mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
9a3ff69091
Emulating this correctly would be possible too but would only work at 1x rendering resolution.
437 lines
14 KiB
C++
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;
|
|
}
|