mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
220 lines
6.4 KiB
C++
220 lines
6.4 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 <map>
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#include "Common/Log.h"
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#include "Common/StringUtils.h"
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#include "Core/Reporting.h"
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#include "GPU/GLES/DepalettizeShaderGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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static const char *depalVShader100 = R"(
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#ifdef GL_ES
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precision highp float;
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#endif
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attribute vec4 a_position;
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attribute vec2 a_texcoord0;
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varying vec2 v_texcoord0;
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void main() {
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v_texcoord0 = a_texcoord0;
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gl_Position = a_position;
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}
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)";
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static const char *depalVShader300 = R"(
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#ifdef GL_ES
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precision highp float;
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#endif
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in vec4 a_position;
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in vec2 a_texcoord0;
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out vec2 v_texcoord0;
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void main() {
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v_texcoord0 = a_texcoord0;
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gl_Position = a_position;
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}
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)";
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DepalShaderCacheGLES::DepalShaderCacheGLES(Draw::DrawContext *draw) {
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_assert_(draw);
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render_ = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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useGL3_ = gl_extensions.GLES3 || gl_extensions.VersionGEThan(3, 3);
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}
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void DepalShaderCacheGLES::Init() {
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if (!gstate_c.Supports(GPU_SUPPORTS_32BIT_INT_FSHADER)) {
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// Use the floating point path, it just can't handle the math.
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useGL3_ = false;
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}
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}
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DepalShaderCacheGLES::~DepalShaderCacheGLES() {
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Clear();
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}
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void DepalShaderCacheGLES::DeviceRestore(Draw::DrawContext *draw) {
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render_ = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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}
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bool DepalShaderCacheGLES::CreateVertexShader() {
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std::string src(useGL3_ ? depalVShader300 : depalVShader100);
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std::string prelude;
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if (gl_extensions.IsGLES) {
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prelude = useGL3_ ? "#version 300 es\n" : "#version 100\n";
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} else {
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// We need to add a corresponding #version. Apple drivers fail without an exact match.
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prelude = StringFromFormat("#version %d\n", gl_extensions.GLSLVersion());
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}
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vertexShader_ = render_->CreateShader(GL_VERTEX_SHADER, prelude + src, "depal");
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return true;
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}
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GLRTexture *DepalShaderCacheGLES::GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut) {
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u32 clutId = GetClutID(clutFormat, clutHash);
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auto oldtex = texCache_.find(clutId);
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if (oldtex != texCache_.end()) {
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oldtex->second->lastFrame = gpuStats.numFlips;
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return oldtex->second->texture;
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}
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Draw::DataFormat dstFmt = getClutDestFormat(clutFormat);
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int texturePixels = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
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DepalTexture *tex = new DepalTexture();
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tex->texture = render_->CreateTexture(GL_TEXTURE_2D, texturePixels, 1, 1);
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uint8_t *clutCopy = new uint8_t[1024];
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memcpy(clutCopy, rawClut, 1024);
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render_->TextureImage(tex->texture, 0, texturePixels, 1, dstFmt, clutCopy, GLRAllocType::NEW, false);
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tex->lastFrame = gpuStats.numFlips;
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texCache_[clutId] = tex;
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return tex->texture;
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}
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void DepalShaderCacheGLES::Clear() {
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for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) {
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render_->DeleteShader(shader->second->fragShader);
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if (shader->second->program) {
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render_->DeleteProgram(shader->second->program);
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}
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delete shader->second;
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}
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cache_.clear();
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for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
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render_->DeleteTexture(tex->second->texture);
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delete tex->second;
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}
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texCache_.clear();
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if (vertexShader_) {
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render_->DeleteShader(vertexShader_);
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vertexShader_ = 0;
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}
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}
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void DepalShaderCacheGLES::Decimate() {
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for (auto tex = texCache_.begin(); tex != texCache_.end(); ) {
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if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
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render_->DeleteTexture(tex->second->texture);
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delete tex->second;
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texCache_.erase(tex++);
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} else {
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++tex;
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}
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}
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}
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DepalShader *DepalShaderCacheGLES::GetDepalettizeShader(uint32_t clutMode, GEBufferFormat pixelFormat) {
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u32 id = GenerateShaderID(clutMode, pixelFormat);
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auto shader = cache_.find(id);
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if (shader != cache_.end()) {
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DepalShader *depal = shader->second;
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// If compile failed previously, try to recover.
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if (depal->fragShader->failed || vertexShader_->failed)
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return nullptr;
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return shader->second;
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}
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if (!vertexShader_) {
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if (!CreateVertexShader()) {
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// The vertex shader failed, no need to bother trying the fragment.
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return nullptr;
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}
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}
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char *buffer = new char[2048];
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GenerateDepalShader(buffer, pixelFormat, useGL3_ ? GLSL_3xx : GLSL_1xx);
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std::string src(buffer);
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GLRShader *fragShader = render_->CreateShader(GL_FRAGMENT_SHADER, src, "depal");
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DepalShader *depal = new DepalShader();
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std::vector<GLRProgram::Semantic> semantics;
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semantics.push_back({ 0, "a_position" });
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semantics.push_back({ 1, "a_texcoord0" });
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std::vector<GLRProgram::UniformLocQuery> queries;
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queries.push_back({ &depal->u_tex, "tex" });
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queries.push_back({ &depal->u_pal, "pal" });
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std::vector<GLRProgram::Initializer> initializer;
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initializer.push_back({ &depal->u_tex, 0, TEX_SLOT_PSP_TEXTURE });
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initializer.push_back({ &depal->u_pal, 0, TEX_SLOT_CLUT });
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std::vector<GLRShader *> shaders{ vertexShader_, fragShader };
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GLRProgram *program = render_->CreateProgram(shaders, semantics, queries, initializer, false, false);
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depal->program = program;
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depal->fragShader = fragShader;
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depal->code = buffer;
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cache_[id] = depal;
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delete[] buffer;
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return depal->program ? depal : nullptr;
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}
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std::vector<std::string> DepalShaderCacheGLES::DebugGetShaderIDs(DebugShaderType type) {
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std::vector<std::string> ids;
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for (auto &iter : cache_) {
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ids.push_back(StringFromFormat("%08x", iter.first));
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}
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return ids;
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}
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std::string DepalShaderCacheGLES::DebugGetShaderString(std::string idstr, DebugShaderType type, DebugShaderStringType stringType) {
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uint32_t id;
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sscanf(idstr.c_str(), "%08x", &id);
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auto iter = cache_.find(id);
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if (iter == cache_.end())
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return "";
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switch (stringType) {
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case SHADER_STRING_SHORT_DESC:
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return idstr;
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case SHADER_STRING_SOURCE_CODE:
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return iter->second->code;
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default:
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return "";
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}
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}
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