mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 17:02:19 +00:00
437 lines
14 KiB
C++
437 lines
14 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/Shader.h"
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#include "Common/GPU/ShaderWriter.h"
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#include "Common/GPU/thin3d.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "GPU/Common/Draw2D.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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static const InputDef inputs[2] = {
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{ "vec2", "a_position", Draw::SEM_POSITION },
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{ "vec2", "a_texcoord0", Draw::SEM_TEXCOORD0 },
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};
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static const VaryingDef varyings[1] = {
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{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
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};
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static const SamplerDef samplers[1] = {
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{ 0, "tex", SamplerFlags::ARRAY_ON_VULKAN },
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};
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const UniformDef g_draw2Duniforms[5] = {
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{ "vec2", "texSize", 0 },
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{ "float", "scaleFactor", 1},
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{ "float", "z_scale", 2 },
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{ "float", "z_scale_inv", 3 },
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{ "float", "z_offset", 4 },
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};
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struct Draw2DUB {
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float texSizeX;
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float texSizeY;
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float scaleFactor;
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float zScale;
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float zScaleInv;
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float zOffset;
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};
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const UniformBufferDesc draw2DUBDesc{ sizeof(Draw2DUB), {
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{ "texSize", -1, 0, UniformType::FLOAT2, 0 },
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{ "scaleFactor", -1, 1, UniformType::FLOAT1, 8 },
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{ "z_scale", -1, 1, UniformType::FLOAT1, 12 },
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{ "z_scale_inv", -1, 1, UniformType::FLOAT1, 16 },
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{ "z_offset", -1, 1, UniformType::FLOAT1, 20 },
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} };
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Draw2DPipelineInfo GenerateDraw2DCopyColorFs(ShaderWriter &writer) {
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(Slice<UniformDef>::empty(), varyings);
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writer.C(" vec4 outColor = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n");
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writer.EndFSMain("outColor");
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return Draw2DPipelineInfo{
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"draw2d_copy_color",
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RASTER_COLOR,
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RASTER_COLOR,
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};
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}
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Draw2DPipelineInfo GenerateDraw2DCopyColorRect2LinFs(ShaderWriter &writer) {
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(g_draw2Duniforms, varyings);
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writer.C(" vec2 tSize = texSize / scaleFactor;\n");
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writer.C(" vec2 pixels = v_texcoord * tSize;\n");
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writer.C(" float u = mod(pixels.x, tSize.x);\n");
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writer.C(" float v = floor(pixels.x / tSize.x);\n");
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writer.C(" vec4 outColor = ").SampleTexture2D("tex", "vec2(u, v) / tSize").C(";\n");
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writer.EndFSMain("outColor");
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return Draw2DPipelineInfo{
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"draw2d_copy_color_rect2lin",
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RASTER_COLOR,
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RASTER_COLOR,
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};
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}
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Draw2DPipelineInfo GenerateDraw2DCopyDepthFs(ShaderWriter &writer) {
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writer.SetFlags(ShaderWriterFlags::FS_WRITE_DEPTH);
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(Slice<UniformDef>::empty(), varyings);
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writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
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writer.C(" gl_FragDepth = ").SampleTexture2D("tex", "v_texcoord.xy").C(".x;\n");
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writer.EndFSMain("outColor");
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return Draw2DPipelineInfo{
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"draw2d_copy_depth",
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RASTER_DEPTH, // Unused in this case, I think.
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RASTER_DEPTH,
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};
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}
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Draw2DPipelineInfo GenerateDraw2DEncodeDepthFs(ShaderWriter &writer) {
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writer.SetFlags(ShaderWriterFlags::FS_WRITE_DEPTH);
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writer.HighPrecisionFloat();
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(g_draw2Duniforms, varyings);
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writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
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writer.C(" float depthValue = ").SampleTexture2D("tex", "v_texcoord.xy").C(".x;\n");
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writer.C(" gl_FragDepth = (depthValue * z_scale_inv) + z_offset;\n");
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writer.EndFSMain("outColor");
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return Draw2DPipelineInfo{
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"draw2d_copy_r16_to_depth",
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RASTER_COLOR,
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RASTER_DEPTH,
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};
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}
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Draw2DPipelineInfo GenerateDraw2D565ToDepthFs(ShaderWriter &writer) {
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writer.SetFlags(ShaderWriterFlags::FS_WRITE_DEPTH);
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writer.HighPrecisionFloat();
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(g_draw2Duniforms, varyings);
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writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
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// Unlike when just copying a depth buffer, here we're generating new depth values so we'll
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// have to apply the scaling.
