mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
249 lines
7.9 KiB
C++
249 lines
7.9 KiB
C++
// Copyright (c) 2014- 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 <d3d11.h>
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#include "ext/native/thin3d/thin3d.h"
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#include "Common/Log.h"
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#include "Core/Reporting.h"
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#include "GPU/Common/StencilCommon.h"
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#include "GPU/D3D11/FramebufferManagerD3D11.h"
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#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/D3D11/TextureCacheD3D11.h"
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#include "GPU/D3D11/D3D11Util.h"
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struct StencilValueUB {
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uint32_t u_stencilValue[4];
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};
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static const char *stencil_ps = R"(
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SamplerState samp : register(s0);
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Texture2D<float4> tex : register(t0);
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cbuffer base : register(b0) {
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int4 u_stencilValue;
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};
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struct PS_IN {
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float2 v_texcoord0 : TEXCOORD0;
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};
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float4 main(PS_IN In) : SV_Target {
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float4 index = tex.Sample(samp, In.v_texcoord0);
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int indexBits = int(index.a * 255.99);
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if ((indexBits & u_stencilValue.x) == 0)
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discard;
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return index.aaaa;
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}
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)";
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// static const char *stencil_ps_fast;
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static const char *stencil_vs = R"(
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struct VS_IN {
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float4 a_position : POSITION;
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float2 a_texcoord0 : TEXCOORD0;
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};
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struct VS_OUT {
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float2 v_texcoord0 : TEXCOORD0;
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float4 position : SV_Position;
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};
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VS_OUT main(VS_IN In) {
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VS_OUT Out;
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Out.position = In.a_position;
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Out.v_texcoord0 = In.a_texcoord0;
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return Out;
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}
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)";
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// TODO : If SV_StencilRef is available (D3D11.3) then this can be done in a single pass.
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bool FramebufferManagerD3D11::NotifyStencilUpload(u32 addr, int size, StencilUpload flags) {
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addr &= 0x3FFFFFFF;
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if (!MayIntersectFramebuffer(addr)) {
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return false;
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}
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VirtualFramebuffer *dstBuffer = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *vfb = vfbs_[i];
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if (vfb->fb_address == addr) {
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dstBuffer = vfb;
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}
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}
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if (!dstBuffer) {
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return false;
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}
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int values = 0;
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u8 usedBits = 0;
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const u8 *src = Memory::GetPointer(addr);
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if (!src) {
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return false;
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}
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switch (dstBuffer->format) {
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case GE_FORMAT_565:
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// Well, this doesn't make much sense.
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return false;
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case GE_FORMAT_5551:
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usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 2;
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break;
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case GE_FORMAT_4444:
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usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 16;
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break;
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case GE_FORMAT_8888:
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usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
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values = 256;
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break;
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case GE_FORMAT_INVALID:
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// Impossible.
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break;
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}
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if (usedBits == 0) {
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if (flags == StencilUpload::STENCIL_IS_ZERO) {
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// Common when creating buffers, it's already 0. We're done.
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return false;
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}
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// Clear stencil+alpha but not color. Only way is to draw a quad.
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0x8], nullptr, 0xFFFFFFFF);
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context_->RSSetState(stockD3D11.rasterStateNoCull);
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context_->OMSetDepthStencilState(stockD3D11.depthDisabledStencilWrite, 0);
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context_->IASetVertexBuffers(0, 1, &fsQuadBuffer_, &quadStride_, &quadOffset_);
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context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context_->Draw(4, 0);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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return true;
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}
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// TODO: Helper with logging?
