ppsspp/UI/GPUDriverTestScreen.cpp
Unknown W. Brackets 5009698cc0 Core: Use a shared_ptr for i18n categories.
This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00

333 lines
12 KiB
C++

#include "GPUDriverTestScreen.h"
#include "i18n/i18n.h"
#include "ui/view.h"
static const std::vector<Draw::ShaderSource> fsDiscard = {
{Draw::ShaderLanguage::GLSL_ES_200,
R"(
#ifdef GL_ES
precision lowp float;
#endif
#if __VERSION__ >= 130
#define varying in
#define gl_FragColor fragColor0
out vec4 fragColor0;
#endif
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform sampler2D Sampler0;
void main() {
vec4 color = texture2D(Sampler0, oTexCoord0) * oColor0;
if (color.a <= 0.0)
discard;
gl_FragColor = color;
})"
},
{Draw::ShaderLanguage::GLSL_VULKAN,
R"(#version 140
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) in vec4 oColor0;
layout(location = 1) in vec2 oTexCoord0;
layout(location = 0) out vec4 fragColor0;
layout(set = 0, binding = 1) uniform sampler2D Sampler0;
void main() {
vec4 color = texture(Sampler0, oTexCoord0) * oColor0;
if (color.a <= 0.0)
discard;
fragColor0 = color;
})"
},
};
GPUDriverTestScreen::GPUDriverTestScreen() {
using namespace Draw;
}
GPUDriverTestScreen::~GPUDriverTestScreen() {
if (discardWriteDepthStencil_)
discardWriteDepthStencil_->Release();
if (discardWriteDepth_)
discardWriteDepth_->Release();
if (discardWriteStencil_)
discardWriteStencil_->Release();
if (drawTestStencilEqualDepthAlways_)
drawTestStencilEqualDepthAlways_->Release();
if (drawTestStencilNotEqualDepthAlways_)
drawTestStencilNotEqualDepthAlways_->Release();
if (drawTestStencilEqual_)
drawTestStencilEqual_->Release();
if (drawTestStencilNotEqual_)
drawTestStencilNotEqual_->Release();
if (drawTestStencilAlwaysDepthLessEqual_)
drawTestStencilAlwaysDepthLessEqual_->Release();
if (drawTestStencilAlwaysDepthGreater_)
drawTestStencilAlwaysDepthGreater_->Release();
if (drawTestDepthLessEqual_)
drawTestDepthLessEqual_->Release();
if (drawTestDepthGreater_)
drawTestDepthGreater_->Release();
if (discardFragShader_)
discardFragShader_->Release();
if (samplerNearest_)
samplerNearest_->Release();
}
void GPUDriverTestScreen::CreateViews() {
// Don't bother with views for now.
using namespace UI;
auto di = GetI18NCategory("Dialog");
auto cr = GetI18NCategory("PSPCredits");
AnchorLayout *anchor = new AnchorLayout();
root_ = anchor;
tabHolder_ = new TabHolder(ORIENT_HORIZONTAL, 30.0f, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, false));
anchor->Add(tabHolder_);
tabHolder_->AddTab("Discard", new LinearLayout(ORIENT_VERTICAL));
Choice *back = new Choice(di->T("Back"), "", false, new AnchorLayoutParams(100, WRAP_CONTENT, 10, NONE, NONE, 10));
back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
anchor->Add(back);
}
void GPUDriverTestScreen::DiscardTest() {
using namespace UI;
using namespace Draw;
if (!discardWriteDepthStencil_) {
DrawContext *draw = screenManager()->getDrawContext();
// Create the special shader module.
discardFragShader_ = CreateShader(draw, Draw::ShaderStage::FRAGMENT, fsDiscard);
InputLayout *inputLayout = ui_draw2d.CreateInputLayout(draw);
BlendState *blendOff = draw->CreateBlendState({ false, 0xF });
// Write depth, write stencil.
DepthStencilStateDesc dsDesc{};
dsDesc.depthTestEnabled = true;
dsDesc.depthWriteEnabled = true;
dsDesc.depthCompare = Comparison::ALWAYS;
dsDesc.stencilEnabled = true;
dsDesc.front.compareMask = 0xFF;
dsDesc.front.compareOp = Comparison::ALWAYS;
dsDesc.front.passOp = StencilOp::REPLACE;
dsDesc.front.failOp = StencilOp::ZERO;
dsDesc.front.depthFailOp = StencilOp::ZERO;
dsDesc.front.writeMask = 0xFF;
dsDesc.back = dsDesc.front;
DepthStencilState *depthStencilWrite = draw->CreateDepthStencilState(dsDesc);
// Write only depth.
dsDesc.stencilEnabled = false;
DepthStencilState *depthWrite = draw->CreateDepthStencilState(dsDesc);
// Write only stencil.
dsDesc.stencilEnabled = true;
dsDesc.depthTestEnabled = false;
dsDesc.depthWriteEnabled = false; // Just in case the driver is crazy. when test is enabled, though, this should be ignored.