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DepthScaleFactors factors = GetDepthScaleFactors(gstate_c.UseFlags());
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writer.C(" vec3 rgb = ").SampleTexture2D("tex", "v_texcoord.xy").C(".xyz;\n");
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writer.F(" float depthValue = ((floor(rgb.x * 31.99) + floor(rgb.y * 63.99) * 32.0 + floor(rgb.z * 31.99) * 2048.0)) / 65535.0; \n");
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writer.C(" gl_FragDepth = (depthValue * z_scale_inv) + z_offset;\n");
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writer.EndFSMain("outColor");
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return Draw2DPipelineInfo{
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"draw2d_565_to_depth",
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RASTER_COLOR,
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RASTER_DEPTH,
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};
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}
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Draw2DPipelineInfo GenerateDraw2D565ToDepthDeswizzleFs(ShaderWriter &writer) {
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writer.SetFlags(ShaderWriterFlags::FS_WRITE_DEPTH);
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writer.HighPrecisionFloat();
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writer.DeclareSamplers(samplers);
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writer.BeginFSMain(g_draw2Duniforms, varyings);
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writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
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// Unlike when just copying a depth buffer, here we're generating new depth values so we'll
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// have to apply the scaling.
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DepthScaleFactors factors = GetDepthScaleFactors(gstate_c.UseFlags());
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writer.C(" vec2 tsize = texSize;\n");
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writer.C(" vec2 coord = v_texcoord * tsize;\n");
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writer.F(" float strip = 4.0 * scaleFactor;\n");
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writer.C(" float in_strip = mod(coord.y, strip);\n");
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writer.C(" coord.y = coord.y - in_strip + strip - in_strip;\n");
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writer.C(" coord /= tsize;\n");
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writer.C(" highp vec3 rgb = ").SampleTexture2D("tex", "coord").C(".xyz;\n");
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writer.F(" highp float depthValue = floor(rgb.x * 31.99) + floor(rgb.y * 63.99) * 32.0 + floor(rgb.z * 31.99) * 2048.0; \n");
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writer.C(" gl_FragDepth = z_offset + ((depthValue / 65535.0) * z_scale_inv);\n");
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writer.EndFSMain("outColor");
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return Draw2DPipelineInfo{
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"draw2d_565_to_depth_deswizzle",
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RASTER_COLOR,
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RASTER_DEPTH
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};
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}
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void GenerateDraw2DVS(ShaderWriter &writer) {
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writer.BeginVSMain(inputs, Slice<UniformDef>::empty(), varyings);
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writer.C(" v_texcoord = a_texcoord0;\n"); // yes, this should be right. Should be 2.0 in the far corners.
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writer.C(" gl_Position = vec4(a_position, 0.0, 1.0);\n");
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writer.EndVSMain(varyings);
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}
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template <typename T>
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static void DoRelease(T *&obj) {
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if (obj)
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obj->Release();
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obj = nullptr;
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}
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void Draw2D::DeviceLost() {
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DoRelease(draw2DVs_);
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DoRelease(draw2DSamplerLinear_);
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DoRelease(draw2DSamplerNearest_);
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draw_ = nullptr;
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}
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void Draw2D::DeviceRestore(Draw::DrawContext *draw) {
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draw_ = draw;
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}
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void Draw2D::Ensure2DResources() {
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using namespace Draw;
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const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
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if (!draw2DVs_) {
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char *vsCode = new char[8192];
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ShaderWriterFlags flags = ShaderWriterFlags::NONE;
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if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
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// Hm, we're compiling the vertex shader here, probably don't need this...
