mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 17:02:19 +00:00
d39b0bdca2
Only some things moved over so far. FramebufferCommon does too much, we want to share it with softgpu without all the buffer management stuff.
721 lines
25 KiB
C++
721 lines
25 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 <set>
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#include <algorithm>
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#include "profiler/profiler.h"
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#include "gfx/gl_common.h"
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#include "gfx/gl_debug_log.h"
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#include "gfx_es2/glsl_program.h"
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#include "thin3d/thin3d.h"
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#include "base/timeutil.h"
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#include "file/vfs.h"
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#include "math/lin/matrix4x4.h"
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#include "Common/ColorConv.h"
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#include "Core/Host.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/FramebufferCommon.h"
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#include "GPU/Common/PostShader.h"
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#include "GPU/Common/PresentationCommon.h"
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#include "GPU/Common/ShaderTranslation.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);
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for (auto shader : shaders)
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render_->DeleteShader(shader);
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CompilePostShader();
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}
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}
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void FramebufferManagerGLES::CompilePostShader() {
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SetNumExtraFBOs(0);
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const ShaderInfo *shaderInfo = 0;
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if (g_Config.sPostShaderName != "Off") {
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ReloadAllPostShaderInfo();
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shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
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}
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if (shaderInfo) {
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std::string errorString;
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postShaderAtOutputResolution_ = shaderInfo->outputResolution;
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presentation_->UpdateShaderInfo(shaderInfo);
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size_t sz;
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char *vs = (char *)VFSReadFile(shaderInfo->vertexShaderFile.c_str(), &sz);
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if (!vs)
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return;
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char *fs = (char *)VFSReadFile(shaderInfo->fragmentShaderFile.c_str(), &sz);
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if (!fs) {
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free(vs);
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return;
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}
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std::string vshader;
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std::string fshader;
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bool translationFailed = false;
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if (gl_extensions.IsCoreContext) {
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// Gonna have to upconvert the shaders.
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if (!TranslateShader(&vshader, GLSL_300, nullptr, vs, GLSL_140, Draw::ShaderStage::VERTEX, &errorString)) {
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translationFailed = true;
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ELOG("Failed to translate post-vshader: %s", errorString.c_str());
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}
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if (!TranslateShader(&fshader, GLSL_300, nullptr, fs, GLSL_140, Draw::ShaderStage::FRAGMENT, &errorString)) {
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translationFailed = true;
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ELOG("Failed to translate post-fshader: %s", errorString.c_str());
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}
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} else {
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vshader = vs;
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fshader = fs;
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}
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if (!translationFailed) {
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SetNumExtraFBOs(1);
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std::vector<GLRShader *> shaders;
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shaders.push_back(render_->CreateShader(GL_VERTEX_SHADER, vshader, "postshader"));
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shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fshader, "postshader"));
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std::vector<GLRProgram::UniformLocQuery> queries;
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queries.push_back({ &u_postShaderTex, "tex" });
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queries.push_back({ &deltaLoc_, "u_texelDelta" });
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queries.push_back({ &pixelDeltaLoc_, "u_pixelDelta" });
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queries.push_back({ &timeLoc_, "u_time" });
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queries.push_back({ &videoLoc_, "u_video" });
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std::vector<GLRProgram::Initializer> inits;
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inits.push_back({ &u_postShaderTex, 0, 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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postShaderProgram_ = render_->CreateProgram(shaders, semantics, queries, inits, false);
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postShaderModules_ = shaders;
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} else {
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ERROR_LOG(FRAMEBUF, "Failed to translate post shader!");
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}
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free(vs);
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free(fs);
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if (!postShaderProgram_) {
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// DO NOT turn this into a report, as it will pollute our logs with all kinds of
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// user shader experiments.
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ERROR_LOG(FRAMEBUF, "Failed to build post-processing program from %s and %s!\n%s", shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), errorString.c_str());
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ShowPostShaderError(errorString);
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usePostShader_ = false;
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} else {
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usePostShader_ = true;
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}
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} else {
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postShaderProgram_ = nullptr;
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usePostShader_ = false;
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}
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}
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void FramebufferManagerGLES::ShowPostShaderError(const std::string &errorString) {
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// let's show the first line of the error string as an OSM.
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std::set<std::string> blacklistedLines;
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// These aren't useful to show, skip to the first interesting line.
