mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
9fc94a3494
These already always go through software transform, so make sure we handle them consistently. We'll eventually convert to triangles.
318 lines
11 KiB
C++
318 lines
11 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/.
|
|
|
|
|
|
// Alpha/stencil is a convoluted mess. Some good comments are here:
|
|
// https://github.com/hrydgard/ppsspp/issues/3768
|
|
|
|
#include "ppsspp_config.h"
|
|
#include "StateMappingGLES.h"
|
|
#include "Common/Profiler/Profiler.h"
|
|
#include "Common/GPU/OpenGL/GLDebugLog.h"
|
|
#include "Common/GPU/OpenGL/GLRenderManager.h"
|
|
#include "Common/Data/Convert/SmallDataConvert.h"
|
|
|
|
#include "GPU/Math3D.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/ge_constants.h"
|
|
#include "Core/System.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/Reporting.h"
|
|
#include "GPU/GLES/GPU_GLES.h"
|
|
#include "GPU/GLES/ShaderManagerGLES.h"
|
|
#include "GPU/GLES/TextureCacheGLES.h"
|
|
#include "GPU/GLES/FramebufferManagerGLES.h"
|
|
#include "GPU/Common/FragmentShaderGenerator.h"
|
|
|
|
static const GLushort glBlendFactorLookup[(size_t)BlendFactor::COUNT] = {
|
|
GL_ZERO,
|
|
GL_ONE,
|
|
GL_SRC_COLOR,
|
|
GL_ONE_MINUS_SRC_COLOR,
|
|
GL_DST_COLOR,
|
|
GL_ONE_MINUS_DST_COLOR,
|
|
GL_SRC_ALPHA,
|
|
GL_ONE_MINUS_SRC_ALPHA,
|
|
GL_DST_ALPHA,
|
|
GL_ONE_MINUS_DST_ALPHA,
|
|
GL_CONSTANT_COLOR,
|
|
GL_ONE_MINUS_CONSTANT_COLOR,
|
|
GL_CONSTANT_ALPHA,
|
|
GL_ONE_MINUS_CONSTANT_ALPHA,
|
|
#if !defined(USING_GLES2) // TODO: Remove when we have better headers
|
|
GL_SRC1_COLOR,
|
|
GL_ONE_MINUS_SRC1_COLOR,
|
|
GL_SRC1_ALPHA,
|
|
GL_ONE_MINUS_SRC1_ALPHA,
|
|
#elif !PPSSPP_PLATFORM(IOS)
|
|
GL_SRC1_COLOR_EXT,
|
|
GL_ONE_MINUS_SRC1_COLOR_EXT,
|
|
GL_SRC1_ALPHA_EXT,
|
|
GL_ONE_MINUS_SRC1_ALPHA_EXT,
|
|
#else
|
|
GL_INVALID_ENUM,
|
|
GL_INVALID_ENUM,
|
|
GL_INVALID_ENUM,
|
|
GL_INVALID_ENUM,
|
|
#endif
|
|
GL_INVALID_ENUM,
|
|
};
|
|
|
|
static const GLushort glBlendEqLookup[(size_t)BlendEq::COUNT] = {
|
|
GL_FUNC_ADD,
|
|
GL_FUNC_SUBTRACT,
|
|
GL_FUNC_REVERSE_SUBTRACT,
|
|
GL_MIN,
|
|
GL_MAX,
|
|
};
|
|
|
|
static const GLushort cullingMode[] = {
|
|
GL_FRONT,
|
|
GL_BACK,
|
|
};
|
|
|
|
static const GLushort compareOps[] = {
|
|
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL,
|
|
GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL,
|
|
};
|
|
|
|
static const GLushort stencilOps[] = {
|
|
GL_KEEP,
|
|
GL_ZERO,
|
|
GL_REPLACE,
|
|
GL_INVERT,
|
|
GL_INCR,
|
|
GL_DECR,
|
|
GL_KEEP, // reserved
|
|
GL_KEEP, // reserved
|
|
};
|
|
|
|
#if !defined(USING_GLES2)
|
|
static const GLushort logicOps[] = {
|
|
GL_CLEAR,
|
|
GL_AND,
|
|
GL_AND_REVERSE,
|
|
GL_COPY,
|
|
GL_AND_INVERTED,
|
|
GL_NOOP,
|
|
GL_XOR,
|
|
GL_OR,
|
|
GL_NOR,
|
|
GL_EQUIV,
|
|
GL_INVERT,
|
|
GL_OR_REVERSE,
|
|
GL_COPY_INVERTED,
|
|
GL_OR_INVERTED,
|
|
GL_NAND,
|
|
GL_SET,
|
|
};
|
|
#endif
|
|
|
|
inline void DrawEngineGLES::ResetFramebufferRead() {
|
|
if (fboTexBound_) {
|
|
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
|
|
renderManager->BindTexture(TEX_SLOT_SHADERBLEND_SRC, nullptr);
|
|
fboTexBound_ = false;
|
|
}
|
|
}
|
|
|
|
void DrawEngineGLES::ApplyDrawState(int prim) {
|
|
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
|
|
|
|
if (!gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE)) {
|
|
// Nothing to do, let's early-out
|
|
return;
|
|
}
|
|
|
|
// Start profiling here to skip SetTexture which is already accounted for
|
|
PROFILE_THIS_SCOPE("applydrawstate");
|
|
|
|
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
|
|
|
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
|
gstate_c.Clean(DIRTY_BLEND_STATE);
|
|
gstate_c.SetAllowFramebufferRead(!g_Config.bDisableSlowFramebufEffects);
|
|
|
|
if (gstate.isModeClear()) {
|
|
// Color Test
|
|
bool colorMask = gstate.isClearModeColorMask();
|
|
bool alphaMask = gstate.isClearModeAlphaMask();
|
|
renderManager->SetNoBlendAndMask((colorMask ? 7 : 0) | (alphaMask ? 8 : 0));
|
|
} else {
|
|
// Do the large chunks of state conversion. We might be able to hide these two behind a dirty-flag each,
|
|
// to avoid recomputing heavy stuff unnecessarily every draw call.
