mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 15:44:15 +00:00
0e3a84b4a8
It works after the move, on Windows and Android at least. Deletes the D3DX9 shader compiler loader, which was not used.
331 lines
11 KiB
C++
331 lines
11 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// Alpha/stencil is a convoluted mess. Some good comments are here:
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// https://github.com/hrydgard/ppsspp/issues/3768
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#include "StateMappingGLES.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/GPU/OpenGL/GLDebugLog.h"
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "GPU/GLES/GPU_GLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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static const GLushort glBlendFactorLookup[(size_t)BlendFactor::COUNT] = {
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GL_ZERO,
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GL_ONE,
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GL_SRC_COLOR,
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GL_ONE_MINUS_SRC_COLOR,
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA,
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GL_CONSTANT_COLOR,
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GL_ONE_MINUS_CONSTANT_COLOR,
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GL_CONSTANT_ALPHA,
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GL_ONE_MINUS_CONSTANT_ALPHA,
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#if !defined(USING_GLES2) // TODO: Remove when we have better headers
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GL_SRC1_COLOR,
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GL_ONE_MINUS_SRC1_COLOR,
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GL_SRC1_ALPHA,
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GL_ONE_MINUS_SRC1_ALPHA,
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#elif !defined(IOS)
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GL_SRC1_COLOR_EXT,
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GL_ONE_MINUS_SRC1_COLOR_EXT,
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GL_SRC1_ALPHA_EXT,
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GL_ONE_MINUS_SRC1_ALPHA_EXT,
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#else
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GL_INVALID_ENUM,
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GL_INVALID_ENUM,
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GL_INVALID_ENUM,
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GL_INVALID_ENUM,
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#endif
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GL_INVALID_ENUM,
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};
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static const GLushort glBlendEqLookup[(size_t)BlendEq::COUNT] = {
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GL_FUNC_ADD,
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GL_FUNC_SUBTRACT,
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GL_FUNC_REVERSE_SUBTRACT,
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GL_MIN,
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GL_MAX,
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};
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static const GLushort cullingMode[] = {
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GL_FRONT,
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GL_BACK,
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};
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static const GLushort compareOps[] = {
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GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL,
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GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL,
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};
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static const GLushort stencilOps[] = {
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GL_KEEP,
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GL_ZERO,
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GL_REPLACE,
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GL_INVERT,
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GL_INCR,
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GL_DECR,
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GL_KEEP, // reserved
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GL_KEEP, // reserved
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};
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#if !defined(USING_GLES2)
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static const GLushort logicOps[] = {
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GL_CLEAR,
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GL_AND,
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GL_AND_REVERSE,
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GL_COPY,
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GL_AND_INVERTED,
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GL_NOOP,
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GL_XOR,
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GL_OR,
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GL_NOR,
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GL_EQUIV,
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GL_INVERT,
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GL_OR_REVERSE,
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GL_COPY_INVERTED,
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GL_OR_INVERTED,
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GL_NAND,
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GL_SET,
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};
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#endif
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inline void DrawEngineGLES::ResetShaderBlending() {
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if (fboTexBound_) {
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GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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renderManager->BindTexture(TEX_SLOT_SHADERBLEND_SRC, nullptr);
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fboTexBound_ = false;
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}
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}
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void DrawEngineGLES::ApplyDrawState(int prim) {
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GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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if (!gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE)) {
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// Nothing to do, let's early-out
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return;
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}
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// Start profiling here to skip SetTexture which is already accounted for
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PROFILE_THIS_SCOPE("applydrawstate");
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// amask is needed for both stencil and blend state so we keep it outside for now
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bool amask = (gstate.pmska & 0xFF) < 128;
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// Let's not write to alpha if stencil isn't enabled.
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if (IsStencilTestOutputDisabled()) {
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amask = false;
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} else {
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// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
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if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
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amask = false;
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}
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}
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bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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gstate_c.Clean(DIRTY_BLEND_STATE);
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gstate_c.SetAllowShaderBlend(!g_Config.bDisableSlowFramebufEffects);
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if (gstate.isModeClear()) {
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// Color Test
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bool colorMask = gstate.isClearModeColorMask();
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bool alphaMask = gstate.isClearModeAlphaMask();
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renderManager->SetNoBlendAndMask((colorMask ? 7 : 0) | (alphaMask ? 8 : 0));
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} else {
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// Do the large chunks of state conversion. We might be able to hide these two behind a dirty-flag each,
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// to avoid recomputing heavy stuff unnecessarily every draw call.
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GenericBlendState blendState;
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ConvertBlendState(blendState, gstate_c.allowShaderBlend);
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if (blendState.applyShaderBlending) {
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if (ApplyShaderBlending()) {
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// We may still want to do something about stencil -> alpha.
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ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
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// We copy the framebuffer here, as doing so will wipe any blend state if we do it later.
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if (fboTexNeedBind_) {
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// Note that this is positions, not UVs, that we need the copy from.
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// TODO: If the device doesn't support blit, this will corrupt the currently applied texture.
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framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY);
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// If we are rendering at a higher resolution, linear is probably best for the dest color.
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renderManager->SetTextureSampler(1, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, 0.0f);
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fboTexBound_ = true;
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fboTexNeedBind_ = false;
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framebufferManager_->RebindFramebuffer("RebindFramebuffer - ApplyDrawState");
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// Must dirty blend state here so we re-copy next time. Example: Lunar's spell effects.
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gstate_c.Dirty(DIRTY_BLEND_STATE);
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}
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} else {
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// Until next time, force it off.
