };
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static_assert(SEM_TEXCOORD0 == 3, "Semantic shader hardcoded in glsl above.");
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const UniformBufferDesc vsTexColBufDesc{ sizeof(VsTexColUB),{
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{ "WorldViewProj", 0, -1, UniformType::MATRIX4X4, 0 },
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{ "TintSaturation", 4, -1, UniformType::FLOAT2, 64 },
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} };
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ShaderModule *CreateShader(DrawContext *draw, ShaderStage stage, const std::vector<ShaderSource> &sources) {
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uint32_t supported = draw->GetSupportedShaderLanguages();
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for (auto iter : sources) {
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if ((uint32_t)iter.lang & supported) {
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return draw->CreateShaderModule(stage, iter.lang, (const uint8_t *)iter.src, strlen(iter.src));
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}
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}
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return nullptr;
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}
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bool DrawContext::CreatePresets() {
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if (bugs_.Has(Bugs::RASPBERRY_SHADER_COMP_HANG)) {
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vsPresets_[VS_TEXTURE_COLOR_2D] = CreateShader(this, ShaderStage::Vertex, vsTexColNoTint);
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} else {
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vsPresets_[VS_TEXTURE_COLOR_2D] = CreateShader(this, ShaderStage::Vertex, vsTexCol);
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}
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vsPresets_[VS_COLOR_2D] = CreateShader(this, ShaderStage::Vertex, vsCol);
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fsPresets_[FS_TEXTURE_COLOR_2D] = CreateShader(this, ShaderStage::Fragment, fsTexCol);
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fsPresets_[FS_COLOR_2D] = CreateShader(this, ShaderStage::Fragment, fsCol);
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fsPresets_[FS_TEXTURE_COLOR_2D_RB_SWIZZLE] = CreateShader(this, ShaderStage::Fragment, fsTexColRBSwizzle);
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return vsPresets_[VS_TEXTURE_COLOR_2D] && vsPresets_[VS_COLOR_2D] && fsPresets_[FS_TEXTURE_COLOR_2D] && fsPresets_[FS_COLOR_2D] && fsPresets_[FS_TEXTURE_COLOR_2D_RB_SWIZZLE];
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}
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void DrawContext::DestroyPresets() {
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for (int i = 0; i < VS_MAX_PRESET; i++) {
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if (vsPresets_[i]) {
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vsPresets_[i]->Release();
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vsPresets_[i] = nullptr;
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}
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}
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for (int i = 0; i < FS_MAX_PRESET; i++) {
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if (fsPresets_[i]) {
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fsPresets_[i]->Release();
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fsPresets_[i] = nullptr;
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}
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}
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}
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|
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DrawContext::~DrawContext() {
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DestroyPresets();
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}
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|
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void ConvertFromRGBA8888(uint8_t *dst, const uint8_t *src, uint32_t dstStride, uint32_t srcStride, uint32_t width, uint32_t height, DataFormat format) {
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// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
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const uint32_t *src32 = (const uint32_t *)src;
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if (format == Draw::DataFormat::R8G8B8A8_UNORM) {
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uint32_t *dst32 = (uint32_t *)dst;
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if (src == dst) {
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return;
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} else {
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for (uint32_t y = 0; y < height; ++y) {
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memcpy(dst32, src32, width * 4);
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src32 += srcStride;
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dst32 += dstStride;
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}
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}
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} else if (format == Draw::DataFormat::R8G8B8_UNORM) {
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for (uint32_t y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGB888(dst, src32, width);
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src32 += srcStride;
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dst += dstStride * 3;
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}
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} else {
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// But here it shouldn't matter if they do intersect
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uint16_t *dst16 = (uint16_t *)dst;
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switch (format) {
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case Draw::DataFormat::R5G6B5_UNORM_PACK16: // BGR 565
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for (uint32_t y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGB565(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case Draw::DataFormat::A1R5G5B5_UNORM_PACK16: // ABGR 1555
