mirror of
https://github.com/hrydgard/ppsspp.git
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0dc7688838
These weren't being used / weren't final anyway.
359 lines
13 KiB
C++
359 lines
13 KiB
C++
// Copyright (c) 2012- 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 <algorithm>
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/GPU/OpenGL/GLCommon.h"
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#include "Common/GPU/OpenGL/GLDebugLog.h"
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#include "Common/GPU/OpenGL/GLSLProgram.h"
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#include "Common/GPU/thin3d.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/PresentationCommon.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Debugger/Stepping.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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static const char tex_fs[] = R"(
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#if __VERSION__ >= 130
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#define varying in
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#define texture2D texture
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#define gl_FragColor fragColor0
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out vec4 fragColor0;
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#endif
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D sampler0;
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varying vec2 v_texcoord0;
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void main() {
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gl_FragColor = texture2D(sampler0, v_texcoord0);
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}
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)";
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static const char basic_vs[] = R"(
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#if __VERSION__ >= 130
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#define attribute in
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#define varying out
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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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void FramebufferManagerGLES::CompileDraw2DProgram() {
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if (!draw2dprogram_) {
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std::string errorString;
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static std::string vs_code, fs_code;
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vs_code = ApplyGLSLPrelude(basic_vs, GL_VERTEX_SHADER);
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fs_code = ApplyGLSLPrelude(tex_fs, GL_FRAGMENT_SHADER);
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std::vector<GLRShader *> shaders;
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shaders.push_back(render_->CreateShader(GL_VERTEX_SHADER, vs_code, "draw2d"));
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shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code, "draw2d"));
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std::vector<GLRProgram::UniformLocQuery> queries;
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queries.push_back({ &u_draw2d_tex, "u_tex" });
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std::vector<GLRProgram::Initializer> initializers;
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initializers.push_back({ &u_draw2d_tex, 0 });
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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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draw2dprogram_ = render_->CreateProgram(shaders, semantics, queries, initializers, false, false);
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for (auto shader : shaders)
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render_->DeleteShader(shader);
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}
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}
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void FramebufferManagerGLES::Bind2DShader() {
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render_->BindProgram(draw2dprogram_);
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}
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FramebufferManagerGLES::FramebufferManagerGLES(Draw::DrawContext *draw, GLRenderManager *render) :
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FramebufferManagerCommon(draw),
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render_(render)
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{
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needBackBufferYSwap_ = true;
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needGLESRebinds_ = true;
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presentation_->SetLanguage(draw_->GetShaderLanguageDesc().shaderLanguage);
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CreateDeviceObjects();
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}
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void FramebufferManagerGLES::Init() {
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FramebufferManagerCommon::Init();
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CompileDraw2DProgram();
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}
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void FramebufferManagerGLES::SetTextureCache(TextureCacheGLES *tc) {
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textureCache_ = tc;
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}
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void FramebufferManagerGLES::SetShaderManager(ShaderManagerGLES *sm) {
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shaderManager_ = sm;
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}
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void FramebufferManagerGLES::SetDrawEngine(DrawEngineGLES *td) {
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drawEngineGL_ = td;
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drawEngine_ = td;
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}
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void FramebufferManagerGLES::CreateDeviceObjects() {
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CompileDraw2DProgram();
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std::vector<GLRInputLayout::Entry> entries;
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entries.push_back({ 0, 3, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), offsetof(Simple2DVertex, pos) });
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entries.push_back({ 1, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), offsetof(Simple2DVertex, uv) });
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simple2DInputLayout_ = render_->CreateInputLayout(entries);
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}
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void FramebufferManagerGLES::DestroyDeviceObjects() {
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if (simple2DInputLayout_) {
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render_->DeleteInputLayout(simple2DInputLayout_);
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simple2DInputLayout_ = nullptr;
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}
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if (draw2dprogram_) {
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render_->DeleteProgram(draw2dprogram_);
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draw2dprogram_ = nullptr;
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}
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if (stencilUploadProgram_) {
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render_->DeleteProgram(stencilUploadProgram_);
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stencilUploadProgram_ = nullptr;
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}
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if (depthDownloadProgram_) {
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render_->DeleteProgram(depthDownloadProgram_);
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depthDownloadProgram_ = nullptr;
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}
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}
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FramebufferManagerGLES::~FramebufferManagerGLES() {
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DestroyDeviceObjects();
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delete [] convBuf_;
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}
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// x, y, w, h are relative coordinates against destW/destH, which is not very intuitive.
