mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 23:40:39 +00:00
011e57c0e7
Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to fb7a63bd11
178 lines
6.2 KiB
C++
178 lines
6.2 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/Vulkan/VulkanContext.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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#include "GPU/Vulkan/DepalettizeShaderVulkan.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "Common/Vulkan/VulkanImage.h"
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static const char depal_vs[] = R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec2 a_texcoord0;
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layout (location = 0) out vec2 v_texcoord0;
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out gl_PerVertex { vec4 gl_Position; };
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void main() {
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v_texcoord0 = a_texcoord0;
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gl_Position = vec4(a_position, 1.0);
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}
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)";
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static const VkComponentMapping VULKAN_4444_SWIZZLE = { VK_COMPONENT_SWIZZLE_A, VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B };
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static const VkComponentMapping VULKAN_1555_SWIZZLE = { VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_A };
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static const VkComponentMapping VULKAN_565_SWIZZLE = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
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static const VkComponentMapping VULKAN_8888_SWIZZLE = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
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static VkFormat GetClutDestFormat(GEPaletteFormat format, VkComponentMapping *componentMapping) {
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switch (format) {
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case GE_CMODE_16BIT_ABGR4444:
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*componentMapping = VULKAN_4444_SWIZZLE;
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return VK_FORMAT_B4G4R4A4_UNORM_PACK16;
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case GE_CMODE_16BIT_ABGR5551:
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*componentMapping = VULKAN_1555_SWIZZLE;
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return VK_FORMAT_A1R5G5B5_UNORM_PACK16;
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case GE_CMODE_16BIT_BGR5650:
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*componentMapping = VULKAN_565_SWIZZLE;
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return VK_FORMAT_B5G6R5_UNORM_PACK16;
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case GE_CMODE_32BIT_ABGR8888:
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*componentMapping = VULKAN_8888_SWIZZLE;
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return VK_FORMAT_R8G8B8A8_UNORM;
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}
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return VK_FORMAT_UNDEFINED;
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}
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DepalShaderCacheVulkan::DepalShaderCacheVulkan(Draw::DrawContext *draw, VulkanContext *vulkan)
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: draw_(draw), vulkan_(vulkan) {
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DeviceRestore(draw, vulkan);
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}
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DepalShaderCacheVulkan::~DepalShaderCacheVulkan() {
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DeviceLost();
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}
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void DepalShaderCacheVulkan::DeviceLost() {
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Clear();
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if (vshader_)
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vulkan_->Delete().QueueDeleteShaderModule(vshader_);
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draw_ = nullptr;
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vulkan_ = nullptr;
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}
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void DepalShaderCacheVulkan::DeviceRestore(Draw::DrawContext *draw, VulkanContext *vulkan) {
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draw_ = draw;
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vulkan_ = vulkan;
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std::string errors;
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vshader_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, depal_vs, &errors);
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assert(vshader_ != VK_NULL_HANDLE);
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}
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DepalShaderVulkan *DepalShaderCacheVulkan::GetDepalettizeShader(uint32_t clutMode, GEBufferFormat pixelFormat) {
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u32 id = GenerateShaderID(clutMode, pixelFormat);
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auto shader = cache_.find(id);
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if (shader != cache_.end()) {
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return shader->second;
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}
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VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::FRAMEBUFFER_RENDERPASS);
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char *buffer = new char[2048];
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GenerateDepalShader(buffer, pixelFormat, GLSL_VULKAN);
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std::string error;
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VkShaderModule fshader = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, buffer, &error);
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if (fshader == VK_NULL_HANDLE) {
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Crash();
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delete[] buffer;
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return nullptr;
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}
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VkPipeline pipeline = vulkan2D_->GetPipeline(rp, vshader_, fshader);
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// Can delete the shader module now that the pipeline has been created.
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// Maybe don't even need to queue it..
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vulkan_->Delete().QueueDeleteShaderModule(fshader);
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DepalShaderVulkan *depal = new DepalShaderVulkan();
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depal->pipeline = pipeline;
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depal->code = buffer;
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cache_[id] = depal;
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return depal;
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}
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VulkanTexture *DepalShaderCacheVulkan::GetClutTexture(GEPaletteFormat clutFormat, u32 clutHash, u32 *rawClut) {
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u32 clutId = GetClutID(clutFormat, clutHash);
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auto oldtex = texCache_.find(clutId);
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if (oldtex != texCache_.end()) {
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oldtex->second->texture->Touch();
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oldtex->second->lastFrame = gpuStats.numFlips;
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return oldtex->second->texture;
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}
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VkComponentMapping componentMapping;
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VkFormat destFormat = GetClutDestFormat(clutFormat, &componentMapping);
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int texturePixels = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
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VkBuffer pushBuffer;
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uint32_t pushOffset = push_->PushAligned(rawClut, 1024, 4, &pushBuffer);
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VulkanTexture *vktex = new VulkanTexture(vulkan_, alloc_);
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vktex->SetTag("DepalClut");
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VkCommandBuffer cmd = (VkCommandBuffer)draw_->GetNativeObject(Draw::NativeObject::INIT_COMMANDBUFFER);
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if (!vktex->CreateDirect(cmd, texturePixels, 1, 1, destFormat,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT, &componentMapping)) {
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Crash();
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}
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vktex->UploadMip(cmd, 0, texturePixels, 1, pushBuffer, pushOffset, texturePixels);
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vktex->EndCreate(cmd);
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DepalTextureVulkan *tex = new DepalTextureVulkan();
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tex->texture = vktex;
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tex->lastFrame = gpuStats.numFlips;
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texCache_[clutId] = tex;
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return tex->texture;
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}
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void DepalShaderCacheVulkan::Clear() {
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for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) {
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// Don't need to destroy the pipelines, they're handled by Vulkan2D.
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delete shader->second;
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}
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cache_.clear();
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for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
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delete tex->second->texture;
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delete tex->second;
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}
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texCache_.clear();
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}
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void DepalShaderCacheVulkan::Decimate() {
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// We don't bother decimating the generated shaders, there are never very many of them.
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for (auto tex = texCache_.begin(); tex != texCache_.end(); ) {
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if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
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delete tex->second->texture;
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delete tex->second;
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texCache_.erase(tex++);
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} else {
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++tex;
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}
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}
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}
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