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5009698cc0
This does not make them thread safe, but it reduces the chances of a crash a bit (see #12594.)
333 lines
12 KiB
C++
333 lines
12 KiB
C++
#include "GPUDriverTestScreen.h"
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#include "i18n/i18n.h"
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#include "ui/view.h"
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static const std::vector<Draw::ShaderSource> fsDiscard = {
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{Draw::ShaderLanguage::GLSL_ES_200,
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R"(
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#ifdef GL_ES
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precision lowp float;
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#endif
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#if __VERSION__ >= 130
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#define varying in
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#define gl_FragColor fragColor0
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out vec4 fragColor0;
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#endif
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varying vec4 oColor0;
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varying vec2 oTexCoord0;
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uniform sampler2D Sampler0;
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void main() {
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vec4 color = texture2D(Sampler0, oTexCoord0) * oColor0;
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if (color.a <= 0.0)
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discard;
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gl_FragColor = color;
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})"
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},
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{Draw::ShaderLanguage::GLSL_VULKAN,
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R"(#version 140
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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 vec4 oColor0;
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layout(location = 1) in vec2 oTexCoord0;
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layout(location = 0) out vec4 fragColor0;
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layout(set = 0, binding = 1) uniform sampler2D Sampler0;
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void main() {
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vec4 color = texture(Sampler0, oTexCoord0) * oColor0;
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if (color.a <= 0.0)
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discard;
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fragColor0 = color;
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})"
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},
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};
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GPUDriverTestScreen::GPUDriverTestScreen() {
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using namespace Draw;
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}
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GPUDriverTestScreen::~GPUDriverTestScreen() {
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if (discardWriteDepthStencil_)
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discardWriteDepthStencil_->Release();
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if (discardWriteDepth_)
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discardWriteDepth_->Release();
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if (discardWriteStencil_)
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discardWriteStencil_->Release();
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if (drawTestStencilEqualDepthAlways_)
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drawTestStencilEqualDepthAlways_->Release();
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if (drawTestStencilNotEqualDepthAlways_)
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drawTestStencilNotEqualDepthAlways_->Release();
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if (drawTestStencilEqual_)
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drawTestStencilEqual_->Release();
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if (drawTestStencilNotEqual_)
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drawTestStencilNotEqual_->Release();
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if (drawTestStencilAlwaysDepthLessEqual_)
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drawTestStencilAlwaysDepthLessEqual_->Release();
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if (drawTestStencilAlwaysDepthGreater_)
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drawTestStencilAlwaysDepthGreater_->Release();
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if (drawTestDepthLessEqual_)
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drawTestDepthLessEqual_->Release();
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if (drawTestDepthGreater_)
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drawTestDepthGreater_->Release();
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if (discardFragShader_)
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discardFragShader_->Release();
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if (samplerNearest_)
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samplerNearest_->Release();
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}
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void GPUDriverTestScreen::CreateViews() {
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// Don't bother with views for now.
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using namespace UI;
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auto di = GetI18NCategory("Dialog");
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auto cr = GetI18NCategory("PSPCredits");
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AnchorLayout *anchor = new AnchorLayout();
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root_ = anchor;
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tabHolder_ = new TabHolder(ORIENT_HORIZONTAL, 30.0f, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, false));
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anchor->Add(tabHolder_);
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tabHolder_->AddTab("Discard", new LinearLayout(ORIENT_VERTICAL));
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Choice *back = new Choice(di->T("Back"), "", false, new AnchorLayoutParams(100, WRAP_CONTENT, 10, NONE, NONE, 10));
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back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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anchor->Add(back);
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}
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void GPUDriverTestScreen::DiscardTest() {
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using namespace UI;
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using namespace Draw;
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if (!discardWriteDepthStencil_) {
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DrawContext *draw = screenManager()->getDrawContext();
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// Create the special shader module.
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discardFragShader_ = CreateShader(draw, Draw::ShaderStage::FRAGMENT, fsDiscard);
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InputLayout *inputLayout = ui_draw2d.CreateInputLayout(draw);
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BlendState *blendOff = draw->CreateBlendState({ false, 0xF });
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// Write depth, write stencil.