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// TODO: This could totally use fbo_blit in many cases.
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void FramebufferManagerGLES::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {
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float texCoords[8] = {
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u0,v0,
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u1,v0,
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u1,v1,
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u0,v1,
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};
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if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
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float temp[8];
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int rotation = 0;
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// Vertical and Vertical180 needed swapping after we changed the coordinate system.
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switch (uvRotation) {
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case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break;
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case ROTATION_LOCKED_VERTICAL: rotation = 6; break;
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case ROTATION_LOCKED_VERTICAL180: rotation = 2; break;
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}
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for (int i = 0; i < 8; i++) {
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temp[i] = texCoords[(i + rotation) & 7];
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}
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memcpy(texCoords, temp, sizeof(temp));
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}
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float pos[12] = {
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x,y,0,
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x + w,y,0,
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x + w,y + h,0,
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x,y + h,0
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};
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float invDestW = 1.0f / (destW * 0.5f);
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float invDestH = 1.0f / (destH * 0.5f);
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for (int i = 0; i < 4; i++) {
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pos[i * 3] = pos[i * 3] * invDestW - 1.0f;
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pos[i * 3 + 1] = pos[i * 3 + 1] * invDestH - 1.0f;
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}
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// We always want a plain state here, well, except for when it's used by the stencil stuff...
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render_->SetDepth(false, false, GL_ALWAYS);
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render_->SetRaster(false, GL_CCW, GL_FRONT, GL_FALSE, GL_FALSE);
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if (!(flags & DRAWTEX_KEEP_STENCIL_ALPHA)) {
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render_->SetNoBlendAndMask(0xF);
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render_->SetStencilDisabled();
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}
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// Upscaling postshaders don't look well with linear
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if (flags & DRAWTEX_LINEAR) {
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render_->SetTextureSampler(0, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, 0.0f);
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} else {
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render_->SetTextureSampler(0, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
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}
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Simple2DVertex verts[4];
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memcpy(verts[0].pos, &pos[0], 12);
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memcpy(verts[1].pos, &pos[3], 12);
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memcpy(verts[3].pos, &pos[6], 12);
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memcpy(verts[2].pos, &pos[9], 12);
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memcpy(verts[0].uv, &texCoords[0], 8);
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memcpy(verts[1].uv, &texCoords[2], 8);
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memcpy(verts[3].uv, &texCoords[4], 8);
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memcpy(verts[2].uv, &texCoords[6], 8);
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uint32_t bindOffset;
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GLRBuffer *buffer;
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// Workaround: This might accidentally get called from ReportScreen screenshot-taking, and in that case
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// the push buffer is not mapped. This only happens if framebuffer blit support is not available.
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if (drawEngineGL_->GetPushVertexBuffer()->IsReady()) {
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void *dest = drawEngineGL_->GetPushVertexBuffer()->Push(sizeof(verts), &bindOffset, &buffer);
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memcpy(dest, verts, sizeof(verts));
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render_->BindVertexBuffer(simple2DInputLayout_, buffer, bindOffset);
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render_->Draw(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
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_assert_msg_(nvfb->fbo, "Expecting a valid nvfb in UpdateDownloadTempBuffer");
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// Discard the previous contents of this buffer where possible.
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if (gl_extensions.GLES3) {
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draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "UpdateDownloadTempBuffer");
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} else if (gl_extensions.IsGLES) {
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draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }, "UpdateDownloadTempBuffer");
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gstate_c.Dirty(DIRTY_BLEND_STATE);
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}
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}
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void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
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if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
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// This can happen if they recently switched from non-buffered.