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flags = ShaderWriterFlags::FS_AUTO_STEREO;
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}
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ShaderWriter writer(vsCode, shaderLanguageDesc, ShaderStage::Vertex);
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GenerateDraw2DVS(writer);
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_assert_msg_(strlen(vsCode) < 8192, "Draw2D VS length error: %d", (int)strlen(vsCode));
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draw2DVs_ = draw_->CreateShaderModule(ShaderStage::Vertex, shaderLanguageDesc.shaderLanguage, (const uint8_t *)vsCode, strlen(vsCode), "draw2d_vs");
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_assert_(draw2DVs_);
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delete[] vsCode;
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}
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if (!draw2DSamplerLinear_) {
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SamplerStateDesc descLinear{};
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descLinear.magFilter = TextureFilter::LINEAR;
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descLinear.minFilter = TextureFilter::LINEAR;
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descLinear.mipFilter = TextureFilter::LINEAR;
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descLinear.wrapU = TextureAddressMode::CLAMP_TO_EDGE;
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descLinear.wrapV = TextureAddressMode::CLAMP_TO_EDGE;
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descLinear.wrapW = TextureAddressMode::CLAMP_TO_EDGE;
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draw2DSamplerLinear_ = draw_->CreateSamplerState(descLinear);
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}
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if (!draw2DSamplerNearest_) {
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SamplerStateDesc descNearest{};
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descNearest.magFilter = TextureFilter::NEAREST;
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descNearest.minFilter = TextureFilter::NEAREST;
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descNearest.mipFilter = TextureFilter::NEAREST;
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descNearest.wrapU = TextureAddressMode::CLAMP_TO_EDGE;
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descNearest.wrapV = TextureAddressMode::CLAMP_TO_EDGE;
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descNearest.wrapW = TextureAddressMode::CLAMP_TO_EDGE;
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draw2DSamplerNearest_ = draw_->CreateSamplerState(descNearest);
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}
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}
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Draw2DPipeline *Draw2D::Create2DPipeline(std::function<Draw2DPipelineInfo (ShaderWriter &)> generate) {
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Ensure2DResources();
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using namespace Draw;
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const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
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char *fsCode = new char[8192];
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ShaderWriterFlags flags = ShaderWriterFlags::NONE;
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if (gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
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flags = ShaderWriterFlags::FS_AUTO_STEREO;
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}
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ShaderWriter writer(fsCode, shaderLanguageDesc, ShaderStage::Fragment, Slice<const char *>::empty(), flags);
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Draw2DPipelineInfo info = generate(writer);
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_assert_msg_(strlen(fsCode) < 8192, "Draw2D FS length error: %d", (int)strlen(fsCode));
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ShaderModule *fs = draw_->CreateShaderModule(ShaderStage::Fragment, shaderLanguageDesc.shaderLanguage, (const uint8_t *)fsCode, strlen(fsCode), info.tag);
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_assert_(fs);
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// verts have positions in 2D clip coordinates.
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static const InputLayoutDesc desc = {
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{
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{ 16, false },
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},
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{
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{ 0, SEM_POSITION, DataFormat::R32G32_FLOAT, 0 },
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{ 0, SEM_TEXCOORD0, DataFormat::R32G32_FLOAT, 8 },
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},
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};
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InputLayout *inputLayout = draw_->CreateInputLayout(desc);
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BlendState *blend = draw_->CreateBlendState({ false, info.writeChannel == RASTER_COLOR ? 0xF : 0x0 });
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DepthStencilStateDesc dsDesc{};
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if (info.writeChannel == RASTER_DEPTH) {
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dsDesc.depthTestEnabled = true;
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dsDesc.depthWriteEnabled = true;
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dsDesc.depthCompare = Draw::Comparison::ALWAYS;
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}
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DepthStencilState *depthStencil = draw_->CreateDepthStencilState(dsDesc);
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RasterState *rasterNoCull = draw_->CreateRasterState({});
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PipelineDesc pipelineDesc{
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Primitive::TRIANGLE_STRIP,
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{ draw2DVs_, fs },
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inputLayout,
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depthStencil,
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blend,
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rasterNoCull,
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&draw2DUBDesc,
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info.samplers.is_empty() ? samplers : info.samplers,
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};
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Draw::Pipeline *pipeline = draw_->CreateGraphicsPipeline(pipelineDesc, info.tag);
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fs->Release();
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rasterNoCull->Release();
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blend->Release();
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depthStencil->Release();
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inputLayout->Release();
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return new Draw2DPipeline {
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pipeline,
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info,
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fsCode,
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};
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}
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void Draw2D::Blit(Draw2DPipeline *pipeline, float srcX1, float srcY1, float srcX2, float srcY2, float dstX1, float dstY1, float dstX2, float dstY2, float srcWidth, float srcHeight, float dstWidth, float dstHeight, bool linear, int scaleFactor) {
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float dX = 1.0f / (float)dstWidth;
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float dY = 1.0f / (float)dstHeight;
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float sX = 1.0f / (float)srcWidth;
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float sY = 1.0f / (float)srcHeight;
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Draw2DVertex vtx[4] = {
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{ -1.0f + 2.0f * dX * dstX1, -(1.0f - 2.0f * dY * dstY1), sX * srcX1, sY * srcY1 },
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{ -1.0f + 2.0f * dX * dstX2, -(1.0f - 2.0f * dY * dstY1), sX * srcX2, sY * srcY1 },
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{ -1.0f + 2.0f * dX * dstX1, -(1.0f - 2.0f * dY * dstY2), sX * srcX1, sY * srcY2 },
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{ -1.0f + 2.0f * dX * dstX2, -(1.0f - 2.0f * dY * dstY2), sX * srcX2, sY * srcY2 },
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};
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DrawStrip2D(nullptr, vtx, 4, linear, pipeline, srcWidth, srcHeight, scaleFactor);
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}
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void Draw2D::DrawStrip2D(Draw::Texture *tex, const Draw2DVertex *verts, int vertexCount, bool linearFilter, Draw2DPipeline *pipeline, float texW, float texH, int scaleFactor) {
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using namespace Draw;
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_dbg_assert_(pipeline);
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if (pipeline->info.writeChannel == RASTER_DEPTH) {
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_dbg_assert_(draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported);
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// We don't filter inputs when writing depth, results will be bad.