DepthStencilState *stencilWrite = draw->CreateDepthStencilState(dsDesc);
// Now for the shaders that read depth and/or stencil.
dsDesc.depthTestEnabled = true;
dsDesc.stencilEnabled = true;
dsDesc.depthCompare = Comparison::ALWAYS;
dsDesc.front.compareOp = Comparison::EQUAL;
dsDesc.back = dsDesc.front;
DepthStencilState *stencilEqualDepthAlways = draw->CreateDepthStencilState(dsDesc);
dsDesc.depthTestEnabled = false;
dsDesc.front.compareOp = Comparison::EQUAL;
dsDesc.back = dsDesc.front;
DepthStencilState *stencilEqual = draw->CreateDepthStencilState(dsDesc);
dsDesc.depthTestEnabled = true;
dsDesc.depthCompare = Comparison::ALWAYS;
dsDesc.front.compareOp = Comparison::NOT_EQUAL;
dsDesc.back = dsDesc.front;
DepthStencilState *stenciNotEqualDepthAlways = draw->CreateDepthStencilState(dsDesc);
dsDesc.depthTestEnabled = false;
dsDesc.front.compareOp = Comparison::NOT_EQUAL;
dsDesc.back = dsDesc.front;
DepthStencilState *stencilNotEqual = draw->CreateDepthStencilState(dsDesc);
dsDesc.stencilEnabled = true;
dsDesc.depthTestEnabled = true;
dsDesc.front.compareOp = Comparison::ALWAYS;
dsDesc.back = dsDesc.front;
dsDesc.depthCompare = Comparison::LESS_EQUAL;
DepthStencilState *stencilAlwaysDepthTestLessEqual = draw->CreateDepthStencilState(dsDesc);
dsDesc.depthCompare = Comparison::GREATER;
DepthStencilState *stencilAlwaysDepthTestGreater = draw->CreateDepthStencilState(dsDesc);
dsDesc.stencilEnabled = false;
dsDesc.depthTestEnabled = true;
dsDesc.depthCompare = Comparison::LESS_EQUAL;
DepthStencilState *depthTestLessEqual = draw->CreateDepthStencilState(dsDesc);
dsDesc.depthCompare = Comparison::GREATER;
DepthStencilState *depthTestGreater = draw->CreateDepthStencilState(dsDesc);
RasterState *rasterNoCull = draw->CreateRasterState({});
PipelineDesc discardDesc{
Primitive::TRIANGLE_LIST,
{ draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), discardFragShader_ },
inputLayout, depthStencilWrite, blendOff, rasterNoCull, &vsColBufDesc,
};
discardWriteDepthStencil_ = draw->CreateGraphicsPipeline(discardDesc);
discardDesc.depthStencil = depthWrite;
discardWriteDepth_ = draw->CreateGraphicsPipeline(discardDesc);
discardDesc.depthStencil = stencilWrite;
discardWriteStencil_ = draw->CreateGraphicsPipeline(discardDesc);
PipelineDesc testDesc{
Primitive::TRIANGLE_LIST,
{ draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
inputLayout, stencilEqual, blendOff, rasterNoCull, &vsColBufDesc,
};
drawTestStencilEqual_ = draw->CreateGraphicsPipeline(testDesc);
testDesc.depthStencil = stencilEqualDepthAlways;
drawTestStencilEqualDepthAlways_ = draw->CreateGraphicsPipeline(testDesc);
testDesc.depthStencil = stencilNotEqual;
drawTestStencilNotEqual_ = draw->CreateGraphicsPipeline(testDesc);
testDesc.depthStencil = stenciNotEqualDepthAlways;
drawTestStencilNotEqualDepthAlways_ = draw->CreateGraphicsPipeline(testDesc);
testDesc.depthStencil = stencilAlwaysDepthTestGreater;
drawTestStencilAlwaysDepthGreater_ = draw->CreateGraphicsPipeline(testDesc);
testDesc.depthStencil = stencilAlwaysDepthTestLessEqual;
drawTestStencilAlwaysDepthLessEqual_ = draw->CreateGraphicsPipeline(testDesc);
testDesc.depthStencil = depthTestGreater;
drawTestDepthGreater_ = draw->CreateGraphicsPipeline(testDesc);
testDesc.depthStencil = depthTestLessEqual;
drawTestDepthLessEqual_ = draw->CreateGraphicsPipeline(testDesc);
inputLayout->Release();
blendOff->Release();
depthStencilWrite->Release();
stencilEqual->Release();
stencilNotEqual->Release();
stencilEqualDepthAlways->Release();
stenciNotEqualDepthAlways->Release();
stencilAlwaysDepthTestLessEqual->Release();
stencilAlwaysDepthTestGreater->Release();
depthTestLessEqual->Release();
depthTestGreater->Release();
rasterNoCull->Release();
SamplerStateDesc nearestDesc{};
