ppsspp/GPU/Common/Draw2D.cpp
Henrik Rydgård 9a3ff69091 Workaround for some SOCOM game's misuse of CLUT8 textures.
Emulating this correctly would be possible too but would only work at 1x
rendering resolution.
2023-04-17 09:34:26 +02:00

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