ppsspp/GPU/GLES/StencilBufferGLES.cpp
Henrik Rydgård 42f4d7b40f OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
This adds a bit of extra checking that's only enabled in _DEBUG builds.
2018-07-28 11:09:01 +02:00

210 lines
7.4 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 "gfx_es2/glsl_program.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/Reporting.h"
#include "GPU/Common/StencilCommon.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
static const char *stencil_fs =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"#if __VERSION__ >= 130\n"
"#define varying in\n"
"#define texture2D texture\n"
"#define gl_FragColor fragColor0\n"
"out vec4 fragColor0;\n"
"#endif\n"
"varying vec2 v_texcoord0;\n"
"uniform float u_stencilValue;\n"
"uniform sampler2D tex;\n"
"float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n"
"void main() {\n"
" vec4 index = texture2D(tex, v_texcoord0);\n"
" gl_FragColor = vec4(index.a);\n"
" float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue);\n"
" if (mod(floor(shifted), 2.0) < 0.99) discard;\n"
"}\n";
static const char *stencil_vs =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"#if __VERSION__ >= 130\n"
"#define attribute in\n"
"#define varying out\n"
"#endif\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" v_texcoord0 = a_texcoord0;\n"
" gl_Position = a_position;\n"
"}\n";
bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
if (!MayIntersectFramebuffer(addr)) {
return false;
}
VirtualFramebuffer *dstBuffer = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
if (MaskedEqual(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 (skipZero) {
// Common when creating buffers, it's already 0. We're done.
return false;
}
shaderManagerGL_->DirtyLastShader();
// Let's not bother with the shader if it's just zero.
if (dstBuffer->fbo) {
draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR });
}
render_->Clear(0, 0, 0, GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT, 0x8, 0, 0, 0, 0);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
return true;
}
if (!stencilUploadProgram_) {
std::string errorString;
static std::string vs_code, fs_code;
vs_code = ApplyGLSLPrelude(stencil_vs, GL_VERTEX_SHADER);
fs_code = ApplyGLSLPrelude(stencil_fs, GL_FRAGMENT_SHADER);
std::vector<GLRShader *> shaders;
shaders.push_back(render_->CreateShader(GL_VERTEX_SHADER, vs_code, "stencil"));
shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code, "stencil"));
std::vector<GLRProgram::Semantic> semantics;
semantics.push_back({ 0, "a_position" });
semantics.push_back({ 1, "a_texcoord0" });
std::vector<GLRProgram::UniformLocQuery> queries;
queries.push_back({ &u_stencilUploadTex, "tex" });
queries.push_back({ &u_stencilValue, "u_stencilValue" });
std::vector<GLRProgram::Initializer> inits;
inits.push_back({ &u_stencilUploadTex, 0, 0 });
stencilUploadProgram_ = render_->CreateProgram(shaders, semantics, queries, inits, false);
for (auto iter : shaders) {
render_->DeleteShader(iter);
}
if (!stencilUploadProgram_) {
ERROR_LOG_REPORT(G3D, "Failed to compile stencilUploadProgram! This shouldn't happen.\n%s", errorString.c_str());
}
}
shaderManagerGL_->DirtyLastShader();
bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT);
// Our fragment shader (and discard) is slow. Since the source is 1x, we can stencil to 1x.
// Then after we're done, we'll just blit it across and stretch it there.
if (dstBuffer->width == dstBuffer->renderWidth || !dstBuffer->fbo) {
useBlit = false;
}
u16 w = useBlit ? dstBuffer->width : dstBuffer->renderWidth;
u16 h = useBlit ? dstBuffer->height : dstBuffer->renderHeight;
Draw::Framebuffer *blitFBO = nullptr;
if (useBlit) {
blitFBO = GetTempFBO(TempFBO::COPY, w, h, Draw::FBO_8888);
draw_->BindFramebufferAsRenderTarget(blitFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
} else if (dstBuffer->fbo) {
draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::DONT_CARE });
}
render_->SetViewport({ 0, 0, (float)w, (float)h, 0.0f, 1.0f });
float u1 = 1.0f;
float v1 = 1.0f;
MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->width, dstBuffer->height, u1, v1);
textureCacheGL_->ForgetLastTexture();
// We must bind the program after starting the render pass, and set the color mask after clearing.
render_->SetScissor({ 0, 0, w, h });
render_->SetDepth(false, false, GL_ALWAYS);
render_->Clear(0, 0, 0, GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, 0x8, 0, 0, 0, 0);
render_->SetStencilFunc(GL_TRUE, GL_ALWAYS, 0xFF, 0xFF);
render_->SetRaster(false, GL_CCW, GL_FRONT, GL_FALSE);
render_->BindProgram(stencilUploadProgram_);
render_->SetNoBlendAndMask(0x8);
for (int i = 1; i < values; i += i) {
if (!(usedBits & i)) {
// It's already zero, let's skip it.
continue;
}
if (dstBuffer->format == GE_FORMAT_4444) {
render_->SetStencilOp((i << 4) | i, GL_REPLACE, GL_REPLACE, GL_REPLACE);
render_->SetUniformF1(&u_stencilValue, i * (16.0f / 255.0f));
} else if (dstBuffer->format == GE_FORMAT_5551) {
render_->SetStencilOp(0xFF, GL_REPLACE, GL_REPLACE, GL_REPLACE);
render_->SetUniformF1(&u_stencilValue, i * (128.0f / 255.0f));
} else {
render_->SetStencilOp(i, GL_REPLACE, GL_REPLACE, GL_REPLACE);
render_->SetUniformF1(&u_stencilValue, i * (1.0f / 255.0f));
}
DrawActiveTexture(0, 0, dstBuffer->width, dstBuffer->height, dstBuffer->bufferWidth, dstBuffer->bufferHeight, 0.0f, 0.0f, u1, v1, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST | DRAWTEX_KEEP_STENCIL_ALPHA);
}
if (useBlit) {
draw_->BlitFramebuffer(blitFBO, 0, 0, w, h, dstBuffer->fbo, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, Draw::FB_STENCIL_BIT, Draw::FB_BLIT_NEAREST);
}
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
RebindFramebuffer();
return true;
}