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DepthStencilStateDesc dsDesc{};
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dsDesc.depthTestEnabled = true;
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dsDesc.depthWriteEnabled = true;
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dsDesc.depthCompare = Comparison::ALWAYS;
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dsDesc.stencilEnabled = true;
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dsDesc.front.compareMask = 0xFF;
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dsDesc.front.compareOp = Comparison::ALWAYS;
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dsDesc.front.passOp = StencilOp::REPLACE;
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dsDesc.front.failOp = StencilOp::ZERO;
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dsDesc.front.depthFailOp = StencilOp::ZERO;
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dsDesc.front.writeMask = 0xFF;
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dsDesc.back = dsDesc.front;
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DepthStencilState *depthStencilWrite = draw->CreateDepthStencilState(dsDesc);
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// Write only depth.
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dsDesc.stencilEnabled = false;
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DepthStencilState *depthWrite = draw->CreateDepthStencilState(dsDesc);
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// Write only stencil.
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dsDesc.stencilEnabled = true;
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dsDesc.depthTestEnabled = false;
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dsDesc.depthWriteEnabled = false; // Just in case the driver is crazy. when test is enabled, though, this should be ignored.
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DepthStencilState *stencilWrite = draw->CreateDepthStencilState(dsDesc);
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// Now for the shaders that read depth and/or stencil.
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dsDesc.depthTestEnabled = true;
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dsDesc.stencilEnabled = true;
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dsDesc.depthCompare = Comparison::ALWAYS;
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dsDesc.front.compareOp = Comparison::EQUAL;
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dsDesc.back = dsDesc.front;
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DepthStencilState *stencilEqualDepthAlways = draw->CreateDepthStencilState(dsDesc);
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dsDesc.depthTestEnabled = false;
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dsDesc.front.compareOp = Comparison::EQUAL;
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dsDesc.back = dsDesc.front;
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DepthStencilState *stencilEqual = draw->CreateDepthStencilState(dsDesc);
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dsDesc.depthTestEnabled = true;
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dsDesc.depthCompare = Comparison::ALWAYS;
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dsDesc.front.compareOp = Comparison::NOT_EQUAL;
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dsDesc.back = dsDesc.front;
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DepthStencilState *stenciNotEqualDepthAlways = draw->CreateDepthStencilState(dsDesc);
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dsDesc.depthTestEnabled = false;
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dsDesc.front.compareOp = Comparison::NOT_EQUAL;
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dsDesc.back = dsDesc.front;
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DepthStencilState *stencilNotEqual = draw->CreateDepthStencilState(dsDesc);
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dsDesc.stencilEnabled = true;
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dsDesc.depthTestEnabled = true;
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dsDesc.front.compareOp = Comparison::ALWAYS;
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dsDesc.back = dsDesc.front;
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dsDesc.depthCompare = Comparison::LESS_EQUAL;
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DepthStencilState *stencilAlwaysDepthTestLessEqual = draw->CreateDepthStencilState(dsDesc);
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dsDesc.depthCompare = Comparison::GREATER;
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DepthStencilState *stencilAlwaysDepthTestGreater = draw->CreateDepthStencilState(dsDesc);
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dsDesc.stencilEnabled = false;
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dsDesc.depthTestEnabled = true;
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dsDesc.depthCompare = Comparison::LESS_EQUAL;
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DepthStencilState *depthTestLessEqual = draw->CreateDepthStencilState(dsDesc);
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dsDesc.depthCompare = Comparison::GREATER;
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DepthStencilState *depthTestGreater = draw->CreateDepthStencilState(dsDesc);
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RasterState *rasterNoCull = draw->CreateRasterState({});
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PipelineDesc discardDesc{
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Primitive::TRIANGLE_LIST,
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{ draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), discardFragShader_ },
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inputLayout, depthStencilWrite, blendOff, rasterNoCull, &vsColBufDesc,
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};
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discardWriteDepthStencil_ = draw->CreateGraphicsPipeline(discardDesc);