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blacklistedLines.insert("Fragment shader failed to compile with the following errors:");
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blacklistedLines.insert("Vertex shader failed to compile with the following errors:");
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blacklistedLines.insert("Compile failed.");
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blacklistedLines.insert("");
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std::string firstLine;
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size_t start = 0;
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for (size_t i = 0; i < errorString.size(); i++) {
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if (errorString[i] == '\n' && i == start) {
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start = i + 1;
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} else if (errorString[i] == '\n') {
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firstLine = errorString.substr(start, i - start);
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if (blacklistedLines.find(firstLine) == blacklistedLines.end()) {
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break;
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}
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start = i + 1;
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firstLine.clear();
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}
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}
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if (!firstLine.empty()) {
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host->NotifyUserMessage("Post-shader error: " + firstLine + "...", 10.0f, 0xFF3090FF);
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} else {
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host->NotifyUserMessage("Post-shader error, see log for details", 10.0f, 0xFF3090FF);
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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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void FramebufferManagerGLES::BindPostShader(const PostShaderUniforms &uniforms) {
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// Make sure we've compiled the shader.
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if (!postShaderProgram_) {
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CompileDraw2DProgram();
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}
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bool failed = false;
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std::string errorMessage;
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for (size_t i = 0; i < postShaderModules_.size(); ++i) {
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auto &shader = postShaderModules_[i];
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if (shader->failed) {
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failed = true;
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errorMessage += shader->error + "\n";
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}
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if (shader->valid || shader->failed) {
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render_->DeleteShader(shader);
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postShaderModules_.erase(postShaderModules_.begin() + i);
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// Check this index again.
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i--;
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}
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}
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if (failed) {
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ShowPostShaderError(errorMessage);
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// Show stuff if possible in an upcoming frame.
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usePostShader_ = false;
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}
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render_->BindProgram(postShaderProgram_);
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if (deltaLoc_ != -1)
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render_->SetUniformF(&deltaLoc_, 2, uniforms.texelDelta);
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if (pixelDeltaLoc_ != -1)
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render_->SetUniformF(&pixelDeltaLoc_, 2, uniforms.pixelDelta);
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if (timeLoc_ != -1)
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render_->SetUniformF(&timeLoc_, 4, uniforms.time);
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if (videoLoc_ != -1)
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render_->SetUniformF(&videoLoc_, 1, &uniforms.video);
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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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CreateDeviceObjects();
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render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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}
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void FramebufferManagerGLES::Init() {
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FramebufferManagerCommon::Init();
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// Workaround for upscaling shaders where we force x1 resolution without saving it
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Resized();
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CompileDraw2DProgram();
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}
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void FramebufferManagerGLES::SetTextureCache(TextureCacheGLES *tc) {
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textureCacheGL_ = tc;
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textureCache_ = tc;
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}
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void FramebufferManagerGLES::SetShaderManager(ShaderManagerGLES *sm) {
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shaderManagerGL_ = 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 (postShaderProgram_) {
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render_->DeleteProgram(postShaderProgram_);
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postShaderProgram_ = nullptr;
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}
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// Will usually be clear already.
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for (auto iter : postShaderModules_) {
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render_->DeleteShader(iter);
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}
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postShaderModules_.clear();
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if (drawPixelsTex_) {
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render_->DeleteTexture(drawPixelsTex_);
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drawPixelsTex_ = 0;
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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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void FramebufferManagerGLES::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
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if (drawPixelsTex_) {
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render_->DeleteTexture(drawPixelsTex_);
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}
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drawPixelsTex_ = render_->CreateTexture(GL_TEXTURE_2D);
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drawPixelsTexW_ = width;
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drawPixelsTexH_ = height;
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drawPixelsTexFormat_ = srcPixelFormat;
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// TODO: We can just change the texture format and flip some bits around instead of this.
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// Could share code with the texture cache perhaps.
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u32 neededSize = width * height * 4;
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u8 *convBuf = new u8[neededSize];
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for (int y = 0; y < height; y++) {
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const u16_le *src16 = (const u16_le *)srcPixels + srcStride * y;
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const u32_le *src32 = (const u32_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)convBuf + width * y;
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switch (srcPixelFormat) {
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case GE_FORMAT_565:
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ConvertRGBA565ToRGBA8888((u32 *)dst, src16, width);
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break;
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case GE_FORMAT_5551:
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ConvertRGBA5551ToRGBA8888((u32 *)dst, src16, width);
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break;
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case GE_FORMAT_4444:
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ConvertRGBA4444ToRGBA8888((u32 *)dst, src16, width);
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break;
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case GE_FORMAT_8888:
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memcpy(dst, src32, 4 * width);
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break;
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case GE_FORMAT_INVALID:
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_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
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break;
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}
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}
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render_->TextureImage(drawPixelsTex_, 0, width, height, Draw::DataFormat::R8G8B8A8_UNORM, convBuf, GLRAllocType::NEW, false);
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render_->FinalizeTexture(drawPixelsTex_, 0, false);
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// TODO: Return instead?
