mirror of
https://github.com/hrydgard/ppsspp.git
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203 lines
7.3 KiB
C++
203 lines
7.3 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/GPU/OpenGL/GLFeatures.h"
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#include "Core/ConfigValues.h"
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#include "Core/Reporting.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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static const char *depth_dl_fs = R"(
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#endif
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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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varying vec2 v_texcoord0;
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uniform vec2 u_depthFactor;
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uniform vec4 u_depthShift;
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uniform vec4 u_depthTo8;
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uniform sampler2D tex;
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void main() {
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float depth = texture2D(tex, v_texcoord0).r;
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// At this point, clamped maps [0, 1] to [0, 65535].
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float clamped = clamp((depth + u_depthFactor.x) * u_depthFactor.y, 0.0, 1.0);
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vec4 enc = u_depthShift * clamped;
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enc = floor(mod(enc, 256.0)) * u_depthTo8;
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enc = enc * u_depthTo8;
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// Let's ignore the bits outside 16 bit precision.
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gl_FragColor = enc.yzww;
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}
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)";
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static const char *depth_vs = R"(
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#ifdef GL_ES
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precision highp float;
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#endif
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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::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
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if (!vfb->fbo) {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
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return;
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}
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// Pixel size always 4 here because we always request float
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const u32 bufSize = vfb->z_stride * (h - y) * 4;
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const u32 z_address = vfb->z_address;
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const int packWidth = std::min(vfb->z_stride, std::min(x + w, (int)vfb->width));
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if (!convBuf_ || convBufSize_ < bufSize) {
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delete[] convBuf_;
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convBuf_ = new u8[bufSize];
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convBufSize_ = bufSize;
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}
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DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
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const bool useColorPath = gl_extensions.IsGLES;
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bool format16Bit = false;
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if (useColorPath) {
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if (!depthDownloadProgram_) {
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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(depth_vs, GL_VERTEX_SHADER);
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fs_code = ApplyGLSLPrelude(depth_dl_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, "depth_dl"));
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shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code, "depth_dl"));
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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({ &u_depthDownloadTex, "tex" });
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queries.push_back({ &u_depthDownloadFactor, "u_depthFactor" });
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queries.push_back({ &u_depthDownloadShift, "u_depthShift" });
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queries.push_back({ &u_depthDownloadTo8, "u_depthTo8" });
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std::vector<GLRProgram::Initializer> inits;
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inits.push_back({ &u_depthDownloadTex, 0, TEX_SLOT_PSP_TEXTURE });
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depthDownloadProgram_ = render_->CreateProgram(shaders, semantics, queries, inits, false);
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for (auto iter : shaders) {
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render_->DeleteShader(iter);
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}
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if (!depthDownloadProgram_) {
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ERROR_LOG_REPORT(G3D, "Failed to compile depthDownloadProgram! This shouldn't happen.\n%s", errorString.c_str());
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}
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}
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shaderManagerGL_->DirtyLastShader();
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auto *blitFBO = GetTempFBO(TempFBO::COPY, vfb->renderWidth, vfb->renderHeight);
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draw_->BindFramebufferAsRenderTarget(blitFBO, { Draw::RPAction::CLEAR, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "PackDepthbuffer");
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render_->SetViewport({ 0, 0, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f });
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// We must bind the program after starting the render pass, and set the color mask after clearing.
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render_->SetScissor({ 0, 0, vfb->renderWidth, vfb->renderHeight });
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render_->SetDepth(false, false, GL_ALWAYS);
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render_->SetRaster(false, GL_CCW, GL_FRONT, GL_FALSE);
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render_->BindProgram(depthDownloadProgram_);
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if (!gstate_c.Supports(GPU_SUPPORTS_ACCURATE_DEPTH)) {
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float factors[] = { 0.0f, 1.0f };
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render_->SetUniformF(&u_depthDownloadFactor, 2, factors);
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} else {
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const float factor = DepthSliceFactor();
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float factors[] = { -0.5f * (factor - 1.0f) * (1.0f / factor), factor };
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render_->SetUniformF(&u_depthDownloadFactor, 2, factors);
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}
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float shifts[] = { 16777215.0f, 16777215.0f / 256.0f, 16777215.0f / 65536.0f, 16777215.0f / 16777216.0f };
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render_->SetUniformF(&u_depthDownloadShift, 4, shifts);
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float to8[] = { 1.0f / 255.0f, 1.0f / 255.0f, 1.0f / 255.0f, 1.0f / 255.0f };
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render_->SetUniformF(&u_depthDownloadTo8, 4, to8);
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draw_->BindFramebufferAsTexture(vfb->fbo, TEX_SLOT_PSP_TEXTURE, Draw::FB_DEPTH_BIT, 0);
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float u1 = 1.0f;
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float v1 = 1.0f;
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DrawActiveTexture(x, y, w, h, vfb->renderWidth, vfb->renderHeight, 0.0f, 0.0f, u1, v1, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST);
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draw_->CopyFramebufferToMemorySync(blitFBO, Draw::FB_COLOR_BIT, 0, y, packWidth, h, Draw::DataFormat::R8G8B8A8_UNORM, convBuf_, vfb->z_stride, "PackDepthbuffer");
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textureCacheGL_->ForgetLastTexture();
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// TODO: Use 4444 so we can copy lines directly?
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format16Bit = true;
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} else {
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draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_DEPTH_BIT, 0, y, packWidth, h, Draw::DataFormat::D32F, convBuf_, vfb->z_stride, "PackDepthbuffer");
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format16Bit = false;
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}
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int dstByteOffset = y * vfb->z_stride * sizeof(u16);
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u16 *depth = (u16 *)Memory::GetPointer(z_address + dstByteOffset);
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u32_le *packed32 = (u32_le *)convBuf_;
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GLfloat *packedf = (GLfloat *)convBuf_;
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int totalPixels = h == 1 ? packWidth : vfb->z_stride * h;
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if (format16Bit) {
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// TODO: We have to apply GetDepthScaleFactors here too, right?
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for (int yp = 0; yp < h; ++yp) {
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int row_offset = vfb->z_stride * yp;
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for (int xp = 0; xp < packWidth; ++xp) {
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const int i = row_offset + xp;
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depth[i] = packed32[i] & 0xFFFF;
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}
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}
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} else {
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// TODO: Apply this in the shader.
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DepthScaleFactors depthScale = GetDepthScaleFactors();
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for (int yp = 0; yp < h; ++yp) {
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int row_offset = vfb->z_stride * yp;
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for (int xp = 0; xp < packWidth; ++xp) {
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const int i = row_offset + xp;
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float scaled = depthScale.Apply(packedf[i]);
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if (scaled <= 0.0f) {
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depth[i] = 0;
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} else if (scaled >= 65535.0f) {
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depth[i] = 65535;
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} else {
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depth[i] = (int)scaled;
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}
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}
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}
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}
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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}
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