Merge pull request #6905 from unknownbrackets/d3d-stencil

d3d: Initial attempt to upload stencil
This commit is contained in:
Henrik Rydgård 2014-09-14 11:36:12 +02:00
commit aa37a98a87
7 changed files with 304 additions and 6 deletions

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@ -123,6 +123,9 @@ namespace DX9 {
FramebufferManagerDX9::FramebufferManagerDX9() :
drawPixelsTex_(0),
convBuf(0),
stencilUploadPS_(nullptr),
stencilUploadVS_(nullptr),
stencilUploadFailed_(false),
gameUsesSequentialCopies_(false) {
}
@ -137,6 +140,12 @@ namespace DX9 {
it->second.surface->Release();
}
delete [] convBuf;
if (stencilUploadPS_) {
stencilUploadPS_->Release();
}
if (stencilUploadVS_) {
stencilUploadVS_->Release();
}
}
static inline void ARGB8From4444(u16 c, u32 * dst) {
@ -1054,11 +1063,6 @@ namespace DX9 {
return list;
}
bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
// TODO
return false;
}
void FramebufferManagerDX9::DecimateFBOs() {
fbo_unbind();
currentRenderVfb_ = 0;

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@ -75,7 +75,7 @@ public:
std::vector<FramebufferInfo> GetFramebufferList();
bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false);
virtual bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false) override;
void DestroyFramebuf(VirtualFramebuffer *vfb);
void ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force = false);
@ -119,6 +119,9 @@ private:
u8 *convBuf;
int plainColorLoc_;
LPDIRECT3DPIXELSHADER9 stencilUploadPS_;
LPDIRECT3DVERTEXSHADER9 stencilUploadVS_;
bool stencilUploadFailed_;
TextureCacheDX9 *textureCache_;
ShaderManagerDX9 *shaderManager_;

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@ -58,4 +58,7 @@ bool IsColorTestTriviallyTrue();
#define CONST_PS_ALPHACOLORMASK 2
#define CONST_PS_FOGCOLOR 3
// For stencil upload
#define CONST_PS_STENCILVALUE 4
};

