ppsspp/GPU/GLES/StateMappingGLES.cpp
Unknown W. Brackets c5b844cc98 GPU: Respect stencil write mask on clear.
Actually identified this for the softgpu in #11319, but applying it for
RGBA is a problem in most renderers.  Forgot to at least apply it to
stencil.

Fixes #11901.
2019-03-16 19:42:18 -07:00

337 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 "StateMappingGLES.h"
#include "profiler/profiler.h"
#include "gfx/gl_debug_log.h"
#include "thin3d/GLRenderManager.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/GLES/FragmentShaderGeneratorGLES.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 !defined(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::ResetShaderBlending() {
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");
// amask is needed for both stencil and blend state so we keep it outside for now
bool amask = (gstate.pmska & 0xFF) < 128;
// Let's not write to alpha if stencil isn't enabled.
if (IsStencilTestOutputDisabled()) {
amask = false;
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
}
}
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
gstate_c.Clean(DIRTY_BLEND_STATE);
gstate_c.SetAllowShaderBlend(!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.allowShaderBlend);
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
// We copy the framebuffer here, as doing so will wipe any blend state if we do it later.
if (fboTexNeedBind_) {
// Note that this is positions, not UVs, that we need the copy from.
// TODO: If the device doesn't support blit, this will corrupt the currently applied texture.
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;
fboTexNeedBind_ = false;
framebufferManager_->RebindFramebuffer();
// 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.
ResetShaderBlending();
gstate_c.SetAllowShaderBlend(false);
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
if (blendState.enabled) {
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
if (blendState.useBlendColor) {
uint32_t color = blendState.blendColor;
const float col[4] = {
(float)((color & 0xFF) >> 0) * (1.0f / 255.0f),
(float)((color & 0xFF00) >> 8) * (1.0f / 255.0f),
(float)((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
(float)((color & 0xFF000000) >> 24) * (1.0f / 255.0f),
};
renderManager->SetBlendFactor(col);
}
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
#ifndef MOBILE_DEVICE
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
#endif
int mask = (int)rmask | ((int)gmask << 1) | ((int)bmask << 2) | ((int)amask << 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];
if (gstate.isModeClear()) {
// Culling
cullEnable = false;
} else {
// Set cull
cullEnable = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
}
renderManager->SetRaster(cullEnable, GL_CCW, cullMode, dither);
}
if (gstate_c.IsDirty(DIRTY_DEPTHSTENCIL_STATE)) {
gstate_c.Clean(DIRTY_DEPTHSTENCIL_STATE);
if (gstate.isModeClear()) {
// Depth Test
if (gstate.isClearModeDepthMask()) {
framebufferManager_->SetDepthUpdated();
}
renderManager->SetStencilFunc(gstate.isClearModeAlphaMask(), GL_ALWAYS, 0xFF, 0xFF);
renderManager->SetStencilOp((~gstate.getStencilWriteMask()) & 0xFF, 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();
}
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// 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 setStencil, int stencilValue) {
if (setStencil) {
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);
}
}
}