ppsspp/GPU/Vulkan/StencilBufferVulkan.cpp

219 lines
7.6 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 "base/logging.h"
#include "ext/native/thin3d/thin3d.h"
#include "ext/native/thin3d/VulkanRenderManager.h"
#include "Core/Reporting.h"
#include "GPU/Common/StencilCommon.h"
#include "GPU/Vulkan/FramebufferVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "GPU/Vulkan/VulkanUtil.h"
// This shader references gl_FragDepth to prevent early fragment tests.
// They shouldn't happen since it uses discard, but Adreno detects that incorrectly - see #10634.
static const char *stencil_fs_adreno = R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
layout (depth_unchanged) out float gl_FragDepth;
layout (binding = 0) uniform sampler2D tex;
layout (push_constant) uniform params {
int u_stencilValue;
};
layout (location = 0) in vec2 v_texcoord0;
layout (location = 0) out vec4 fragColor0;
void main() {
gl_FragDepth = gl_FragCoord.z;
if (u_stencilValue == 0) {
fragColor0 = vec4(0.0);
} else {
vec4 index = texture(tex, v_texcoord0);
int indexBits = int(floor(index.a * 255.99)) & 0xFF;
if ((indexBits & u_stencilValue) == 0)
discard;
fragColor0 = index.aaaa;
}
}
)";
static const char *stencil_fs = R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform sampler2D tex;
layout (push_constant) uniform params {
int u_stencilValue;
};
layout (location = 0) in vec2 v_texcoord0;
layout (location = 0) out vec4 fragColor0;
void main() {
if (u_stencilValue == 0) {
fragColor0 = vec4(0.0);
} else {
vec4 index = texture(tex, v_texcoord0);
int indexBits = int(floor(index.a * 255.99)) & 0xFF;
if ((indexBits & u_stencilValue) == 0)
discard;
fragColor0 = index.aaaa;
}
}
)";
static const char stencil_vs[] = R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) out vec2 v_texcoord0;
out gl_PerVertex { vec4 gl_Position; };
void main() {
int id = gl_VertexIndex;
v_texcoord0.x = (id == 2) ? 2.0 : 0.0;
v_texcoord0.y = (id == 1) ? 2.0 : 0.0;
gl_Position = vec4(v_texcoord0 * vec2(2.0, 2.0) + vec2(-1.0, -1.0), 0.0, 1.0);
}
)";
// In Vulkan we should be able to simply copy the stencil data directly to a stencil buffer without
// messing about with bitplane textures and the like. Or actually, maybe not... Let's start with
// the traditional approach.
bool FramebufferManagerVulkan::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
addr &= 0x3FFFFFFF;
if (!MayIntersectFramebuffer(addr)) {
return false;
}
VirtualFramebuffer *dstBuffer = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
if (vfb->fb_address == addr) {
dstBuffer = vfb;
}
}
if (!dstBuffer) {
return false;
}
int values = 0;
u8 usedBits = 0;
const u8 *src = Memory::GetPointer(addr);
if (!src) {
return false;
}
switch (dstBuffer->format) {
case GE_FORMAT_565:
// Well, this doesn't make much sense.
return false;
case GE_FORMAT_5551:
usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 2;
break;
case GE_FORMAT_4444:
usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 16;
break;
case GE_FORMAT_8888:
usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 256;
break;
case GE_FORMAT_INVALID:
// Impossible.
break;
}
std::string error;
if (!stencilVs_) {
const char *stencil_fs_source = stencil_fs;
// See comment above the stencil_fs_adreno definition.
if (vulkan_->GetPhysicalDeviceProperties().properties.vendorID == VULKAN_VENDOR_QUALCOMM)
stencil_fs_source = stencil_fs_adreno;
stencilVs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, stencil_vs, &error);
stencilFs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, stencil_fs_source, &error);
}
VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::FRAMEBUFFER_RENDERPASS);
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
shaderManagerVulkan_->DirtyLastShader();
textureCacheVulkan_->ForgetLastTexture();
u16 w = dstBuffer->renderWidth;
u16 h = dstBuffer->renderHeight;
float u1 = 1.0f;
float v1 = 1.0f;
MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1);
if (dstBuffer->fbo) {
draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR });
} else {
// something is wrong...
}
VkPipeline pipeline = vulkan2D_->GetPipeline(rp, stencilVs_, stencilFs_, false, Vulkan2D::VK2DDepthStencilMode::STENCIL_REPLACE_ALWAYS);
renderManager->BindPipeline(pipeline);
renderManager->SetViewport({ 0.0f, 0.0f, (float)w, (float)h, 0.0f, 1.0f });
renderManager->SetScissor({ { 0, 0, },{ (uint32_t)w, (uint32_t)h } });
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE);
VkDescriptorSet descSet = vulkan2D_->GetDescriptorSet(overrideImageView_, nearestSampler_, VK_NULL_HANDLE, VK_NULL_HANDLE);
// Note: Even with skipZero, we don't necessarily start framebuffers at 0 in Vulkan. Clear anyway.
// Not an actual clear, because we need to draw to alpha only as well.
uint32_t value = 0;
renderManager->PushConstants(vulkan2D_->GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, &value);
renderManager->SetStencilParams(0xFF, 0xFF, 0x00);
renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, VK_NULL_HANDLE, 0, 3); // full screen triangle
for (int i = 1; i < values; i += i) {
if (!(usedBits & i)) {
// It's already zero, let's skip it.
continue;
}
// These are the stencil bits that will be written. We discard when the bit doesn't match.
uint8_t writeMask = 0;
// This is the value to test the texture alpha against in the shader.
uint32_t value = 0;
if (dstBuffer->format == GE_FORMAT_4444) {
writeMask = i | (i << 4);
value = i * 16;
} else if (dstBuffer->format == GE_FORMAT_5551) {
writeMask = 0xFF;
value = i * 128;
} else {
writeMask = i;
value = i;
}
renderManager->SetStencilParams(writeMask, 0xFF, 0xFF);
// Need to specify both VERTEX and FRAGMENT bits here since that's what we set up in the pipeline layout, and we need
// that for the post shaders. There's probably not really a cost to this.
renderManager->PushConstants(vulkan2D_->GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, &value);
renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, VK_NULL_HANDLE, 0, 3); // full screen triangle
}
overrideImageView_ = VK_NULL_HANDLE;
RebindFramebuffer();
return true;
}