// 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 "gfx_es2/glsl_program.h" #include "Core/Reporting.h" #include "GPU/GLES/GLStateCache.h" #include "GPU/GLES/Framebuffer.h" #include "GPU/GLES/ShaderManager.h" #include "GPU/GLES/TextureCache.h" static const char *gles_prefix = "#version 100\n" "precision highp float;\n"; static const char *stencil_fs = "varying vec2 v_texcoord0;\n" "uniform float u_stencilValue;\n" "uniform sampler2D tex;\n" "float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n" "void main() {\n" " vec4 index = texture2D(tex, v_texcoord0);\n" " gl_FragColor = vec4(index.a);\n" " float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue);\n" " if (mod(floor(shifted), 2.0) < 0.99) discard;\n" "}\n"; static const char *stencil_vs = "attribute vec4 a_position;\n" "attribute vec2 a_texcoord0;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " v_texcoord0 = a_texcoord0;\n" " gl_Position = a_position;\n" "}\n"; std::string GLSLES100PrefixProgram(std::string code) { if (gl_extensions.IsGLES) { return std::string(gles_prefix) + code; } else { return code; } } 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 FramebufferManager::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; const u8 *src = Memory::GetPointer(addr); if (!src) return false; switch (dstBuffer->format) { case GE_FORMAT_565: // Well, this doesn't make much sense. return false; case GE_FORMAT_5551: usedBits = StencilBits5551(src, dstBuffer->fb_stride * dstBuffer->bufferHeight); values = 2; break; case GE_FORMAT_4444: usedBits = StencilBits4444(src, dstBuffer->fb_stride * dstBuffer->bufferHeight); values = 16; break; case GE_FORMAT_8888: usedBits = StencilBits8888(src, 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. glstate.scissorTest.disable(); glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glClearColor(0, 0, 0, 0); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); return true; } if (!stencilUploadProgram_) { std::string errorString; stencilUploadProgram_ = glsl_create_source(GLSLES100PrefixProgram(stencil_vs).c_str(), GLSLES100PrefixProgram(stencil_fs).c_str(), &errorString); if (!stencilUploadProgram_) { ERROR_LOG_REPORT(G3D, "Failed to compile stencilUploadProgram! This shouldn't happen.\n%s", errorString.c_str()); } else { glsl_bind(stencilUploadProgram_); } GLint u_tex = glsl_uniform_loc(stencilUploadProgram_, "tex"); glUniform1i(u_tex, 0); } else { glsl_bind(stencilUploadProgram_); } shaderManager_->DirtyLastShader(); DisableState(); glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glstate.stencilTest.enable(); glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE); bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT); bool useNV = useBlit && !gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT); // Our fragment shader (and discard) is slow. Since the source is 1x, we can stencil to 1x. // Then after we're done, we'll just blit it across and stretch it there. if (dstBuffer->bufferWidth == dstBuffer->renderWidth || !dstBuffer->fbo) { useBlit = false; } u16 w = useBlit ? dstBuffer->bufferWidth : dstBuffer->renderWidth; u16 h = useBlit ? dstBuffer->bufferHeight : dstBuffer->renderHeight; FBO *blitFBO = NULL; if (useBlit) { blitFBO = GetTempFBO(w, h, FBO_8888); fbo_bind_as_render_target(blitFBO); } else if (dstBuffer->fbo) { fbo_bind_as_render_target(dstBuffer->fbo); } glViewport(0, 0, w, h); MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight); textureCache_->ForgetLastTexture(); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glstate.stencilFunc.set(GL_ALWAYS, 0xFF, 0xFF); GLint u_stencilValue = glsl_uniform_loc(stencilUploadProgram_, "u_stencilValue"); for (int i = 1; i < values; i += i) { if (!(usedBits & i)) { // It's already zero, let's skip it. continue; } // DrawActiveTexture unbinds it, so rebind here before setting uniforms. glsl_bind(stencilUploadProgram_); if (dstBuffer->format == GE_FORMAT_4444) { glstate.stencilMask.set((i << 4) | i); glUniform1f(u_stencilValue, i * (16.0f / 255.0f)); } else if (dstBuffer->format == GE_FORMAT_5551) { glstate.stencilMask.set(0xFF); glUniform1f(u_stencilValue, i * (128.0f / 255.0f)); } else { glstate.stencilMask.set(i); glUniform1f(u_stencilValue, i * (1.0f / 255.0f)); } DrawActiveTexture(0, 0, 0, dstBuffer->width, dstBuffer->height, dstBuffer->bufferWidth, dstBuffer->bufferHeight, 0.0f, 0.0f, 1.0f, 1.0f, stencilUploadProgram_, ROTATION_LOCKED_HORIZONTAL); } glstate.stencilMask.set(0xFF); if (useBlit) { fbo_bind_as_render_target(dstBuffer->fbo); fbo_bind_for_read(blitFBO); if (!useNV) { glBlitFramebuffer(0, 0, w, h, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, GL_STENCIL_BUFFER_BIT, GL_NEAREST); } else { #if defined(USING_GLES2) && defined(ANDROID) // We only support this extension on Android, it's not even available on PC. glBlitFramebufferNV(0, 0, w, h, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, GL_STENCIL_BUFFER_BIT, GL_NEAREST); #endif // defined(USING_GLES2) && defined(ANDROID) } } RebindFramebuffer(); return true; }