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@ -0,0 +1,282 @@
// 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 "base/logging.h"
#include "helper/dx_state.h"
#include "helper/fbo.h"
#include "Core/Reporting.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
namespace DX9 {
#define STR_HELPER(x) #x
#define STR(x) STR_HELPER(x)
static const char *stencil_ps =
"sampler tex: register(s0);\n"
// TODO: Don't use fixed registers? Or don't overlap?
"float4 u_stencilValue : register(c" STR(CONST_PS_STENCILVALUE) ");\n"
"struct PS_IN {\n"
" float2 v_texcoord0 : TEXCOORD0;\n"
"};\n"
"float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n"
"float4 main(PS_IN In) : COLOR {\n"
" float4 index = tex2D(tex, In.v_texcoord0);\n"
" float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue.x);\n"
" clip(fmod(floor(shifted), 2.0) - 0.99);\n"
" return index.aaaa;\n"
"}\n";
static const char *stencil_vs =
"struct VS_IN {\n"
" float4 a_position : POSITION;\n"
" float2 a_texcoord0 : TEXCOORD0;\n"
"};\n"
"struct VS_OUT {\n"
" float4 position : POSITION;\n"
" float2 v_texcoord0 : TEXCOORD0;\n"
"};\n"
"VS_OUT main(VS_IN In) {\n"
" VS_OUT Out;\n"
" Out.position = In.a_position;\n"
" Out.v_texcoord0 = In.a_texcoord0;\n"
" return Out;\n"
"}\n";
static u8 StencilBits5551(const u8 *ptr8, u32 numPixels) {
const u32 *ptr = (const u32 *)ptr8;
for (u32 i = 0; i < numPixels / 2; ++i) {
if (ptr[i] & 0x80008000) {
return 1;
}
}
return 0;
}
static u8 StencilBits4444(const u8 *ptr8, u32 numPixels) {
const u32 *ptr = (const u32 *)ptr8;
u32 bits = 0;
for (u32 i = 0; i < numPixels / 2; ++i) {
bits |= ptr[i];
}
return ((bits >> 12) & 0xF) | (bits >> 28);
}
static u8 StencilBits8888(const u8 *ptr8, u32 numPixels) {
const u32 *ptr = (const u32 *)ptr8;
u32 bits = 0;
for (u32 i = 0; i < numPixels; ++i) {
bits |= ptr[i];
}
return bits >> 24;
}
bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
if (!MayIntersectFramebuffer(addr)) {
return false;
}
VirtualFramebuffer *dstBuffer = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
if (MaskedEqual(vfb->fb_address, addr)) {
dstBuffer = vfb;
}
}
if (!dstBuffer) {
return false;
}
int values = 0;
u8 usedBits = 0;
switch (dstBuffer->format) {
case GE_FORMAT_565:
// Well, this doesn't make much sense.
return false;
case GE_FORMAT_5551:
usedBits = StencilBits5551(Memory::GetPointer(addr), dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 2;
break;
case GE_FORMAT_4444:
usedBits = StencilBits4444(Memory::GetPointer(addr), dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 16;
break;
case GE_FORMAT_8888:
usedBits = StencilBits8888(Memory::GetPointer(addr), dstBuffer->fb_stride * dstBuffer->bufferHeight);
values = 256;
break;
case GE_FORMAT_INVALID:
// Impossible.
break;
}
if (usedBits == 0) {
if (skipZero) {
// Common when creating buffers, it's already 0. We're done.
return false;
}
// Let's not bother with the shader if it's just zero.
dxstate.scissorTest.disable();
dxstate.colorMask.set(false, false, false, true);
// TODO: Verify this clears only stencil/alpha.
pD3Ddevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, D3DCOLOR_RGBA(0, 0, 0, 0), 0.0f, 0);
return true;
}
if (stencilUploadFailed_) {
return false;
}
// TODO: Helper with logging?
if (!stencilUploadPS_) {
std::string errorMessage;
bool success = CompilePixelShader(stencil_ps, &stencilUploadPS_, NULL, errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", stencil_ps);
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), stencil_ps);
}
if (!success) {
if (stencilUploadPS_) {
stencilUploadPS_->Release();
}
stencilUploadPS_ = nullptr;
}
}
if (!stencilUploadVS_) {
std::string errorMessage;
bool success = CompileVertexShader(stencil_vs, &stencilUploadVS_, NULL, errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", stencil_vs);
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), stencil_vs);
}
if (!success) {
if (stencilUploadVS_) {
stencilUploadVS_->Release();
}
stencilUploadVS_ = nullptr;
}
}
if (!stencilUploadPS_ || !stencilUploadVS_) {
stencilUploadFailed_ = true;
return false;
}
shaderManager_->DirtyLastShader();
DisableState();
dxstate.colorMask.set(false, false, false, true);
dxstate.stencilTest.enable();
dxstate.stencilOp.set(D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE);
u16 w = dstBuffer->renderWidth;
u16 h = dstBuffer->renderHeight;
if (dstBuffer->fbo) {
fbo_bind_as_render_target(dstBuffer->fbo);
}
dxstate.viewport.set(0, 0, w, h);
MakePixelTexture(Memory::GetPointer(addr), dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight);
pD3Ddevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, D3DCOLOR_RGBA(0, 0, 0, 0), 0.0f, 0);
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0xFF, 0xFF);
float fw = dstBuffer->width;
float fh = dstBuffer->height;
float coord[20] = {
0.0f,0.0f,0.0f, 0.0f,1.0f,
fw,0.0f,0.0f, 1.0f,0.0f,
fw,fh,0.0f, 1.0f,1.0f,
0.0f,fh,0.0f, 0.0f,1.0f,
};
float invDestW = 1.0f / (fw * 0.5f);
float invDestH = 1.0f / (fh * 0.5f);
for (int i = 0; i < 4; i++) {
coord[i * 5] = coord[i * 5] * invDestW - 1.0f;
coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f);
}
pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
pD3Ddevice->SetPixelShader(stencilUploadPS_);
pD3Ddevice->SetVertexShader(stencilUploadVS_);
pD3Ddevice->SetTexture(0, drawPixelsTex_);
shaderManager_->DirtyLastShader();
textureCache_->ForgetLastTexture();
for (int i = 1; i < values; i += i) {
if (!(usedBits & i)) {
// It's already zero, let's skip it.
continue;
}
if (dstBuffer->format == GE_FORMAT_4444) {
dxstate.stencilMask.set(Convert4To8(i));
const float f[4] = {i * (16.0f / 255.0f)};
pD3Ddevice->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
} else if (dstBuffer->format == GE_FORMAT_5551) {
dxstate.stencilMask.set(0xFF);
const float f[4] = {i * (128.0f / 255.0f)};
pD3Ddevice->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
} else {
dxstate.stencilMask.set(i);
const float f[4] = {i * (1.0f / 255.0f)};
pD3Ddevice->SetPixelShaderConstantF(CONST_PS_STENCILVALUE, f, 1);
}
HRESULT hr = pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "Failed to draw stencil bit %x: %08x", i, hr);
}
}
dxstate.stencilMask.set(0xFF);
RebindFramebuffer();
return true;
}
} // namespace DX9

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@ -20,6 +20,7 @@
#include "Core/Reporting.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/TextureCache.h"
static const char *stencil_fs =
#ifdef USING_GLES2
@ -195,6 +196,7 @@ bool FramebufferManager::NotifyStencilUpload(u32 addr, int size, bool skipZero)
glViewport(0, 0, w, h);
MakePixelTexture(Memory::GetPointer(addr), dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight);
textureCache_->ForgetLastTexture();
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);

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@ -252,6 +252,7 @@
<ClCompile Include="Directx9\ShaderManagerDX9.cpp" />
<ClCompile Include="Directx9\SplineDX9.cpp" />
<ClCompile Include="Directx9\StateMappingDX9.cpp" />
<ClCompile Include="Directx9\StencilBufferDX9.cpp" />
<ClCompile Include="Directx9\TextureCacheDX9.cpp" />
<ClCompile Include="Directx9\TextureScalerDX9.cpp" />
<ClCompile Include="Directx9\TransformPipelineDX9.cpp" />

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@ -335,6 +335,9 @@
<ClCompile Include="Common\SplineCommon.cpp">
<Filter>Common</Filter>
</ClCompile>
<ClCompile Include="Directx9\StencilBufferDX9.cpp">
<Filter>DirectX9</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="CMakeLists.txt" />