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render_->BindTexture(TEX_SLOT_PSP_TEXTURE, drawPixelsTex_);
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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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static const GLushort indices[4] = { 0,1,3,2 };
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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);
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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);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerGLES::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
|
|
if (!useBufferedRendering_ || !vfb->fbo) {
|
|
return;
|
|
}
|
|
|
|
// Technically, we should at this point re-interpret the bytes of the old format to the new.
|
|
// That might get tricky, and could cause unnecessary slowness in some games.
|
|
// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
|
|
// (it uses 565 to write zeros to the buffer, then 4444 to actually render the shadow.)
|
|
//
|
|
// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
|
|
// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
|
|
// to exactly reproduce in 4444 and 8888 formats.
|
|
|
|
if (old == GE_FORMAT_565) {
|
|
// Clear alpha and stencil.
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR });
|
|
render_->Clear(0, 0.0f, 0, GL_COLOR_BUFFER_BIT, 0x8, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerGLES::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
|
|
bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
|
|
bool matchingSize = src->width == dst->width && src->height == dst->height;
|
|
|
|
// Note: we don't use CopyFramebufferImage here, because it would copy depth AND stencil. See #9740.
|
|
if (matchingDepthBuffer && matchingSize) {
|
|
int w = std::min(src->renderWidth, dst->renderWidth);
|
|
int h = std::min(src->renderHeight, dst->renderHeight);
|
|
|
|
if (gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT)) {
|
|
// Let's only do this if not clearing depth.
|
|
draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST);
|
|
dst->last_frame_depth_updated = gpuStats.numFlips;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerGLES::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
|
|
if (!framebuffer->fbo || !useBufferedRendering_) {
|
|
render_->BindTexture(stage, nullptr);
|
|
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
|
|
return;
|
|
}
|
|
|
|
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
|
|
// Let's just not bother with the copy in that case.
|
|
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
|
|
if (GPUStepping::IsStepping()) {
|
|
skipCopy = true;
|
|
}
|
|
if (!skipCopy && framebuffer == currentRenderVfb_) {
|
|
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
|
|
Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
|
|
if (renderCopy) {
|
|
VirtualFramebuffer copyInfo = *framebuffer;
|
|
copyInfo.fbo = renderCopy;
|
|
|
|
CopyFramebufferForColorTexture(©Info, framebuffer, flags);
|
|
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
|
|
} else {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
}
|
|
} else {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerGLES::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
// When updating VRAM, it need to be exact format.
|
|
if (!gstate_c.Supports(GPU_PREFER_CPU_DOWNLOAD)) {
|
|
switch (nvfb->format) {
|
|
case GE_FORMAT_4444:
|
|
nvfb->colorDepth = Draw::FBO_4444;
|
|
break;
|
|
case GE_FORMAT_5551:
|
|
nvfb->colorDepth = Draw::FBO_5551;
|
|
break;
|
|
case GE_FORMAT_565:
|
|
nvfb->colorDepth = Draw::FBO_565;
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
default:
|
|
nvfb->colorDepth = Draw::FBO_8888;
|
|
break;
|
|
}
|
|
}
|
|
|
|
nvfb->fbo = draw_->CreateFramebuffer({ nvfb->bufferWidth, nvfb->bufferHeight, 1, 1, false, (Draw::FBColorDepth)nvfb->colorDepth });
|
|
if (!nvfb->fbo) {
|
|
ERROR_LOG(FRAMEBUF, "Error creating GL FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
_assert_msg_(G3D, nvfb->fbo, "Expecting a valid nvfb in UpdateDownloadTempBuffer");
|
|
|
|
// Discard the previous contents of this buffer where possible.
|
|
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
|
|
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
|
|
} else if (gl_extensions.IsGLES) {
|
|
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
|
|
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
|
|
// This can happen if they recently switched from non-buffered.
|
|
if (useBufferedRendering_)
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
return;
|
|
}
|
|
|
|
bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT);
|
|
bool useNV = useBlit && !gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT);
|
|
|
|
float srcXFactor = useBlit ? (float)src->renderWidth / (float)src->bufferWidth : 1.0f;
|
|
float srcYFactor = useBlit ? (float)src->renderHeight / (float)src->bufferHeight : 1.0f;
|
|
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (srcBpp != bpp && bpp != 0) {
|
|
srcXFactor = (srcXFactor * bpp) / srcBpp;
|
|
}
|
|
int srcX1 = srcX * srcXFactor;
|
|
int srcX2 = (srcX + w) * srcXFactor;
|
|
int srcY1 = srcY * srcYFactor;
|
|
int srcY2 = (srcY + h) * srcYFactor;
|
|
|
|
float dstXFactor = useBlit ? (float)dst->renderWidth / (float)dst->bufferWidth : 1.0f;
|
|
float dstYFactor = useBlit ? (float)dst->renderHeight / (float)dst->bufferHeight : 1.0f;
|
|
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (dstBpp != bpp && bpp != 0) {
|
|
dstXFactor = (dstXFactor * bpp) / dstBpp;
|
|
}
|
|
int dstX1 = dstX * dstXFactor;
|
|
int dstX2 = (dstX + w) * dstXFactor;
|
|
int dstY1 = dstY * dstYFactor;
|
|
int dstY2 = (dstY + h) * dstYFactor;
|
|
|
|
if (src == dst && srcX == dstX && srcY == dstY) {
|
|
// Let's just skip a copy where the destination is equal to the source.
