ppsspp/GPU/D3D11/StencilBufferD3D11.cpp

249 lines
7.9 KiB
C++

// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <d3d11.h>
#include "ext/native/thin3d/thin3d.h"
#include "Common/Log.h"
#include "Core/Reporting.h"
#include "GPU/Common/StencilCommon.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
struct StencilValueUB {
uint32_t u_stencilValue[4];
};
static const char *stencil_ps = R"(
SamplerState samp : register(s0);
Texture2D<float4> tex : register(t0);
cbuffer base : register(b0) {
int4 u_stencilValue;
};
struct PS_IN {
float2 v_texcoord0 : TEXCOORD0;
};
float4 main(PS_IN In) : SV_Target {
float4 index = tex.Sample(samp, In.v_texcoord0);
int indexBits = int(index.a * 255.99);
if ((indexBits & u_stencilValue.x) == 0)
discard;
return index.aaaa;
}
)";
// static const char *stencil_ps_fast;
static const char *stencil_vs = R"(
struct VS_IN {
float4 a_position : POSITION;
float2 a_texcoord0 : TEXCOORD0;
};
struct VS_OUT {
float2 v_texcoord0 : TEXCOORD0;
float4 position : SV_Position;
};
VS_OUT main(VS_IN In) {
VS_OUT Out;
Out.position = In.a_position;
Out.v_texcoord0 = In.a_texcoord0;
return Out;
}
)";
// TODO : If SV_StencilRef is available (D3D11.3) then this can be done in a single pass.
bool FramebufferManagerD3D11::NotifyStencilUpload(u32 addr, int size, StencilUpload flags) {
addr &= 0x3FFFFFFF;
if (!MayIntersectFramebuffer(addr)) {
return false;
}
VirtualFramebuffer *dstBuffer = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
if (vfb->fb_address == addr) {
dstBuffer = vfb;
}
}
if (!dstBuffer) {
return false;
}
int values = 0;
u8 usedBits = 0;
const u8 *src = Memory::GetPointer(addr);
if (!src) {
return false;
}
switch (dstBuffer->format) {
case GE_FORMAT_565:
// Well, this doesn't make much sense.
return false;
case GE_FORMAT_5551:
usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 2;
break;
case GE_FORMAT_4444:
usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 16;
break;
case GE_FORMAT_8888:
usedBits = StencilBits8888(src, dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 256;
break;
case GE_FORMAT_INVALID:
// Impossible.
break;
}
if (usedBits == 0) {
if (flags == StencilUpload::STENCIL_IS_ZERO) {
// Common when creating buffers, it's already 0. We're done.
return false;
}
// Clear stencil+alpha but not color. Only way is to draw a quad.
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0x8], nullptr, 0xFFFFFFFF);
context_->RSSetState(stockD3D11.rasterStateNoCull);
context_->OMSetDepthStencilState(stockD3D11.depthDisabledStencilWrite, 0);
context_->IASetVertexBuffers(0, 1, &fsQuadBuffer_, &quadStride_, &quadOffset_);
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context_->Draw(4, 0);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
return true;
}
// TODO: Helper with logging?
if (!stencilUploadPS_) {
std::string errorMessage;
stencilUploadPS_ = CreatePixelShaderD3D11(device_, stencil_ps, strlen(stencil_ps), featureLevel_);
}
if (!stencilUploadVS_) {
std::string errorMessage;
std::vector<uint8_t> byteCode;
stencilUploadVS_ = CreateVertexShaderD3D11(device_, stencil_vs, strlen(stencil_vs), &byteCode, featureLevel_);
ASSERT_SUCCESS(device_->CreateInputLayout(g_QuadVertexElements, 2, byteCode.data(), byteCode.size(), &stencilUploadInputLayout_));
}
if (!stencilValueBuffer_) {
D3D11_BUFFER_DESC desc{};
desc.ByteWidth = sizeof(StencilValueUB);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &stencilValueBuffer_));
}
shaderManagerD3D11_->DirtyLastShader();
u16 w = dstBuffer->renderWidth;
u16 h = dstBuffer->renderHeight;
float u1 = 1.0f;
float v1 = 1.0f;
Draw::Texture *tex = MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1);
if (!tex)
return false;
if (dstBuffer->fbo) {
// Typically, STENCIL_IS_ZERO means it's already bound.
Draw::RPAction stencilAction = flags == StencilUpload::STENCIL_IS_ZERO ? Draw::RPAction::KEEP : Draw::RPAction::CLEAR;
draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, stencilAction }, "Stencil");
} else {
// something is wrong...
}
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)w, (float)h, 0.0f, 1.0f };
context_->RSSetViewports(1, &vp);
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
float coord[20] = {
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, u1, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f, v1,
1.0f, -1.0f, 0.0f, u1, v1,
};
D3D11_MAPPED_SUBRESOURCE map;
context_->Map(quadBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, coord, sizeof(float) * 4 * 5);
context_->Unmap(quadBuffer_, 0);
shaderManagerD3D11_->DirtyLastShader();
textureCacheD3D11_->ForgetLastTexture();
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0], nullptr, 0xFFFFFFFF);
context_->IASetInputLayout(stencilUploadInputLayout_);
context_->PSSetShader(stencilUploadPS_, nullptr, 0);
context_->VSSetShader(stencilUploadVS_, nullptr, 0);
draw_->BindTextures(0, 1, &tex);
context_->RSSetState(stockD3D11.rasterStateNoCull);
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context_->IASetVertexBuffers(0, 1, &quadBuffer_, &quadStride_, &quadOffset_);
context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DClamp);
context_->OMSetDepthStencilState(stockD3D11.depthDisabledStencilWrite, 0xFF);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE);
for (int i = 1; i < values; i += i) {
if (!(usedBits & i)) {
// It's already zero, let's skip it.
continue;
}
uint8_t mask = 0;
uint8_t value = 0;
if (dstBuffer->format == GE_FORMAT_4444) {
mask = i | (i << 4);
value = i * 16;
} else if (dstBuffer->format == GE_FORMAT_5551) {
mask = 0xFF;
value = i * 128;
} else {
mask = i;
value = i;
}
if (!stencilMaskStates_[mask]) {
D3D11_DEPTH_STENCIL_DESC desc{};
desc.DepthEnable = false;
desc.StencilEnable = true;
desc.StencilReadMask = 0xFF;
desc.StencilWriteMask = mask;
desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
device_->CreateDepthStencilState(&desc, &stencilMaskStates_[mask]);
}
context_->OMSetDepthStencilState(stencilMaskStates_[mask], 0xFF);
D3D11_MAPPED_SUBRESOURCE map;
context_->Map(stencilValueBuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
StencilValueUB ub{ (uint32_t)value };
memcpy(map.pData, &ub, sizeof(ub));
context_->Unmap(stencilValueBuffer_, 0);
context_->PSSetConstantBuffers(0, 1, &stencilValueBuffer_);
context_->Draw(4, 0);
}
tex->Release();
RebindFramebuffer("RebindFramebuffer stencil");
return true;
}