mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 23:40:39 +00:00
42f4d7b40f
This adds a bit of extra checking that's only enabled in _DEBUG builds.
210 lines
7.4 KiB
C++
210 lines
7.4 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 "gfx_es2/glsl_program.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/Reporting.h"
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#include "GPU/Common/StencilCommon.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 *stencil_fs =
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"#if __VERSION__ >= 130\n"
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"#define varying in\n"
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"#define texture2D texture\n"
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"#define gl_FragColor fragColor0\n"
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"out vec4 fragColor0;\n"
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"#endif\n"
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"varying vec2 v_texcoord0;\n"
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"uniform float u_stencilValue;\n"
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"uniform sampler2D tex;\n"
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"float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n"
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"void main() {\n"
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" vec4 index = texture2D(tex, v_texcoord0);\n"
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" gl_FragColor = vec4(index.a);\n"
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" float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue);\n"
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" if (mod(floor(shifted), 2.0) < 0.99) discard;\n"
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"}\n";
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static const char *stencil_vs =
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"#if __VERSION__ >= 130\n"
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"#define attribute in\n"
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"#define varying out\n"
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"#endif\n"
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" v_texcoord0 = a_texcoord0;\n"
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" gl_Position = a_position;\n"
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"}\n";
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bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
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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 (MaskedEqual(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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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 (skipZero) {
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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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shaderManagerGL_->DirtyLastShader();
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// Let's not bother with the shader if it's just zero.
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if (dstBuffer->fbo) {
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draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR });
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}
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render_->Clear(0, 0, 0, GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT, 0x8, 0, 0, 0, 0);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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return true;
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}
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if (!stencilUploadProgram_) {
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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(stencil_vs, GL_VERTEX_SHADER);
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fs_code = ApplyGLSLPrelude(stencil_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, "stencil"));
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shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code, "stencil"));
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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_stencilUploadTex, "tex" });
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queries.push_back({ &u_stencilValue, "u_stencilValue" });
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std::vector<GLRProgram::Initializer> inits;
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inits.push_back({ &u_stencilUploadTex, 0, 0 });
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stencilUploadProgram_ = 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 (!stencilUploadProgram_) {
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ERROR_LOG_REPORT(G3D, "Failed to compile stencilUploadProgram! 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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bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT);
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// Our fragment shader (and discard) is slow. Since the source is 1x, we can stencil to 1x.
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// Then after we're done, we'll just blit it across and stretch it there.
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if (dstBuffer->width == dstBuffer->renderWidth || !dstBuffer->fbo) {
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useBlit = false;
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}
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u16 w = useBlit ? dstBuffer->width : dstBuffer->renderWidth;
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u16 h = useBlit ? dstBuffer->height : dstBuffer->renderHeight;
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Draw::Framebuffer *blitFBO = nullptr;
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if (useBlit) {
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blitFBO = GetTempFBO(TempFBO::COPY, w, h, Draw::FBO_8888);
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draw_->BindFramebufferAsRenderTarget(blitFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
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} else if (dstBuffer->fbo) {
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draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::DONT_CARE });
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}
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render_->SetViewport({ 0, 0, (float)w, (float)h, 0.0f, 1.0f });
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float u1 = 1.0f;
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float v1 = 1.0f;
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MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->width, dstBuffer->height, u1, v1);
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textureCacheGL_->ForgetLastTexture();
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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, w, h });
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render_->SetDepth(false, false, GL_ALWAYS);
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render_->Clear(0, 0, 0, GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, 0x8, 0, 0, 0, 0);
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render_->SetStencilFunc(GL_TRUE, GL_ALWAYS, 0xFF, 0xFF);
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render_->SetRaster(false, GL_CCW, GL_FRONT, GL_FALSE);
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render_->BindProgram(stencilUploadProgram_);
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render_->SetNoBlendAndMask(0x8);
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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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if (dstBuffer->format == GE_FORMAT_4444) {
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render_->SetStencilOp((i << 4) | i, GL_REPLACE, GL_REPLACE, GL_REPLACE);
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render_->SetUniformF1(&u_stencilValue, i * (16.0f / 255.0f));
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} else if (dstBuffer->format == GE_FORMAT_5551) {
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render_->SetStencilOp(0xFF, GL_REPLACE, GL_REPLACE, GL_REPLACE);
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render_->SetUniformF1(&u_stencilValue, i * (128.0f / 255.0f));
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} else {
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render_->SetStencilOp(i, GL_REPLACE, GL_REPLACE, GL_REPLACE);
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render_->SetUniformF1(&u_stencilValue, i * (1.0f / 255.0f));
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}
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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);
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}
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if (useBlit) {
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draw_->BlitFramebuffer(blitFBO, 0, 0, w, h, dstBuffer->fbo, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, Draw::FB_STENCIL_BIT, Draw::FB_BLIT_NEAREST);
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}
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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RebindFramebuffer();
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return true;
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}
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