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ResetShaderBlending();
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gstate_c.SetAllowShaderBlend(false);
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}
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} else if (blendState.resetShaderBlending) {
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ResetShaderBlending();
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}
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if (blendState.enabled) {
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if (blendState.dirtyShaderBlend) {
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gstate_c.Dirty(DIRTY_SHADERBLEND);
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}
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if (blendState.useBlendColor) {
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uint32_t color = blendState.blendColor;
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const float col[4] = {
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(float)((color & 0xFF) >> 0) * (1.0f / 255.0f),
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(float)((color & 0xFF00) >> 8) * (1.0f / 255.0f),
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(float)((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
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(float)((color & 0xFF000000) >> 24) * (1.0f / 255.0f),
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};
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renderManager->SetBlendFactor(col);
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}
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}
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// PSP color/alpha mask is per bit but we can only support per byte.
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// But let's do that, at least. And let's try a threshold.
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bool rmask = (gstate.pmskc & 0xFF) < 128;
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bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
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bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
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#ifndef MOBILE_DEVICE
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u8 abits = (gstate.pmska >> 0) & 0xFF;
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u8 rbits = (gstate.pmskc >> 0) & 0xFF;
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u8 gbits = (gstate.pmskc >> 8) & 0xFF;
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u8 bbits = (gstate.pmskc >> 16) & 0xFF;
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if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
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WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
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}
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if (abits != 0 && abits != 0xFF) {
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// The stencil part of the mask is supported.
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WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
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}
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#endif
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int mask = (int)rmask | ((int)gmask << 1) | ((int)bmask << 2) | ((int)amask << 3);
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if (blendState.enabled) {
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renderManager->SetBlendAndMask(mask, blendState.enabled,
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glBlendFactorLookup[(size_t)blendState.srcColor], glBlendFactorLookup[(size_t)blendState.dstColor],
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glBlendFactorLookup[(size_t)blendState.srcAlpha], glBlendFactorLookup[(size_t)blendState.dstAlpha],
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glBlendEqLookup[(size_t)blendState.eqColor], glBlendEqLookup[(size_t)blendState.eqAlpha]);
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} else {
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renderManager->SetNoBlendAndMask(mask);
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}
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#ifndef USING_GLES2
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if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
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renderManager->SetLogicOp(gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY,
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logicOps[gstate.getLogicOp()]);
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}
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#endif
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}
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}
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if (gstate_c.IsDirty(DIRTY_RASTER_STATE)) {
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gstate_c.Clean(DIRTY_RASTER_STATE);
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// Dither
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bool dither = gstate.isDitherEnabled();
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bool cullEnable;
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GLenum cullMode = cullingMode[gstate.getCullMode() ^ !useBufferedRendering];
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cullEnable = !gstate.isModeClear() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
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renderManager->SetRaster(cullEnable, GL_CCW, cullMode, dither);
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}
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if (gstate_c.IsDirty(DIRTY_DEPTHSTENCIL_STATE)) {
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gstate_c.Clean(DIRTY_DEPTHSTENCIL_STATE);
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if (gstate.isModeClear()) {
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// Depth Test
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if (gstate.isClearModeDepthMask()) {
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framebufferManager_->SetDepthUpdated();
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}
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renderManager->SetStencilFunc(gstate.isClearModeAlphaMask(), GL_ALWAYS, 0xFF, 0xFF);
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renderManager->SetStencilOp((~gstate.getStencilWriteMask()) & 0xFF, GL_REPLACE, GL_REPLACE, GL_REPLACE);
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renderManager->SetDepth(true, gstate.isClearModeDepthMask() ? true : false, GL_ALWAYS);
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} else {
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// Depth Test
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renderManager->SetDepth(gstate.isDepthTestEnabled(), gstate.isDepthWriteEnabled(), compareOps[gstate.getDepthTestFunction()]);
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if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
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framebufferManager_->SetDepthUpdated();
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}
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GenericStencilFuncState stencilState;
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ConvertStencilFuncState(stencilState);
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// Stencil Test
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if (stencilState.enabled) {
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renderManager->SetStencilFunc(stencilState.enabled, compareOps[stencilState.testFunc], stencilState.testRef, stencilState.testMask);
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renderManager->SetStencilOp(stencilState.writeMask, stencilOps[stencilState.sFail], stencilOps[stencilState.zFail], stencilOps[stencilState.zPass]);
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} else {
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renderManager->SetStencilDisabled();
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}
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}
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}
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if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) {
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gstate_c.Clean(DIRTY_VIEWPORTSCISSOR_STATE);
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ConvertViewportAndScissor(useBufferedRendering,
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framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
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framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
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vpAndScissor);
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renderManager->SetScissor(GLRect2D{ vpAndScissor.scissorX, vpAndScissor.scissorY, vpAndScissor.scissorW, vpAndScissor.scissorH });
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renderManager->SetViewport({
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vpAndScissor.viewportX, vpAndScissor.viewportY,
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vpAndScissor.viewportW, vpAndScissor.viewportH,
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vpAndScissor.depthRangeMin, vpAndScissor.depthRangeMax });
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if (vpAndScissor.dirtyProj) {
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gstate_c.Dirty(DIRTY_PROJMATRIX);
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}
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if (vpAndScissor.dirtyDepth) {
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gstate_c.Dirty(DIRTY_DEPTHRANGE);
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}
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}
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}
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void DrawEngineGLES::ApplyDrawStateLate(bool setStencilValue, int stencilValue) {
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if (setStencilValue) {
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render_->SetStencilFunc(GL_TRUE, GL_ALWAYS, stencilValue, 255);
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}
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// At this point, we know if the vertices are full alpha or not.
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// TODO: Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
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if (!gstate.isModeClear()) {
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// Apply last, once we know the alpha params of the texture.
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if (gstate.isAlphaTestEnabled() || gstate.isColorTestEnabled()) {
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fragmentTestCache_->BindTestTexture(TEX_SLOT_ALPHATEST);
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}
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}
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}
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