samplerNearest_ = draw->CreateSamplerState(nearestDesc);
}
UIContext &dc = *screenManager()->getUIContext();
Draw::DrawContext *draw = dc.GetDrawContext();
const Bounds &bounds = dc.GetBounds();
static const char * const writeModeNames[] = { "Stencil+Depth", "Stencil", "Depth" };
Pipeline *writePipelines[] = { discardWriteDepthStencil_, discardWriteStencil_, discardWriteDepth_ };
const int numWriteModes = ARRAY_SIZE(writeModeNames);
static const char * const testNames[] = { "Stenc", "Stenc+DepthA", "Depth", "StencA+Depth" };
Pipeline *testPipeline1[] = { drawTestStencilEqual_, drawTestStencilEqualDepthAlways_, drawTestDepthLessEqual_, drawTestStencilAlwaysDepthLessEqual_ };
Pipeline *testPipeline2[] = { drawTestStencilNotEqual_, drawTestStencilNotEqualDepthAlways_, drawTestDepthGreater_, drawTestStencilAlwaysDepthGreater_ };
const int numTests = ARRAY_SIZE(testNames);
static const bool validCombinations[numWriteModes][numTests] = {
{true, true, true, true},
{true, true, false, false},
{false, false, true, true},
};
uint32_t textColorOK = 0xFF30FF30;
uint32_t textColorBAD = 0xFF3030FF;
uint32_t bgColorOK = 0xFF106010;
uint32_t bgColorBAD = 0xFF101060;
// Don't want any fancy font texture stuff going on here, so use FLAG_DYNAMIC_ASCII everywhere!
// We draw the background at Z=0.5 and the text at Z=0.9.
// Then we draw a rectangle with a depth test or stencil test that should mask out the text.
// Plus a second rectangle with the opposite test.
// If everything is OK, both the background and the text should be OK.
dc.Begin();
dc.SetFontScale(1.0f, 1.0f);
std::string apiName = screenManager()->getDrawContext()->GetInfoString(InfoField::APINAME);
std::string vendor = screenManager()->getDrawContext()->GetInfoString(InfoField::VENDORSTRING);
std::string driver = screenManager()->getDrawContext()->GetInfoString(InfoField::DRIVER);
dc.DrawText(apiName.c_str(), bounds.centerX(), 20, 0xFFFFFFFF, ALIGN_CENTER);
dc.DrawText(vendor.c_str(), bounds.centerX(), 60, 0xFFFFFFFF, ALIGN_CENTER);
dc.DrawText(driver.c_str(), bounds.centerX(), 100, 0xFFFFFFFF, ALIGN_CENTER);
dc.Flush();
float testW = 170.f;
float padding = 20.0f;
UI::Style style = dc.theme->itemStyle;
float y = 150;
for (int j = 0; j < numWriteModes; j++, y += 120.f + padding) {
float x = (dc.GetBounds().w - (float)numTests * testW - (float)(numTests - 1) * padding) / 2.0f;
dc.Begin();
dc.DrawText(writeModeNames[j], padding, y + 40, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
dc.Flush();
for (int i = 0; i < numTests; i++, x += testW + padding) {
if (!validCombinations[j][i])
continue;
dc.Begin();
Bounds bounds = { x, y + 40, testW, 70 };
dc.DrawText(testNames[i], bounds.x, y, style.fgColor, FLAG_DYNAMIC_ASCII);
dc.Flush();
dc.BeginPipeline(writePipelines[j], samplerNearest_);
// Draw the rectangle with stencil value 0, depth 0.1f and the text with stencil 0xFF, depth 0.9. Then leave 0xFF as the stencil value and draw the rectangles at depth 0.5.
draw->SetStencilRef(0x0);
dc.SetCurZ(0.1f);
dc.FillRect(UI::Drawable(bgColorBAD), bounds);
// test bounds
dc.Flush();
draw->SetStencilRef(0xff);
dc.SetCurZ(0.9f);
dc.DrawTextRect("TEST OK", bounds, textColorBAD, ALIGN_HCENTER | ALIGN_VCENTER | FLAG_DYNAMIC_ASCII);
dc.Flush();
// Draw rectangle that should result in the text
dc.BeginPipeline(testPipeline1[i], samplerNearest_);
draw->SetStencilRef(0xff);
dc.SetCurZ(0.5f);
dc.FillRect(UI::Drawable(textColorOK), bounds);
dc.Flush();
// Draw rectangle that should result in the bg
dc.BeginPipeline(testPipeline2[i], samplerNearest_);
draw->SetStencilRef(0xff);
dc.SetCurZ(0.5f);
dc.FillRect(UI::Drawable(bgColorOK), bounds);
dc.Flush();
}
}
dc.Flush();
}
void GPUDriverTestScreen::render() {
using namespace Draw;
UIScreen::render();
if (tabHolder_->GetCurrentTab() == 0) {
DiscardTest();
}
}