|
|
GenericBlendState blendState;
|
|
ConvertBlendState(blendState, gstate_c.allowFramebufferRead);
|
|
|
|
GenericMaskState maskState;
|
|
ConvertMaskState(maskState, gstate_c.allowFramebufferRead);
|
|
|
|
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
|
if (ApplyFramebufferRead(&fboTexNeedsBind_)) {
|
|
// The shader takes over the responsibility for blending, so recompute.
|
|
ApplyStencilReplaceAndLogicOpIgnoreBlend(blendState.replaceAlphaWithStencil, blendState);
|
|
|
|
// We copy the framebuffer here, as doing so will wipe any blend state if we do it later.
|
|
if (fboTexNeedsBind_) {
|
|
// Note that this is positions, not UVs, that we need the copy from.
|
|
framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY);
|
|
// If we are rendering at a higher resolution, linear is probably best for the dest color.
|
|
renderManager->SetTextureSampler(1, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, 0.0f);
|
|
fboTexBound_ = true;
|
|
fboTexNeedsBind_ = false;
|
|
|
|
framebufferManager_->RebindFramebuffer("RebindFramebuffer - ApplyDrawState");
|
|
// Must dirty blend state here so we re-copy next time. Example: Lunar's spell effects.
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE);
|
|
}
|
|
} else {
|
|
// Until next time, force it off.
|
|
ResetFramebufferRead();
|
|
gstate_c.SetAllowFramebufferRead(false);
|
|
}
|
|
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
|
|
} else if (blendState.resetFramebufferRead) {
|
|
ResetFramebufferRead();
|
|
}
|
|
|
|
if (blendState.enabled) {
|
|
if (blendState.dirtyShaderBlendFixValues) {
|
|
// Not quite sure how necessary this is.
|
|
gstate_c.Dirty(DIRTY_SHADERBLEND);
|
|
}
|
|
if (blendState.useBlendColor) {
|
|
uint32_t color = blendState.blendColor;
|
|
float col[4];
|
|
Uint8x4ToFloat4(col, color);
|
|
renderManager->SetBlendFactor(col);
|
|
}
|
|
}
|
|
|
|
int mask = (int)maskState.rgba[0] | ((int)maskState.rgba[1] << 1) | ((int)maskState.rgba[2] << 2) | ((int)maskState.rgba[3] << 3);
|
|
if (blendState.enabled) {
|
|
renderManager->SetBlendAndMask(mask, blendState.enabled,
|
|
glBlendFactorLookup[(size_t)blendState.srcColor], glBlendFactorLookup[(size_t)blendState.dstColor],
|
|
glBlendFactorLookup[(size_t)blendState.srcAlpha], glBlendFactorLookup[(size_t)blendState.dstAlpha],
|
|
glBlendEqLookup[(size_t)blendState.eqColor], glBlendEqLookup[(size_t)blendState.eqAlpha]);
|
|
} else {
|
|
renderManager->SetNoBlendAndMask(mask);
|
|
}
|
|
|
|
#ifndef USING_GLES2
|
|
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
|
|
renderManager->SetLogicOp(gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY,
|
|
logicOps[gstate.getLogicOp()]);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
if (gstate_c.IsDirty(DIRTY_RASTER_STATE)) {
|
|
gstate_c.Clean(DIRTY_RASTER_STATE);
|
|
|
|
// Dither
|
|
bool dither = gstate.isDitherEnabled();
|
|
bool cullEnable;
|
|
GLenum cullMode = cullingMode[gstate.getCullMode() ^ !useBufferedRendering];
|
|
|
|
cullEnable = !gstate.isModeClear() && prim != GE_PRIM_RECTANGLES && prim > GE_PRIM_LINE_STRIP && gstate.isCullEnabled();
|
|
|
|
bool depthClampEnable = false;
|
|
if (gstate.isModeClear() || gstate.isModeThrough()) {
|
|
// TODO: Might happen in clear mode if not through...