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if (!stencilUploadPS_) {
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std::string errorMessage;
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stencilUploadPS_ = CreatePixelShaderD3D11(device_, stencil_ps, strlen(stencil_ps), featureLevel_);
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}
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if (!stencilUploadVS_) {
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std::string errorMessage;
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std::vector<uint8_t> byteCode;
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stencilUploadVS_ = CreateVertexShaderD3D11(device_, stencil_vs, strlen(stencil_vs), &byteCode, featureLevel_);
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ASSERT_SUCCESS(device_->CreateInputLayout(g_QuadVertexElements, 2, byteCode.data(), byteCode.size(), &stencilUploadInputLayout_));
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}
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if (!stencilValueBuffer_) {
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D3D11_BUFFER_DESC desc{};
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desc.ByteWidth = sizeof(StencilValueUB);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &stencilValueBuffer_));
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}
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shaderManagerD3D11_->DirtyLastShader();
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u16 w = dstBuffer->renderWidth;
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u16 h = dstBuffer->renderHeight;
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float u1 = 1.0f;
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float v1 = 1.0f;
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Draw::Texture *tex = MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1);
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if (!tex)
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return false;
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if (dstBuffer->fbo) {
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// Typically, STENCIL_IS_ZERO means it's already bound.
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Draw::RPAction stencilAction = flags == StencilUpload::STENCIL_IS_ZERO ? Draw::RPAction::KEEP : Draw::RPAction::CLEAR;
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draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, stencilAction }, "Stencil");
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} else {
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// something is wrong...
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}
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D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)w, (float)h, 0.0f, 1.0f };
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context_->RSSetViewports(1, &vp);
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
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float coord[20] = {
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-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, u1, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, v1,
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1.0f, -1.0f, 0.0f, u1, v1,
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};
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D3D11_MAPPED_SUBRESOURCE map;
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context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, coord, sizeof(float) * 4 * 5);
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context_->Unmap(quadBuffer_, 0);
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shaderManagerD3D11_->DirtyLastShader();
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textureCacheD3D11_->ForgetLastTexture();
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0], nullptr, 0xFFFFFFFF);
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context_->IASetInputLayout(stencilUploadInputLayout_);
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context_->PSSetShader(stencilUploadPS_, nullptr, 0);
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context_->VSSetShader(stencilUploadVS_, nullptr, 0);
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draw_->BindTextures(0, 1, &tex);
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context_->RSSetState(stockD3D11.rasterStateNoCull);
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context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context_->IASetVertexBuffers(0, 1, &quadBuffer_, &quadStride_, &quadOffset_);
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context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DClamp);
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context_->OMSetDepthStencilState(stockD3D11.depthDisabledStencilWrite, 0xFF);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE);
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for (int i = 1; i < values; i += i) {
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if (!(usedBits & i)) {
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// It's already zero, let's skip it.
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continue;
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}
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uint8_t mask = 0;
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uint8_t value = 0;
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if (dstBuffer->format == GE_FORMAT_4444) {
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mask = i | (i << 4);
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value = i * 16;
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} else if (dstBuffer->format == GE_FORMAT_5551) {
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mask = 0xFF;
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value = i * 128;
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} else {
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mask = i;
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value = i;
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}
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if (!stencilMaskStates_[mask]) {
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D3D11_DEPTH_STENCIL_DESC desc{};
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desc.DepthEnable = false;
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desc.StencilEnable = true;
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desc.StencilReadMask = 0xFF;
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desc.StencilWriteMask = mask;
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desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
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desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
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desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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desc.BackFace = desc.FrontFace;
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device_->CreateDepthStencilState(&desc, &stencilMaskStates_[mask]);
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}
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context_->OMSetDepthStencilState(stencilMaskStates_[mask], 0xFF);
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D3D11_MAPPED_SUBRESOURCE map;
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context_->Map(stencilValueBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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StencilValueUB ub{ (uint32_t)value };
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memcpy(map.pData, &ub, sizeof(ub));
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context_->Unmap(stencilValueBuffer_, 0);
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context_->PSSetConstantBuffers(0, 1, &stencilValueBuffer_);
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context_->Draw(4, 0);
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}
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tex->Release();
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RebindFramebuffer("RebindFramebuffer stencil");
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return true;
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}
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