mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-03 11:11:25 +00:00
0e3a84b4a8
It works after the move, on Windows and Android at least. Deletes the D3DX9 shader compiler loader, which was not used.
178 lines
5.8 KiB
C++
178 lines
5.8 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 "Common/GPU/thin3d.h"
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#include "Common/GPU/OpenGL/GLDebugLog.h"
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#include "Core/Config.h"
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#include "GPU/GLES/FragmentTestCacheGLES.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Common/ShaderId.h"
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// These are small, let's give them plenty of frames.
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static const int FRAGTEST_TEXTURE_OLD_AGE = 307;
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static const int FRAGTEST_DECIMATION_INTERVAL = 113;
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FragmentTestCacheGLES::FragmentTestCacheGLES(Draw::DrawContext *draw) {
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render_ = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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}
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FragmentTestCacheGLES::~FragmentTestCacheGLES() {
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Clear();
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}
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void FragmentTestCacheGLES::DeviceRestore(Draw::DrawContext *draw) {
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render_ = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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}
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void FragmentTestCacheGLES::BindTestTexture(int slot) {
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if (!g_Config.bFragmentTestCache) {
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return;
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}
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bool alphaNeedsTexture = gstate.isAlphaTestEnabled() && !IsAlphaTestAgainstZero() && !IsAlphaTestTriviallyTrue();
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bool colorNeedsTexture = gstate.isColorTestEnabled() && !IsColorTestAgainstZero() && !IsColorTestTriviallyTrue();
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if (!alphaNeedsTexture && !colorNeedsTexture) {
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// Common case: testing against zero. Just skip it, faster not to bind anything.
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return;
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}
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const FragmentTestID id = GenerateTestID();
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const auto cached = cache_.find(id);
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if (cached != cache_.end()) {
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cached->second.lastFrame = gpuStats.numFlips;
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GLRTexture *tex = cached->second.texture;
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if (tex == lastTexture_) {
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// Already bound, hurray.
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return;
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}
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render_->BindTexture(slot, tex);
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lastTexture_ = tex;
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return;
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}
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const u8 rRef = (gstate.getColorTestRef() >> 0) & 0xFF;
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const u8 rMask = (gstate.getColorTestMask() >> 0) & 0xFF;
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const u8 gRef = (gstate.getColorTestRef() >> 8) & 0xFF;
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const u8 gMask = (gstate.getColorTestMask() >> 8) & 0xFF;
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const u8 bRef = (gstate.getColorTestRef() >> 16) & 0xFF;
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const u8 bMask = (gstate.getColorTestMask() >> 16) & 0xFF;
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const u8 aRef = gstate.getAlphaTestRef();
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const u8 aMask = gstate.getAlphaTestMask();
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const u8 refs[4] = {rRef, gRef, bRef, aRef};
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const u8 masks[4] = {rMask, gMask, bMask, aMask};
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const GEComparison funcs[4] = {gstate.getColorTestFunction(), gstate.getColorTestFunction(), gstate.getColorTestFunction(), gstate.getAlphaTestFunction()};
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const bool valid[4] = {gstate.isColorTestEnabled(), gstate.isColorTestEnabled(), gstate.isColorTestEnabled(), gstate.isAlphaTestEnabled()};
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GLRTexture *tex = CreateTestTexture(funcs, refs, masks, valid);
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lastTexture_ = tex;
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render_->BindTexture(slot, tex);
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// We only need to do this once for the texture.
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render_->SetTextureSampler(slot, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
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FragmentTestTexture item;
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item.lastFrame = gpuStats.numFlips;
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item.texture = tex;
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cache_[id] = item;
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}
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FragmentTestID FragmentTestCacheGLES::GenerateTestID() const {
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FragmentTestID id;
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// Let's just keep it simple, it's all in here.
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id.alpha = gstate.isAlphaTestEnabled() ? gstate.alphatest : 0;
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if (gstate.isColorTestEnabled()) {
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id.colorRefFunc = gstate.getColorTestFunction() | (gstate.getColorTestRef() << 8);
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id.colorMask = gstate.getColorTestMask();
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} else {
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id.colorRefFunc = 0;
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id.colorMask = 0;
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}
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return id;
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}
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GLRTexture *FragmentTestCacheGLES::CreateTestTexture(const GEComparison funcs[4], const u8 refs[4], const u8 masks[4], const bool valid[4]) {
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u8 *data = new u8[256 * 4];
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// TODO: Might it be better to use GL_ALPHA for simple textures?
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// TODO: Experiment with 4-bit/etc. textures.
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// Build the logic map.
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for (int color = 0; color < 256; ++color) {
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for (int i = 0; i < 4; ++i) {
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bool res = true;
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if (valid[i]) {
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switch (funcs[i]) {
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case GE_COMP_NEVER:
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res = false;
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break;
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case GE_COMP_ALWAYS:
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res = true;
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break;
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case GE_COMP_EQUAL:
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res = (color & masks[i]) == (refs[i] & masks[i]);
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break;
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case GE_COMP_NOTEQUAL:
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res = (color & masks[i]) != (refs[i] & masks[i]);
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break;
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case GE_COMP_LESS:
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res = (color & masks[i]) < (refs[i] & masks[i]);
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break;
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case GE_COMP_LEQUAL:
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res = (color & masks[i]) <= (refs[i] & masks[i]);
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break;
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case GE_COMP_GREATER:
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res = (color & masks[i]) > (refs[i] & masks[i]);
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break;
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case GE_COMP_GEQUAL:
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res = (color & masks[i]) >= (refs[i] & masks[i]);
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break;
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}
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}
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data[color * 4 + i] = res ? 0xFF : 0;
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}
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}
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GLRTexture *tex = render_->CreateTexture(GL_TEXTURE_2D);
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render_->TextureImage(tex, 0, 256, 1, Draw::DataFormat::R8G8B8A8_UNORM, data);
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return tex;
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}
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void FragmentTestCacheGLES::Clear(bool deleteThem) {
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if (deleteThem) {
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for (auto tex = cache_.begin(); tex != cache_.end(); ++tex) {
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render_->DeleteTexture(tex->second.texture);
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}
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}
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cache_.clear();
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lastTexture_ = 0;
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}
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void FragmentTestCacheGLES::Decimate() {
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if (--decimationCounter_ <= 0) {
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for (auto tex = cache_.begin(); tex != cache_.end(); ) {
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if (tex->second.lastFrame + FRAGTEST_TEXTURE_OLD_AGE < gpuStats.numFlips) {
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render_->DeleteTexture(tex->second.texture);
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cache_.erase(tex++);
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} else {
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++tex;
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}
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}
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decimationCounter_ = FRAGTEST_DECIMATION_INTERVAL;
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}
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lastTexture_ = 0;
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}
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