ppsspp/GPU/Common/PresentationCommon.h
Unknown W. Brackets 2653e50200 softgpu: Avoid RB swizzle when using a postshader.
So that it can post-process correctly.
2020-05-13 18:10:09 -07:00

142 lines
4.0 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/.
#pragma once
#include "GPU/Common/ShaderCommon.h"
struct CardboardSettings {
bool enabled;
float leftEyeXPosition;
float rightEyeXPosition;
float screenYPosition;
float screenWidth;
float screenHeight;
};
struct PostShaderUniforms {
float texelDelta[2]; float pixelDelta[2];
float time[4];
float video; float pad[3];
// Used on Direct3D9.
float gl_HalfPixel[4];
};
void CenterDisplayOutputRect(float *x, float *y, float *w, float *h, float origW, float origH, float frameW, float frameH, int rotation);
namespace Draw {
class Buffer;
class DrawContext;
class Framebuffer;
class Pipeline;
class SamplerState;
class ShaderModule;
class Texture;
}
struct ShaderInfo;
class TextureCacheCommon;
enum class OutputFlags {
LINEAR = 0x0000,
NEAREST = 0x0001,
RB_SWIZZLE = 0x0002,
BACKBUFFER_FLIPPED = 0x0004,
};
inline OutputFlags operator | (const OutputFlags &lhs, const OutputFlags &rhs) {
return OutputFlags((int)lhs | (int)rhs);
}
inline OutputFlags operator |= (OutputFlags &lhs, const OutputFlags &rhs) {
lhs = lhs | rhs;
return lhs;
}
inline bool operator & (const OutputFlags &lhs, const OutputFlags &rhs) {
return ((int)lhs & (int)rhs) != 0;
}
class PresentationCommon {
public:
PresentationCommon(Draw::DrawContext *draw);
~PresentationCommon();
void UpdateSize(int w, int h, int rw, int rh) {
pixelWidth_ = w;
pixelHeight_ = h;
renderWidth_ = rw;
renderHeight_ = rh;
}
void SetLanguage(ShaderLanguage lang) {
lang_ = lang;
}
bool HasPostShader() {
return usePostShader_;
}
bool UpdatePostShader();
void UpdateShaderInfo(const ShaderInfo *shaderInfo);
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
void GetCardboardSettings(CardboardSettings *cardboardSettings);
void CalculatePostShaderUniforms(int bufferWidth, int bufferHeight, bool hasVideo, PostShaderUniforms *uniforms);
void SourceTexture(Draw::Texture *texture);
void SourceFramebuffer(Draw::Framebuffer *fb);
void CopyToOutput(OutputFlags flags, int uvRotation, float u0, float v0, float u1, float v1, const PostShaderUniforms &uniforms);
protected:
void CreateDeviceObjects();
void DestroyDeviceObjects();
void DestroyPostShader();
void ShowPostShaderError(const std::string &errorString);
Draw::ShaderModule *CompileShaderModule(Draw::ShaderStage stage, ShaderLanguage lang, const std::string &src, std::string *errorString);
Draw::Pipeline *CreatePipeline(std::vector<Draw::ShaderModule *> shaders, bool postShader, const Draw::UniformBufferDesc *uniformDesc);
void BindSource();
Draw::DrawContext *draw_;
Draw::Pipeline *texColor_ = nullptr;
Draw::Pipeline *texColorRBSwizzle_ = nullptr;
Draw::SamplerState *samplerNearest_ = nullptr;
Draw::SamplerState *samplerLinear_ = nullptr;
Draw::Buffer *vdata_ = nullptr;
Draw::Buffer *idata_ = nullptr;
std::vector<Draw::ShaderModule *> postShaderModules_;
std::vector<Draw::Pipeline *> postShaderPipelines_;
std::vector<Draw::Framebuffer *> postShaderFramebuffers_;
Draw::Texture *srcTexture_ = nullptr;
Draw::Framebuffer *srcFramebuffer_ = nullptr;
int pixelWidth_ = 0;
int pixelHeight_ = 0;
int renderWidth_ = 0;
int renderHeight_ = 0;
bool usePostShader_ = false;
bool restorePostShader_ = false;
bool postShaderAtOutputResolution_ = false;
bool postShaderIsUpscalingFilter_ = false;
ShaderLanguage lang_;
};