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for (uint32_t y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGBA5551(dst16, src32, width);
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|
src32 += srcStride;
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dst16 += dstStride;
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}
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|
break;
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case Draw::DataFormat::A4R4G4B4_UNORM_PACK16: // ABGR 4444
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for (uint32_t y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGBA4444(dst16, src32, width);
|
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src32 += srcStride;
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dst16 += dstStride;
|
|
}
|
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break;
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case Draw::DataFormat::R8G8B8A8_UNORM:
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|
case Draw::DataFormat::UNDEFINED:
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|
default:
|
|
WARN_LOG(G3D, "Unable to convert from format: %d", (int)format);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
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void ConvertFromBGRA8888(uint8_t *dst, const uint8_t *src, uint32_t dstStride, uint32_t srcStride, uint32_t width, uint32_t height, DataFormat format) {
|
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// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
|
|
const uint32_t *src32 = (const uint32_t *)src;
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|
|
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if (format == Draw::DataFormat::B8G8R8A8_UNORM) {
|
|
uint32_t *dst32 = (uint32_t *)dst;
|
|
if (src == dst) {
|
|
return;
|
|
} else {
|
|
for (uint32_t y = 0; y < height; ++y) {
|
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memcpy(dst32, src32, width * 4);
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src32 += srcStride;
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dst32 += dstStride;
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}
|
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}
|
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} else if (format == Draw::DataFormat::R8G8B8A8_UNORM) {
|
|
uint32_t *dst32 = (uint32_t *)dst;
|
|
for (uint32_t y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA8888(dst32, src32, width);
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|
src32 += srcStride;
|
|
dst32 += dstStride;
|
|
}
|
|
} else if (format == Draw::DataFormat::R8G8B8_UNORM) {
|
|
for (uint32_t y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGB888(dst, src32, width);
|
|
src32 += srcStride;
|
|
dst += dstStride * 3;
|
|
}
|
|
} else {
|
|
WARN_LOG(G3D, "Unable to convert from format to BGRA: %d", (int)format);
|
|
}
|
|
}
|
|
|
|
void ConvertToD32F(uint8_t *dst, const uint8_t *src, uint32_t dstStride, uint32_t srcStride, uint32_t width, uint32_t height, DataFormat format) {
|
|
if (format == Draw::DataFormat::D32F) {
|
|
const float *src32 = (const float *)src;
|
|
float *dst32 = (float *)dst;
|
|
if (src == dst) {
|
|
return;
|
|
} else {
|
|
for (uint32_t y = 0; y < height; ++y) {
|
|
memcpy(dst32, src32, width * 4);
|
|
src32 += srcStride;
|
|
dst32 += dstStride;
|
|
}
|
|
}
|
|
} else if (format == Draw::DataFormat::D16) {
|
|
const uint16_t *src16 = (const uint16_t *)src;
|
|
float *dst32 = (float *)dst;
|
|
for (uint32_t y = 0; y < height; ++y) {
|
|
for (uint32_t x = 0; x < width; ++x) {
|
|
dst32[x] = (float)(int)src16[x] / 65535.0f;
|
|
}
|
|
src16 += srcStride;
|
|
dst32 += dstStride;
|
|
}
|
|
} else if (format == Draw::DataFormat::D24_S8) {
|
|
const uint32_t *src32 = (const uint32_t *)src;
|
|
float *dst32 = (float *)dst;
|
|
for (uint32_t y = 0; y < height; ++y) {
|
|
for (uint32_t x = 0; x < width; ++x) {
|
|
dst32[x] = (src32[x] & 0x00FFFFFF) / 16777215.0f;
|
|
}
|
|
src32 += srcStride;
|
|
dst32 += dstStride;
|
|
}
|
|
} else {
|
|
assert(false);
|
|
}
|
|
}
|
|
|
|
// TODO: This is missing the conversion to the quarter-range we use if depth clamp is not available.
|
|
// That conversion doesn't necessarily belong here in thin3d, though.
|
|
void ConvertToD16(uint8_t *dst, const uint8_t *src, uint32_t dstStride, uint32_t srcStride, uint32_t width, uint32_t height, DataFormat format) {
|
|
if (format == Draw::DataFormat::D32F) {
|
|
const float *src32 = (const float *)src;
|
|
uint16_t *dst16 = (uint16_t *)dst;
|
|
if (src == dst) {
|
|
return;
|
|
} else {
|
|
for (uint32_t y = 0; y < height; ++y) {
|
|
for (uint32_t x = 0; x < width; ++x) {
|
|
dst16[x] = (uint16_t)(src32[x] * 65535.0f);
|
|
}
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
}
|
|
} else if (format == Draw::DataFormat::D16) {
|
|
_assert_(src != dst);
|
|
const uint16_t *src16 = (const uint16_t *)src;
|
|
uint16_t *dst16 = (uint16_t *)dst;
|
|
for (uint32_t y = 0; y < height; ++y) {
|
|
memcpy(dst16, src16, width * 2);
|
|
src16 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
} else if (format == Draw::DataFormat::D24_S8) {
|
|
_assert_(src != dst);
|
|
const uint32_t *src32 = (const uint32_t *)src;
|
|
uint16_t *dst16 = (uint16_t *)dst;
|
|
for (uint32_t y = 0; y < height; ++y) {
|
|
for (uint32_t x = 0; x < width; ++x) {
|
|
dst16[x] = (src32[x] & 0x00FFFFFF) >> 8;
|
|
}
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
} else {
|
|
assert(false);
|
|
}
|
|
}
|
|
|
|
const char *Bugs::GetBugName(uint32_t bug) {
|
|
switch (bug) {
|
|
case NO_DEPTH_CANNOT_DISCARD_STENCIL: return "NO_DEPTH_CANNOT_DISCARD_STENCIL";
|
|
case DUAL_SOURCE_BLENDING_BROKEN: return "DUAL_SOURCE_BLENDING_BROKEN";
|
|
case ANY_MAP_BUFFER_RANGE_SLOW: return "ANY_MAP_BUFFER_RANGE_SLOW";
|
|
case PVR_GENMIPMAP_HEIGHT_GREATER: return "PVR_GENMIPMAP_HEIGHT_GREATER";
|
|
case BROKEN_NAN_IN_CONDITIONAL: return "BROKEN_NAN_IN_CONDITIONAL";
|
|
case COLORWRITEMASK_BROKEN_WITH_DEPTHTEST: return "COLORWRITEMASK_BROKEN_WITH_DEPTHTEST";
|
|
case BROKEN_FLAT_IN_SHADER: return "BROKEN_FLAT_IN_SHADER";
|
|
case EQUAL_WZ_CORRUPTS_DEPTH: return "EQUAL_WZ_CORRUPTS_DEPTH";
|
|
case RASPBERRY_SHADER_COMP_HANG: return "RASPBERRY_SHADER_COMP_HANG";
|
|
case MALI_CONSTANT_LOAD_BUG: return "MALI_CONSTANT_LOAD_BUG";
|
|
case SUBPASS_FEEDBACK_BROKEN: return "SUBPASS_FEEDBACK_BROKEN";
|
|
default: return "(N/A)";
|
|
}
|
|
}
|
|
|
|
} // namespace Draw
|