mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
df6abe83a3
Should make support for depth texturing quite easy. Unfortunately, this extension does not exist on OpenGL ES. There we'll have to use ugly tricks with gl_FragDepth if we want this.
363 lines
13 KiB
C++
363 lines
13 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/.
|
|
|
|
#include <algorithm>
|
|
|
|
#include "Common/Data/Convert/ColorConv.h"
|
|
#include "Common/Profiler/Profiler.h"
|
|
#include "Common/GPU/OpenGL/GLCommon.h"
|
|
#include "Common/GPU/OpenGL/GLDebugLog.h"
|
|
#include "Common/GPU/OpenGL/GLSLProgram.h"
|
|
#include "Common/GPU/thin3d.h"
|
|
#include "Core/MemMap.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/ConfigValues.h"
|
|
#include "Core/System.h"
|
|
#include "Core/Reporting.h"
|
|
#include "GPU/ge_constants.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/Common/FramebufferManagerCommon.h"
|
|
#include "GPU/Common/PresentationCommon.h"
|
|
#include "GPU/Common/TextureDecoder.h"
|
|
#include "GPU/Debugger/Stepping.h"
|
|
#include "GPU/GLES/FramebufferManagerGLES.h"
|
|
#include "GPU/GLES/TextureCacheGLES.h"
|
|
#include "GPU/GLES/DrawEngineGLES.h"
|
|
#include "GPU/GLES/ShaderManagerGLES.h"
|
|
|
|
static const char tex_fs[] = R"(
|
|
#if __VERSION__ >= 130
|
|
#define varying in
|
|
#define texture2D texture
|
|
#define gl_FragColor fragColor0
|
|
out vec4 fragColor0;
|
|
#endif
|
|
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
uniform sampler2D sampler0;
|
|
varying vec2 v_texcoord0;
|
|
void main() {
|
|
gl_FragColor = texture2D(sampler0, v_texcoord0);
|
|
}
|
|
)";
|
|
|
|
static const char basic_vs[] = R"(
|
|
#if __VERSION__ >= 130
|
|
#define attribute in
|
|
#define varying out
|
|
#endif
|
|
attribute vec4 a_position;
|
|
attribute vec2 a_texcoord0;
|
|
varying vec2 v_texcoord0;
|
|
void main() {
|
|
v_texcoord0 = a_texcoord0;
|
|
gl_Position = a_position;
|
|
}
|
|
)";
|
|
|
|
void FramebufferManagerGLES::CompileDraw2DProgram() {
|
|
if (!draw2dprogram_) {
|
|
std::string errorString;
|
|
static std::string vs_code, fs_code;
|
|
vs_code = ApplyGLSLPrelude(basic_vs, GL_VERTEX_SHADER);
|
|
fs_code = ApplyGLSLPrelude(tex_fs, GL_FRAGMENT_SHADER);
|
|
std::vector<GLRShader *> shaders;
|
|
shaders.push_back(render_->CreateShader(GL_VERTEX_SHADER, vs_code, "draw2d"));
|
|
shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code, "draw2d"));
|
|
|
|
std::vector<GLRProgram::UniformLocQuery> queries;
|
|
queries.push_back({ &u_draw2d_tex, "u_tex" });
|
|
std::vector<GLRProgram::Initializer> initializers;
|
|
initializers.push_back({ &u_draw2d_tex, 0 });
|
|
std::vector<GLRProgram::Semantic> semantics;
|
|
semantics.push_back({ 0, "a_position" });
|
|
semantics.push_back({ 1, "a_texcoord0" });
|
|
draw2dprogram_ = render_->CreateProgram(shaders, semantics, queries, initializers, false);
|
|
for (auto shader : shaders)
|
|
render_->DeleteShader(shader);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerGLES::Bind2DShader() {
|
|
render_->BindProgram(draw2dprogram_);
|
|
}
|
|
|
|
FramebufferManagerGLES::FramebufferManagerGLES(Draw::DrawContext *draw, GLRenderManager *render) :
|
|
FramebufferManagerCommon(draw),
|
|
render_(render)
|
|
{
|
|
needBackBufferYSwap_ = true;
|
|
needGLESRebinds_ = true;
|
|
presentation_->SetLanguage(draw_->GetShaderLanguageDesc().shaderLanguage);
|
|
CreateDeviceObjects();
|
|
}
|
|
|
|
void FramebufferManagerGLES::Init() {
|
|
FramebufferManagerCommon::Init();
|
|
CompileDraw2DProgram();
|
|
}
|
|
|
|
void FramebufferManagerGLES::SetTextureCache(TextureCacheGLES *tc) {
|
|
textureCacheGL_ = tc;
|
|
textureCache_ = tc;
|
|
}
|
|
|
|
void FramebufferManagerGLES::SetShaderManager(ShaderManagerGLES *sm) {
|
|
shaderManagerGL_ = sm;
|
|
shaderManager_ = sm;
|
|
}
|
|
|
|
void FramebufferManagerGLES::SetDrawEngine(DrawEngineGLES *td) {
|
|
drawEngineGL_ = td;
|
|
drawEngine_ = td;
|
|
}
|
|
|
|
void FramebufferManagerGLES::CreateDeviceObjects() {
|
|
CompileDraw2DProgram();