|
|
depthClampEnable = false;
|
|
} else {
|
|
if (gstate.getDepthRangeMin() == 0 || gstate.getDepthRangeMax() == 65535) {
|
|
// TODO: Still has a bug where we clamp to depth range if one is not the full range.
|
|
// But the alternate is not clamping in either direction...
|
|
depthClampEnable = gstate.isDepthClampEnabled() && gstate_c.Supports(GPU_SUPPORTS_DEPTH_CLAMP);
|
|
} else {
|
|
// We just want to clip in this case, the clamp would be clipped anyway.
|
|
depthClampEnable = false;
|
|
}
|
|
}
|
|
|
|
renderManager->SetRaster(cullEnable, GL_CCW, cullMode, dither, depthClampEnable);
|
|
}
|
|
|
|
if (gstate_c.IsDirty(DIRTY_DEPTHSTENCIL_STATE)) {
|
|
gstate_c.Clean(DIRTY_DEPTHSTENCIL_STATE);
|
|
GenericStencilFuncState stencilState;
|
|
ConvertStencilFuncState(stencilState);
|
|
|
|
if (gstate.isModeClear()) {
|
|
// Depth Test
|
|
if (gstate.isClearModeDepthMask()) {
|
|
framebufferManager_->SetDepthUpdated();
|
|
}
|
|
renderManager->SetStencilFunc(gstate.isClearModeAlphaMask(), GL_ALWAYS, 0xFF, 0xFF);
|
|
renderManager->SetStencilOp(stencilState.writeMask, GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
|
renderManager->SetDepth(true, gstate.isClearModeDepthMask() ? true : false, GL_ALWAYS);
|
|
} else {
|
|
// Depth Test
|
|
renderManager->SetDepth(gstate.isDepthTestEnabled(), gstate.isDepthWriteEnabled(), compareOps[gstate.getDepthTestFunction()]);
|
|
if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
|
|
framebufferManager_->SetDepthUpdated();
|
|
}
|
|
|
|
// Stencil Test
|
|
if (stencilState.enabled) {
|
|
renderManager->SetStencilFunc(stencilState.enabled, compareOps[stencilState.testFunc], stencilState.testRef, stencilState.testMask);
|
|
renderManager->SetStencilOp(stencilState.writeMask, stencilOps[stencilState.sFail], stencilOps[stencilState.zFail], stencilOps[stencilState.zPass]);
|
|
} else {
|
|
renderManager->SetStencilDisabled();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) {
|
|
gstate_c.Clean(DIRTY_VIEWPORTSCISSOR_STATE);
|
|
ConvertViewportAndScissor(useBufferedRendering,
|
|
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
|
|
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
|
|
vpAndScissor);
|
|
|
|
renderManager->SetScissor(GLRect2D{ vpAndScissor.scissorX, vpAndScissor.scissorY, vpAndScissor.scissorW, vpAndScissor.scissorH });
|
|
renderManager->SetViewport({
|
|
vpAndScissor.viewportX, vpAndScissor.viewportY,
|
|
vpAndScissor.viewportW, vpAndScissor.viewportH,
|
|
vpAndScissor.depthRangeMin, vpAndScissor.depthRangeMax });
|
|
|
|
if (vpAndScissor.dirtyProj) {
|
|
gstate_c.Dirty(DIRTY_PROJMATRIX);
|
|
}
|
|
if (vpAndScissor.dirtyDepth) {
|
|
gstate_c.Dirty(DIRTY_DEPTHRANGE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawEngineGLES::ApplyDrawStateLate(bool setStencilValue, int stencilValue) {
|
|
if (setStencilValue) {
|
|
render_->SetStencilFunc(GL_TRUE, GL_ALWAYS, stencilValue, 255);
|
|
}
|
|
|
|
// At this point, we know if the vertices are full alpha or not.
|
|
// TODO: Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
|
|
if (!gstate.isModeClear()) {
|
|
// Apply last, once we know the alpha params of the texture.
|
|
if (gstate.isAlphaTestEnabled() || gstate.isColorTestEnabled()) {
|
|
fragmentTestCache_->BindTestTexture(TEX_SLOT_ALPHATEST);
|
|
}
|
|
}
|
|
}
|