ppsspp/GPU/GLES/DepalettizeShaderGLES.cpp
2021-10-12 20:34:42 -07:00

220 lines
6.4 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 <map>
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Core/Reporting.h"
#include "GPU/GLES/DepalettizeShaderGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
static const char *depalVShader100 = R"(
#ifdef GL_ES
precision highp float;
#endif
attribute vec4 a_position;
attribute vec2 a_texcoord0;
varying vec2 v_texcoord0;
void main() {
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
}
)";
static const char *depalVShader300 = R"(
#ifdef GL_ES
precision highp float;
#endif
in vec4 a_position;
in vec2 a_texcoord0;
out vec2 v_texcoord0;
void main() {
v_texcoord0 = a_texcoord0;
gl_Position = a_position;
}
)";
DepalShaderCacheGLES::DepalShaderCacheGLES(Draw::DrawContext *draw) {
_assert_(draw);
render_ = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
useGL3_ = gl_extensions.GLES3 || gl_extensions.VersionGEThan(3, 3);
}
void DepalShaderCacheGLES::Init() {
if (!gstate_c.Supports(GPU_SUPPORTS_32BIT_INT_FSHADER)) {
// Use the floating point path, it just can't handle the math.
useGL3_ = false;
}
}
DepalShaderCacheGLES::~DepalShaderCacheGLES() {
Clear();
}
void DepalShaderCacheGLES::DeviceRestore(Draw::DrawContext *draw) {
render_ = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
}
bool DepalShaderCacheGLES::CreateVertexShader() {
std::string src(useGL3_ ? depalVShader300 : depalVShader100);
std::string prelude;
if (gl_extensions.IsGLES) {
prelude = useGL3_ ? "#version 300 es\n" : "#version 100\n";
} else {
// We need to add a corresponding #version. Apple drivers fail without an exact match.
prelude = StringFromFormat("#version %d\n", gl_extensions.GLSLVersion());
}
vertexShader_ = render_->CreateShader(GL_VERTEX_SHADER, prelude + src, "depal");
return true;
}
GLRTexture *DepalShaderCacheGLES::GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut) {
u32 clutId = GetClutID(clutFormat, clutHash);
auto oldtex = texCache_.find(clutId);
if (oldtex != texCache_.end()) {
oldtex->second->lastFrame = gpuStats.numFlips;
return oldtex->second->texture;
}
Draw::DataFormat dstFmt = getClutDestFormat(clutFormat);
int texturePixels = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
DepalTexture *tex = new DepalTexture();
tex->texture = render_->CreateTexture(GL_TEXTURE_2D, texturePixels, 1, 1);
uint8_t *clutCopy = new uint8_t[1024];
memcpy(clutCopy, rawClut, 1024);
render_->TextureImage(tex->texture, 0, texturePixels, 1, dstFmt, clutCopy, GLRAllocType::NEW, false);
tex->lastFrame = gpuStats.numFlips;
texCache_[clutId] = tex;
return tex->texture;
}
void DepalShaderCacheGLES::Clear() {
for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) {
render_->DeleteShader(shader->second->fragShader);
if (shader->second->program) {
render_->DeleteProgram(shader->second->program);
}
delete shader->second;
}
cache_.clear();
for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
render_->DeleteTexture(tex->second->texture);
delete tex->second;
}
texCache_.clear();
if (vertexShader_) {
render_->DeleteShader(vertexShader_);
vertexShader_ = 0;
}
}
void DepalShaderCacheGLES::Decimate() {
for (auto tex = texCache_.begin(); tex != texCache_.end(); ) {
if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
render_->DeleteTexture(tex->second->texture);
delete tex->second;
texCache_.erase(tex++);
} else {
++tex;
}
}
}
DepalShader *DepalShaderCacheGLES::GetDepalettizeShader(uint32_t clutMode, GEBufferFormat pixelFormat) {
u32 id = GenerateShaderID(clutMode, pixelFormat);
auto shader = cache_.find(id);
if (shader != cache_.end()) {
DepalShader *depal = shader->second;
// If compile failed previously, try to recover.
if (depal->fragShader->failed || vertexShader_->failed)
return nullptr;
return shader->second;
}
if (!vertexShader_) {
if (!CreateVertexShader()) {
// The vertex shader failed, no need to bother trying the fragment.
return nullptr;
}
}
char *buffer = new char[2048];
GenerateDepalShader(buffer, pixelFormat, useGL3_ ? GLSL_3xx : GLSL_1xx);
std::string src(buffer);
GLRShader *fragShader = render_->CreateShader(GL_FRAGMENT_SHADER, src, "depal");
DepalShader *depal = new DepalShader();
std::vector<GLRProgram::Semantic> semantics;
semantics.push_back({ 0, "a_position" });
semantics.push_back({ 1, "a_texcoord0" });
std::vector<GLRProgram::UniformLocQuery> queries;
queries.push_back({ &depal->u_tex, "tex" });
queries.push_back({ &depal->u_pal, "pal" });
std::vector<GLRProgram::Initializer> initializer;
initializer.push_back({ &depal->u_tex, 0, TEX_SLOT_PSP_TEXTURE });
initializer.push_back({ &depal->u_pal, 0, TEX_SLOT_CLUT });
std::vector<GLRShader *> shaders{ vertexShader_, fragShader };
GLRProgram *program = render_->CreateProgram(shaders, semantics, queries, initializer, false, false);
depal->program = program;
depal->fragShader = fragShader;
depal->code = buffer;
cache_[id] = depal;
delete[] buffer;
return depal->program ? depal : nullptr;
}
std::vector<std::string> DepalShaderCacheGLES::DebugGetShaderIDs(DebugShaderType type) {
std::vector<std::string> ids;
for (auto &iter : cache_) {
ids.push_back(StringFromFormat("%08x", iter.first));
}
return ids;
}
std::string DepalShaderCacheGLES::DebugGetShaderString(std::string idstr, DebugShaderType type, DebugShaderStringType stringType) {
uint32_t id;
sscanf(idstr.c_str(), "%08x", &id);
auto iter = cache_.find(id);
if (iter == cache_.end())
return "";
switch (stringType) {
case SHADER_STRING_SHORT_DESC:
return idstr;
case SHADER_STRING_SOURCE_CODE:
return iter->second->code;
default:
return "";
}
}