mirror of
https://github.com/hrydgard/ppsspp.git
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255 lines
7.6 KiB
C++
255 lines
7.6 KiB
C++
// Copyright (c) 2014- 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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#include <d3d9.h>
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#include "base/logging.h"
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#include "gfx/d3d9_state.h"
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#include "ext/native/thin3d/thin3d.h"
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#include "Core/Reporting.h"
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#include "GPU/Common/StencilCommon.h"
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#include "GPU/Directx9/FramebufferDX9.h"
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#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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namespace DX9 {
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#define STR_HELPER(x) #x
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#define STR(x) STR_HELPER(x)
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static const char *stencil_ps =
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"sampler tex: register(s0);\n"
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// TODO: Don't use fixed registers? Or don't overlap?
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"float4 u_stencilValue : register(c" STR(CONST_PS_STENCILVALUE) ");\n"
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"struct PS_IN {\n"
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" float2 v_texcoord0 : TEXCOORD0;\n"
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"};\n"
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"float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n"
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"float4 main(PS_IN In) : COLOR {\n"
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" float4 index = tex2D(tex, In.v_texcoord0);\n"
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" float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue.x);\n"
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" clip(fmod(floor(shifted), 2.0) - 0.99);\n"
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" return index.aaaa;\n"
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"}\n";
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static const char *stencil_vs =
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"struct VS_IN {\n"
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" float4 a_position : POSITION;\n"
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" float2 a_texcoord0 : TEXCOORD0;\n"
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"};\n"
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"struct VS_OUT {\n"
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" float4 position : POSITION;\n"
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" float2 v_texcoord0 : TEXCOORD0;\n"
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"};\n"
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"VS_OUT main(VS_IN In) {\n"
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" VS_OUT Out;\n"
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" Out.position = In.a_position;\n"
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" Out.v_texcoord0 = In.a_texcoord0;\n"
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" return Out;\n"
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"}\n";
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bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
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if (!MayIntersectFramebuffer(addr)) {
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return false;
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}
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VirtualFramebuffer *dstBuffer = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *vfb = vfbs_[i];
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if (MaskedEqual(vfb->fb_address, addr)) {
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dstBuffer = vfb;
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}
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}
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if (!dstBuffer) {
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return false;
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}
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int values = 0;
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u8 usedBits = 0;
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const u8 *src = Memory::GetPointer(addr);
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if (!src) {
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return false;
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}
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switch (dstBuffer->format) {
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case GE_FORMAT_565:
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// Well, this doesn't make much sense.
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return false;
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case GE_FORMAT_5551:
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usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 2;
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break;
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case GE_FORMAT_4444:
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usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 16;
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break;
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case GE_FORMAT_8888:
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usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 256;
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break;
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case GE_FORMAT_INVALID:
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// Impossible.
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break;
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}
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if (usedBits == 0) {
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if (skipZero) {
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// Common when creating buffers, it's already 0. We're done.
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return false;
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}
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// Let's not bother with the shader if it's just zero.
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dxstate.scissorTest.disable();
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dxstate.colorMask.set(false, false, false, true);
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// TODO: Verify this clears only stencil/alpha.
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device_->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, D3DCOLOR_RGBA(0, 0, 0, 0), 0.0f, 0);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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return true;
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}
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if (stencilUploadFailed_) {
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return false;
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}
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// TODO: Helper with logging?
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if (!stencilUploadPS_) {
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std::string errorMessage;
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bool success = CompilePixelShader(device_, stencil_ps, &stencilUploadPS_, NULL, errorMessage);
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if (!errorMessage.empty()) {
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if (success) {
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ERROR_LOG(G3D, "Warnings in shader compilation!");
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} else {
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ERROR_LOG(G3D, "Error in shader compilation!");
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}
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ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
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ERROR_LOG(G3D, "Shader source:\n%s", stencil_ps);
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OutputDebugStringUTF8("Messages:\n");
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OutputDebugStringUTF8(errorMessage.c_str());
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Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), stencil_ps);
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}
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if (!success) {
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if (stencilUploadPS_) {
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stencilUploadPS_->Release();
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}
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stencilUploadPS_ = nullptr;
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}
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}
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if (!stencilUploadVS_) {
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std::string errorMessage;
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bool success = CompileVertexShader(device_, stencil_vs, &stencilUploadVS_, NULL, errorMessage);
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if (!errorMessage.empty()) {
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if (success) {
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ERROR_LOG(G3D, "Warnings in shader compilation!");
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} else {
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ERROR_LOG(G3D, "Error in shader compilation!");
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}
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ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
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ERROR_LOG(G3D, "Shader source:\n%s", stencil_vs);
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OutputDebugStringUTF8("Messages:\n");
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OutputDebugStringUTF8(errorMessage.c_str());
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Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), stencil_vs);
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}
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if (!success) {
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if (stencilUploadVS_) {
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stencilUploadVS_->Release();
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}
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stencilUploadVS_ = nullptr;
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}
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}
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if (!stencilUploadPS_ || !stencilUploadVS_) {
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stencilUploadFailed_ = true;
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return false;
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}
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shaderManagerDX9_->DirtyLastShader();
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dxstate.colorMask.set(false, false, false, true);
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dxstate.stencilTest.enable();
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dxstate.stencilOp.set(D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
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u16 w = dstBuffer->renderWidth;
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u16 h = dstBuffer->renderHeight;
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if (dstBuffer->fbo) {
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draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR });
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}
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D3DVIEWPORT9 vp{ 0, 0, w, h, 0.0f, 1.0f };
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device_->SetViewport(&vp);
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
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float u1 = 1.0f;
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float v1 = 1.0f;
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MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1);
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device_->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, D3DCOLOR_RGBA(0, 0, 0, 0), 0.0f, 0);
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dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0xFF, 0xFF);
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float coord[20] = {
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-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, u1, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, v1,
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1.0f, -1.0f, 0.0f, u1, v1,
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};
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device_->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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device_->SetVertexDeclaration(pFramebufferVertexDecl);
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device_->SetPixelShader(stencilUploadPS_);
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device_->SetVertexShader(stencilUploadVS_);
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device_->SetTexture(0, drawPixelsTex_);
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shaderManagerDX9_->DirtyLastShader();
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textureCacheDX9_->ForgetLastTexture();
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for (int i = 1; i < values; i += i) {
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if (!(usedBits & i)) {
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// It's already zero, let's skip it.
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continue;
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}
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if (dstBuffer->format == GE_FORMAT_4444) {
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dxstate.stencilMask.set(i | (i << 4));
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const float f[4] = {i * (16.0f / 255.0f)};
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device_->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
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} else if (dstBuffer->format == GE_FORMAT_5551) {
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dxstate.stencilMask.set(0xFF);
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const float f[4] = {i * (128.0f / 255.0f)};
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device_->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
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} else {
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dxstate.stencilMask.set(i);
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const float f[4] = {i * (1.0f / 255.0f)};
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device_->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
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}
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HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coord, 5 * sizeof(float));
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if (FAILED(hr)) {
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ERROR_LOG_REPORT(G3D, "Failed to draw stencil bit %x: %08x", i, hr);
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}
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}
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dxstate.stencilMask.set(0xFF);
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dxstate.viewport.restore();
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RebindFramebuffer();
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return true;
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}
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} // namespace DX9
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