|
|
|
|
std::vector<GLRInputLayout::Entry> entries;
|
|
entries.push_back({ 0, 3, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), offsetof(Simple2DVertex, pos) });
|
|
entries.push_back({ 1, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), offsetof(Simple2DVertex, uv) });
|
|
simple2DInputLayout_ = render_->CreateInputLayout(entries);
|
|
}
|
|
|
|
void FramebufferManagerGLES::DestroyDeviceObjects() {
|
|
if (simple2DInputLayout_) {
|
|
render_->DeleteInputLayout(simple2DInputLayout_);
|
|
simple2DInputLayout_ = nullptr;
|
|
}
|
|
|
|
if (draw2dprogram_) {
|
|
render_->DeleteProgram(draw2dprogram_);
|
|
draw2dprogram_ = nullptr;
|
|
}
|
|
if (stencilUploadProgram_) {
|
|
render_->DeleteProgram(stencilUploadProgram_);
|
|
stencilUploadProgram_ = nullptr;
|
|
}
|
|
if (depthDownloadProgram_) {
|
|
render_->DeleteProgram(depthDownloadProgram_);
|
|
depthDownloadProgram_ = nullptr;
|
|
}
|
|
}
|
|
|
|
FramebufferManagerGLES::~FramebufferManagerGLES() {
|
|
DestroyDeviceObjects();
|
|
|
|
delete [] convBuf_;
|
|
}
|
|
|
|
// x, y, w, h are relative coordinates against destW/destH, which is not very intuitive.
|
|
// TODO: This could totally use fbo_blit in many cases.
|
|
void FramebufferManagerGLES::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {
|
|
float texCoords[8] = {
|
|
u0,v0,
|
|
u1,v0,
|
|
u1,v1,
|
|
u0,v1,
|
|
};
|
|
|
|
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
|
|
float temp[8];
|
|
int rotation = 0;
|
|
// Vertical and Vertical180 needed swapping after we changed the coordinate system.
|
|
switch (uvRotation) {
|
|
case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break;
|
|
case ROTATION_LOCKED_VERTICAL: rotation = 6; break;
|
|
case ROTATION_LOCKED_VERTICAL180: rotation = 2; break;
|
|
}
|
|
for (int i = 0; i < 8; i++) {
|
|
temp[i] = texCoords[(i + rotation) & 7];
|
|
}
|
|
memcpy(texCoords, temp, sizeof(temp));
|
|
}
|
|
|
|
float pos[12] = {
|
|
x,y,0,
|
|
x + w,y,0,
|
|
x + w,y + h,0,
|
|
x,y + h,0
|
|
};
|
|
|
|
float invDestW = 1.0f / (destW * 0.5f);
|
|
float invDestH = 1.0f / (destH * 0.5f);
|
|
for (int i = 0; i < 4; i++) {
|
|
pos[i * 3] = pos[i * 3] * invDestW - 1.0f;
|
|
pos[i * 3 + 1] = pos[i * 3 + 1] * invDestH - 1.0f;
|
|
}
|
|
|
|
// We always want a plain state here, well, except for when it's used by the stencil stuff...
|
|
render_->SetDepth(false, false, GL_ALWAYS);
|
|
render_->SetRaster(false, GL_CCW, GL_FRONT, GL_FALSE, GL_FALSE);
|
|
if (!(flags & DRAWTEX_KEEP_STENCIL_ALPHA)) {
|
|
render_->SetNoBlendAndMask(0xF);
|
|
render_->SetStencilDisabled();
|
|
}
|
|
|
|
// Upscaling postshaders don't look well with linear
|
|
if (flags & DRAWTEX_LINEAR) {
|
|
render_->SetTextureSampler(0, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, 0.0f);
|
|
} else {
|
|
render_->SetTextureSampler(0, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
|
|
}
|
|
|
|
Simple2DVertex verts[4];
|
|
memcpy(verts[0].pos, &pos[0], 12);
|
|
memcpy(verts[1].pos, &pos[3], 12);
|
|
memcpy(verts[3].pos, &pos[6], 12);
|
|
memcpy(verts[2].pos, &pos[9], 12);
|
|
memcpy(verts[0].uv, &texCoords[0], 8);
|
|
memcpy(verts[1].uv, &texCoords[2], 8);
|
|
memcpy(verts[3].uv, &texCoords[4], 8);
|
|
memcpy(verts[2].uv, &texCoords[6], 8);
|
|
|
|
uint32_t bindOffset;
|
|
GLRBuffer *buffer;
|
|
|
|
// Workaround: This might accidentally get called from ReportScreen screenshot-taking, and in that case
|
|
// the push buffer is not mapped. This only happens if framebuffer blit support is not available.
|
|
if (drawEngineGL_->GetPushVertexBuffer()->IsReady()) {
|
|
void *dest = drawEngineGL_->GetPushVertexBuffer()->Push(sizeof(verts), &bindOffset, &buffer);
|
|
memcpy(dest, verts, sizeof(verts));
|
|
render_->BindVertexBuffer(simple2DInputLayout_, buffer, bindOffset);
|
|
render_->Draw(GL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
_assert_msg_(nvfb->fbo, "Expecting a valid nvfb in UpdateDownloadTempBuffer");
|
|
|
|
// Discard the previous contents of this buffer where possible.
