ppsspp/GPU/Common/DepalettizeCommon.h
2022-08-06 18:27:03 +02:00

177 lines
4.8 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/.
#pragma once
#include <map>
#include <vector>
#include <string>
#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 DepalShaderCacheCommon {
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<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
// Exposed for testing.
static bool GenerateVertexShader(char *buffer, const ShaderLanguageDesc &lang);
private:
Draw::DrawContext *draw_;
Draw::ShaderModule *vertexShader_ = nullptr;
Draw::SamplerState *nearestSampler_ = nullptr;
std::map<u32, DepalShader *> cache_;
std::map<u32, DepalTexture *> 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_;
};