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linearFilter = false;
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}
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Draw2DUB ub;
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ub.texSizeX = tex ? tex->Width() : texW;
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ub.texSizeY = tex ? tex->Height() : texH;
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ub.scaleFactor = (float)scaleFactor;
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DepthScaleFactors zScaleFactors = GetDepthScaleFactors(gstate_c.UseFlags());
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ub.zScale = zScaleFactors.Scale();
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ub.zScaleInv = 1.0f / ub.zScale;
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ub.zOffset = zScaleFactors.Offset();
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draw_->BindPipeline(pipeline->pipeline);
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draw_->UpdateDynamicUniformBuffer(&ub, sizeof(ub));
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if (tex) {
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// This won't work since all the shaders above expect array textures on Vulkan.
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draw_->BindTextures(TEX_SLOT_PSP_TEXTURE, 1, &tex);
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}
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draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, linearFilter ? &draw2DSamplerLinear_ : &draw2DSamplerNearest_);
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draw_->DrawUP(verts, vertexCount);
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draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
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gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE | DIRTY_VERTEXSHADER_STATE);
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}
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Draw2DPipeline *FramebufferManagerCommon::Get2DPipeline(Draw2DShader shader) {
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using namespace Draw;
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const ShaderLanguageDesc &shaderLanguageDesc = draw_->GetShaderLanguageDesc();
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Draw2DPipeline *pipeline = nullptr;
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switch (shader) {
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case DRAW2D_COPY_COLOR:
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if (!draw2DPipelineCopyColor_) {
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draw2DPipelineCopyColor_ = draw2D_.Create2DPipeline(&GenerateDraw2DCopyColorFs);
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}
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pipeline = draw2DPipelineCopyColor_;
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break;
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case DRAW2D_COPY_COLOR_RECT2LIN:
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if (!draw2DPipelineColorRect2Lin_) {
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draw2DPipelineColorRect2Lin_ = draw2D_.Create2DPipeline(&GenerateDraw2DCopyColorRect2LinFs);
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}
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pipeline = draw2DPipelineColorRect2Lin_;
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break;
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case DRAW2D_COPY_DEPTH:
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if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
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// Can't do it
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return nullptr;
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}
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if (!draw2DPipelineCopyDepth_) {
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draw2DPipelineCopyDepth_ = draw2D_.Create2DPipeline(&GenerateDraw2DCopyDepthFs);
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}
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pipeline = draw2DPipelineCopyDepth_;
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break;
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case DRAW2D_ENCODE_R16_TO_DEPTH:
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if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
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// Can't do it
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return nullptr;
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}
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if (!draw2DPipelineEncodeDepth_) {
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draw2DPipelineEncodeDepth_ = draw2D_.Create2DPipeline(&GenerateDraw2DEncodeDepthFs);
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}
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pipeline = draw2DPipelineEncodeDepth_;
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break;
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case DRAW2D_565_TO_DEPTH:
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if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
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// Can't do it
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return nullptr;
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}
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if (!draw2DPipeline565ToDepth_) {
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draw2DPipeline565ToDepth_ = draw2D_.Create2DPipeline(&GenerateDraw2D565ToDepthFs);
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}
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pipeline = draw2DPipeline565ToDepth_;
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break;
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case DRAW2D_565_TO_DEPTH_DESWIZZLE:
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if (!draw_->GetDeviceCaps().fragmentShaderDepthWriteSupported) {
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// Can't do it
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return nullptr;
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}
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if (!draw2DPipeline565ToDepthDeswizzle_) {
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draw2DPipeline565ToDepthDeswizzle_ = draw2D_.Create2DPipeline(&GenerateDraw2D565ToDepthDeswizzleFs);
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}
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pipeline = draw2DPipeline565ToDepthDeswizzle_;
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break;
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}
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return pipeline;
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}
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