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if (useBufferedRendering_)
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draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer");
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return;
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}
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bool useBlit = gstate_c.Supports(GPU_SUPPORTS_FRAMEBUFFER_BLIT);
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float srcXFactor = useBlit ? src->renderScaleFactor : 1.0f;
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float srcYFactor = useBlit ? src->renderScaleFactor : 1.0f;
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const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
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if (srcBpp != bpp && bpp != 0) {
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srcXFactor = (srcXFactor * bpp) / srcBpp;
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}
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int srcX1 = srcX * srcXFactor;
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int srcX2 = (srcX + w) * srcXFactor;
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int srcY1 = srcY * srcYFactor;
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int srcY2 = (srcY + h) * srcYFactor;
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float dstXFactor = useBlit ? dst->renderScaleFactor : 1.0f;
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float dstYFactor = useBlit ? dst->renderScaleFactor : 1.0f;
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const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
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if (dstBpp != bpp && bpp != 0) {
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dstXFactor = (dstXFactor * bpp) / dstBpp;
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}
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int dstX1 = dstX * dstXFactor;
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int dstX2 = (dstX + w) * dstXFactor;
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int dstY1 = dstY * dstYFactor;
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int dstY2 = (dstY + h) * dstYFactor;
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if (src == dst && srcX == dstX && srcY == dstY) {
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// Let's just skip a copy where the destination is equal to the source.
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WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
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return;
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}
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if (gstate_c.Supports(GPU_SUPPORTS_COPY_IMAGE)) {
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// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
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// In case the src goes outside, we just skip the optimization in that case.
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const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
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const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
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const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
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const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
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const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
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if (sameSize && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
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draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT, tag);
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return;
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}
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}
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if (useBlit) {
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draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
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} else {
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// TODO: Move this workaround out into thin3d, instead of dirtying up the code here.
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draw_->BindFramebufferAsRenderTarget(dst->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, tag);
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draw_->BindFramebufferAsTexture(src->fbo, 0, Draw::FB_COLOR_BIT, 0);
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// Make sure our 2D drawing program is ready. Compiles only if not already compiled.
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CompileDraw2DProgram();
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render_->SetViewport({ 0, 0, (float)dst->renderWidth, (float)dst->renderHeight, 0, 1.0f });
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render_->SetStencilDisabled();
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render_->SetDepth(false, false, GL_ALWAYS);
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render_->SetNoBlendAndMask(0xF);
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// The first four coordinates are relative to the 6th and 7th arguments of DrawActiveTexture.
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// Should maybe revamp that interface.
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float srcW = src->bufferWidth;
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float srcH = src->bufferHeight;
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render_->BindProgram(draw2dprogram_);
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DrawActiveTexture(dstX1, dstY1, w * dstXFactor, h * dstYFactor, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST);
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textureCache_->ForgetLastTexture();
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}
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
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}
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void FramebufferManagerGLES::EndFrame() {
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}
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void FramebufferManagerGLES::DeviceLost() {
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FramebufferManagerCommon::DeviceLost();
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DestroyDeviceObjects();
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}
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void FramebufferManagerGLES::DeviceRestore(Draw::DrawContext *draw) {
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FramebufferManagerCommon::DeviceRestore(draw);
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render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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CreateDeviceObjects();
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}
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void FramebufferManagerGLES::Resized() {
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FramebufferManagerCommon::Resized();
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render_->Resize(PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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}
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bool FramebufferManagerGLES::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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int w, h;
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draw_->GetFramebufferDimensions(nullptr, &w, &h);
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buffer.Allocate(w, h, GPU_DBG_FORMAT_888_RGB, true);
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draw_->CopyFramebufferToMemorySync(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8_UNORM, buffer.GetData(), w, "GetOutputFramebuffer");
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return true;
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}
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