|
|
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
|
|
return;
|
|
}
|
|
|
|
if (gstate_c.Supports(GPU_SUPPORTS_ANY_COPY_IMAGE)) {
|
|
// glBlitFramebuffer can clip, but glCopyImageSubData is more restricted.
|
|
// In case the src goes outside, we just skip the optimization in that case.
|
|
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
|
|
const bool sameDepth = dst->colorDepth == src->colorDepth;
|
|
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
|
|
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
|
|
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
|
|
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
|
|
if (sameSize && sameDepth && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
|
|
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (useBlit) {
|
|
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST);
|
|
} else {
|
|
draw_->BindFramebufferAsRenderTarget(dst->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
draw_->BindFramebufferAsTexture(src->fbo, 0, Draw::FB_COLOR_BIT, 0);
|
|
|
|
// Make sure our 2D drawing program is ready. Compiles only if not already compiled.
|
|
CompileDraw2DProgram();
|
|
|
|
render_->SetViewport({ 0, 0, (float)dst->renderWidth, (float)dst->renderHeight, 0, 1.0f });
|
|
render_->SetStencilDisabled();
|
|
render_->SetDepth(false, false, GL_ALWAYS);
|
|
render_->SetNoBlendAndMask(0xF);
|
|
|
|
// The first four coordinates are relative to the 6th and 7th arguments of DrawActiveTexture.
|
|
// Should maybe revamp that interface.
|
|
float srcW = src->bufferWidth;
|
|
float srcH = src->bufferHeight;
|
|
render_->BindProgram(draw2dprogram_);
|
|
DrawActiveTexture(dstX1, dstY1, w * dstXFactor, h, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST);
|
|
textureCacheGL_->ForgetLastTexture();
|
|
}
|
|
|
|
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
|
|
}
|
|
|
|
void FramebufferManagerGLES::EndFrame() {
|
|
}
|
|
|
|
void FramebufferManagerGLES::DeviceLost() {
|
|
DestroyAllFBOs();
|
|
DestroyDeviceObjects();
|
|
presentation_->DeviceLost();
|
|
}
|
|
|
|
void FramebufferManagerGLES::DeviceRestore(Draw::DrawContext *draw) {
|
|
draw_ = draw;
|
|
presentation_->DeviceRestore(draw);
|
|
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
|
|
CreateDeviceObjects();
|
|
}
|
|
|
|
void FramebufferManagerGLES::DestroyAllFBOs() {
|
|
currentRenderVfb_ = 0;
|
|
displayFramebuf_ = 0;
|
|
prevDisplayFramebuf_ = 0;
|
|
prevPrevDisplayFramebuf_ = 0;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
INFO_LOG(FRAMEBUF, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
vfbs_.clear();
|
|
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = bvfbs_[i];
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
bvfbs_.clear();
|
|
|
|
for (auto &tempFB : tempFBOs_) {
|
|
tempFB.second.fbo->Release();
|
|
}
|
|
tempFBOs_.clear();
|
|
|
|
SetNumExtraFBOs(0);
|
|
}
|
|
|
|
void FramebufferManagerGLES::Resized() {
|
|
FramebufferManagerCommon::Resized();
|
|
|
|
render_->Resize(PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
|
|
if (UpdateSize()) {
|
|
DestroyAllFBOs();
|
|
}
|
|
|
|
// Might have a new post shader - let's compile it.
|
|
CompilePostShader();
|
|
|
|
// render_->SetLineWidth(renderWidth_ / 480.0f);
|
|
}
|
|
|
|
bool FramebufferManagerGLES::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
int w, h;
|
|
draw_->GetFramebufferDimensions(nullptr, &w, &h);
|
|
buffer.Allocate(w, h, GPU_DBG_FORMAT_888_RGB, true);
|
|
draw_->CopyFramebufferToMemorySync(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8_UNORM, buffer.GetData(), w);
|
|
return true;
|
|
}
|