ppsspp/GPU/Directx9/StencilBufferDX9.cpp
Henrik Rydgard 3acdd4e237 We had two global types called FBO, which is not ok. Fix that.
This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
2015-11-14 13:24:51 +01:00

288 lines
8.1 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/.
#include "base/logging.h"
#include "helper/dx_state.h"
#include "helper/dx_fbo.h"
#include "Core/Reporting.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
namespace DX9 {
#define STR_HELPER(x) #x
#define STR(x) STR_HELPER(x)
static const char *stencil_ps =
"sampler tex: register(s0);\n"
// TODO: Don't use fixed registers? Or don't overlap?
"float4 u_stencilValue : register(c" STR(CONST_PS_STENCILVALUE) ");\n"
"struct PS_IN {\n"
" float2 v_texcoord0 : TEXCOORD0;\n"
"};\n"
"float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n"
"float4 main(PS_IN In) : COLOR {\n"
" float4 index = tex2D(tex, In.v_texcoord0);\n"
" float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue.x);\n"
" clip(fmod(floor(shifted), 2.0) - 0.99);\n"
" return index.aaaa;\n"
"}\n";
static const char *stencil_vs =
"struct VS_IN {\n"
" float4 a_position : POSITION;\n"
" float2 a_texcoord0 : TEXCOORD0;\n"
"};\n"
"struct VS_OUT {\n"
" float4 position : POSITION;\n"
" float2 v_texcoord0 : TEXCOORD0;\n"
"};\n"
"VS_OUT main(VS_IN In) {\n"
" VS_OUT Out;\n"
" Out.position = In.a_position;\n"
" Out.v_texcoord0 = In.a_texcoord0;\n"
" return Out;\n"
"}\n";
static u8 StencilBits5551(const u8 *ptr8, u32 numPixels) {
const u32 *ptr = (const u32 *)ptr8;
for (u32 i = 0; i < numPixels / 2; ++i) {
if (ptr[i] & 0x80008000) {
return 1;
}
}
return 0;
}
static u8 StencilBits4444(const u8 *ptr8, u32 numPixels) {
const u32 *ptr = (const u32 *)ptr8;
u32 bits = 0;
for (u32 i = 0; i < numPixels / 2; ++i) {
bits |= ptr[i];
}
return ((bits >> 12) & 0xF) | (bits >> 28);
}
static u8 StencilBits8888(const u8 *ptr8, u32 numPixels) {
const u32 *ptr = (const u32 *)ptr8;
u32 bits = 0;
for (u32 i = 0; i < numPixels; ++i) {
bits |= ptr[i];
}
return bits >> 24;
}
bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
if (!MayIntersectFramebuffer(addr)) {
return false;
}
VirtualFramebuffer *dstBuffer = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
if (MaskedEqual(vfb->fb_address, addr)) {
dstBuffer = vfb;
}
}
if (!dstBuffer) {
return false;
}
int values = 0;
u8 usedBits = 0;
const u8 *src = Memory::GetPointer(addr);
if (!src) {
return false;
}
switch (dstBuffer->format) {
case GE_FORMAT_565:
// Well, this doesn't make much sense.
return false;
case GE_FORMAT_5551:
usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 2;
break;
case GE_FORMAT_4444:
usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 16;
break;
case GE_FORMAT_8888:
usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 256;
break;
case GE_FORMAT_INVALID:
// Impossible.
break;
}
if (usedBits == 0) {
if (skipZero) {
// Common when creating buffers, it's already 0. We're done.
return false;
}
// Let's not bother with the shader if it's just zero.
dxstate.scissorTest.disable();
dxstate.colorMask.set(false, false, false, true);
// TODO: Verify this clears only stencil/alpha.
pD3Ddevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, D3DCOLOR_RGBA(0, 0, 0, 0), 0.0f, 0);
return true;
}
if (stencilUploadFailed_) {
return false;
}
// TODO: Helper with logging?
if (!stencilUploadPS_) {
std::string errorMessage;
bool success = CompilePixelShader(stencil_ps, &stencilUploadPS_, NULL, errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", stencil_ps);
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), stencil_ps);
}
if (!success) {
if (stencilUploadPS_) {
stencilUploadPS_->Release();
}
stencilUploadPS_ = nullptr;
}
}
if (!stencilUploadVS_) {
std::string errorMessage;
bool success = CompileVertexShader(stencil_vs, &stencilUploadVS_, NULL, errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", stencil_vs);
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), stencil_vs);
}
if (!success) {
if (stencilUploadVS_) {
stencilUploadVS_->Release();
}
stencilUploadVS_ = nullptr;
}
}
if (!stencilUploadPS_ || !stencilUploadVS_) {
stencilUploadFailed_ = true;
return false;
}
shaderManager_->DirtyLastShader();
DisableState();
dxstate.colorMask.set(false, false, false, true);
dxstate.stencilTest.enable();
dxstate.stencilOp.set(D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE);
u16 w = dstBuffer->renderWidth;
u16 h = dstBuffer->renderHeight;
if (dstBuffer->fbo_dx9) {
fbo_bind_as_render_target(dstBuffer->fbo_dx9);
}
DXSetViewport(0, 0, w, h);
MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight);
pD3Ddevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, D3DCOLOR_RGBA(0, 0, 0, 0), 0.0f, 0);
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0xFF, 0xFF);
float fw = dstBuffer->width;
float fh = dstBuffer->height;
float coord[20] = {
0.0f,0.0f,0.0f, 0.0f,0.0f,
fw,0.0f,0.0f, 1.0f,0.0f,
fw,fh,0.0f, 1.0f,1.0f,
0.0f,fh,0.0f, 0.0f,1.0f,
};
float invDestW = 1.0f / (fw * 0.5f);
float invDestH = 1.0f / (fh * 0.5f);
for (int i = 0; i < 4; i++) {
coord[i * 5] = coord[i * 5] * invDestW - 1.0f;
coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f);
}
pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
pD3Ddevice->SetPixelShader(stencilUploadPS_);
pD3Ddevice->SetVertexShader(stencilUploadVS_);
pD3Ddevice->SetTexture(0, drawPixelsTex_);
shaderManager_->DirtyLastShader();
textureCache_->ForgetLastTexture();
for (int i = 1; i < values; i += i) {
if (!(usedBits & i)) {
// It's already zero, let's skip it.
continue;
}
if (dstBuffer->format == GE_FORMAT_4444) {
dxstate.stencilMask.set(i | (i << 4));
const float f[4] = {i * (16.0f / 255.0f)};
pD3Ddevice->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
} else if (dstBuffer->format == GE_FORMAT_5551) {
dxstate.stencilMask.set(0xFF);
const float f[4] = {i * (128.0f / 255.0f)};
pD3Ddevice->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
} else {
dxstate.stencilMask.set(i);
const float f[4] = {i * (1.0f / 255.0f)};
pD3Ddevice->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
}
HRESULT hr = pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "Failed to draw stencil bit %x: %08x", i, hr);
}
}
dxstate.stencilMask.set(0xFF);
dxstate.viewport.restore();
RebindFramebuffer();
return true;
}
} // namespace DX9