|
|
if (gl_extensions.GLES3) {
|
|
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "UpdateDownloadTempBuffer");
|
|
} else if (gl_extensions.IsGLES) {
|
|
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "UpdateDownloadTempBuffer");
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
|
|
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
|
|
// This can happen if they recently switched from non-buffered.
|
|
if (useBufferedRendering_)
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer");
|
|
return;
|
|
}
|
|
|
|
bool useBlit = gstate_c.Supports(GPU_SUPPORTS_FRAMEBUFFER_BLIT);
|
|
|
|
float srcXFactor = useBlit ? src->renderScaleFactor : 1.0f;
|
|
float srcYFactor = useBlit ? src->renderScaleFactor : 1.0f;
|
|
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (srcBpp != bpp && bpp != 0) {
|
|
srcXFactor = (srcXFactor * bpp) / srcBpp;
|
|
}
|
|
int srcX1 = srcX * srcXFactor;
|
|
int srcX2 = (srcX + w) * srcXFactor;
|
|
int srcY1 = srcY * srcYFactor;
|
|
int srcY2 = (srcY + h) * srcYFactor;
|
|
|
|
float dstXFactor = useBlit ? dst->renderScaleFactor : 1.0f;
|
|
float dstYFactor = useBlit ? dst->renderScaleFactor : 1.0f;
|
|
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (dstBpp != bpp && bpp != 0) {
|
|
dstXFactor = (dstXFactor * bpp) / dstBpp;
|
|
}
|
|
int dstX1 = dstX * dstXFactor;
|
|
int dstX2 = (dstX + w) * dstXFactor;
|
|
int dstY1 = dstY * dstYFactor;
|
|
int dstY2 = (dstY + h) * dstYFactor;
|
|
|
|
if (src == dst && srcX == dstX && srcY == dstY) {
|
|
// Let's just skip a copy where the destination is equal to the source.
|
|
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
|
|
return;
|
|
}
|
|
|
|
if (gstate_c.Supports(GPU_SUPPORTS_COPY_IMAGE)) {
|
|
// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
|
|
// In case the src goes outside, we just skip the optimization in that case.
|
|
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
|
|
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
|
|
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
|
|
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
|
|
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
|
|
if (sameSize && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
|
|
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT, tag);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (useBlit) {
|
|
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
|
|
} else {
|
|
// TODO: Move this workaround out into thin3d, instead of dirtying up the code here.
|
|
|
|
draw_->BindFramebufferAsRenderTarget(dst->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag);
|
|
draw_->BindFramebufferAsTexture(src->fbo, 0, Draw::FB_COLOR_BIT, 0);
|
|
|
|
// Make sure our 2D drawing program is ready. Compiles only if not already compiled.
|
|
CompileDraw2DProgram();
|
|
|
|
render_->SetViewport({ 0, 0, (float)dst->renderWidth, (float)dst->renderHeight, 0, 1.0f });
|
|
render_->SetStencilDisabled();
|
|
render_->SetDepth(false, false, GL_ALWAYS);
|
|
render_->SetNoBlendAndMask(0xF);
|
|
|
|
// The first four coordinates are relative to the 6th and 7th arguments of DrawActiveTexture.
|
|
// Should maybe revamp that interface.
|
|
float srcW = src->bufferWidth;
|
|
float srcH = src->bufferHeight;
|
|
render_->BindProgram(draw2dprogram_);
|
|
DrawActiveTexture(dstX1, dstY1, w * dstXFactor, h * dstYFactor, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST);
|
|
textureCacheGL_->ForgetLastTexture();
|
|
}
|
|
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
|
|
}
|
|
|
|
void FramebufferManagerGLES::EndFrame() {
|
|
}
|
|
|
|
void FramebufferManagerGLES::DeviceLost() {
|
|
FramebufferManagerCommon::DeviceLost();
|
|
DestroyDeviceObjects();
|
|
}
|
|
|
|
void FramebufferManagerGLES::DeviceRestore(Draw::DrawContext *draw) {
|
|
FramebufferManagerCommon::DeviceRestore(draw);
|
|
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
|
|
CreateDeviceObjects();
|
|
}
|
|
|
|
void FramebufferManagerGLES::Resized() {
|
|
FramebufferManagerCommon::Resized();
|
|
|
|
render_->Resize(PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
|
|
// render_->SetLineWidth(renderWidth_ / 480.0f);
|
|
}
|
|
|
|
bool FramebufferManagerGLES::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
int w, h;
|
|
draw_->GetFramebufferDimensions(nullptr, &w, &h);
|
|
buffer.Allocate(w, h, GPU_DBG_FORMAT_888_RGB, true);
|
|
draw_->CopyFramebufferToMemorySync(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8_UNORM, buffer.GetData(), w, "GetOutputFramebuffer");
|
|
return true;
|
|
}
|