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discardDesc.depthStencil = depthWrite;
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discardWriteDepth_ = draw->CreateGraphicsPipeline(discardDesc);
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discardDesc.depthStencil = stencilWrite;
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discardWriteStencil_ = draw->CreateGraphicsPipeline(discardDesc);
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PipelineDesc testDesc{
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Primitive::TRIANGLE_LIST,
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{ draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
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inputLayout, stencilEqual, blendOff, rasterNoCull, &vsColBufDesc,
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};
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drawTestStencilEqual_ = draw->CreateGraphicsPipeline(testDesc);
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testDesc.depthStencil = stencilEqualDepthAlways;
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drawTestStencilEqualDepthAlways_ = draw->CreateGraphicsPipeline(testDesc);
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testDesc.depthStencil = stencilNotEqual;
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drawTestStencilNotEqual_ = draw->CreateGraphicsPipeline(testDesc);
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testDesc.depthStencil = stenciNotEqualDepthAlways;
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drawTestStencilNotEqualDepthAlways_ = draw->CreateGraphicsPipeline(testDesc);
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testDesc.depthStencil = stencilAlwaysDepthTestGreater;
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drawTestStencilAlwaysDepthGreater_ = draw->CreateGraphicsPipeline(testDesc);
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testDesc.depthStencil = stencilAlwaysDepthTestLessEqual;
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drawTestStencilAlwaysDepthLessEqual_ = draw->CreateGraphicsPipeline(testDesc);
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testDesc.depthStencil = depthTestGreater;
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drawTestDepthGreater_ = draw->CreateGraphicsPipeline(testDesc);
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testDesc.depthStencil = depthTestLessEqual;
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drawTestDepthLessEqual_ = draw->CreateGraphicsPipeline(testDesc);
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inputLayout->Release();
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blendOff->Release();
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depthStencilWrite->Release();
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stencilEqual->Release();
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stencilNotEqual->Release();
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stencilEqualDepthAlways->Release();
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stenciNotEqualDepthAlways->Release();
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stencilAlwaysDepthTestLessEqual->Release();
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stencilAlwaysDepthTestGreater->Release();
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depthTestLessEqual->Release();
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depthTestGreater->Release();
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rasterNoCull->Release();
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SamplerStateDesc nearestDesc{};
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samplerNearest_ = draw->CreateSamplerState(nearestDesc);
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}
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UIContext &dc = *screenManager()->getUIContext();
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Draw::DrawContext *draw = dc.GetDrawContext();
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const Bounds &bounds = dc.GetBounds();
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static const char * const writeModeNames[] = { "Stencil+Depth", "Stencil", "Depth" };
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Pipeline *writePipelines[] = { discardWriteDepthStencil_, discardWriteStencil_, discardWriteDepth_ };
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const int numWriteModes = ARRAY_SIZE(writeModeNames);
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static const char * const testNames[] = { "Stenc", "Stenc+DepthA", "Depth", "StencA+Depth" };
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Pipeline *testPipeline1[] = { drawTestStencilEqual_, drawTestStencilEqualDepthAlways_, drawTestDepthLessEqual_, drawTestStencilAlwaysDepthLessEqual_ };
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Pipeline *testPipeline2[] = { drawTestStencilNotEqual_, drawTestStencilNotEqualDepthAlways_, drawTestDepthGreater_, drawTestStencilAlwaysDepthGreater_ };
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const int numTests = ARRAY_SIZE(testNames);
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static const bool validCombinations[numWriteModes][numTests] = {
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{true, true, true, true},
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{true, true, false, false},
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{false, false, true, true},
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};
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uint32_t textColorOK = 0xFF30FF30;
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uint32_t textColorBAD = 0xFF3030FF;
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uint32_t bgColorOK = 0xFF106010;
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uint32_t bgColorBAD = 0xFF101060;
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// Don't want any fancy font texture stuff going on here, so use FLAG_DYNAMIC_ASCII everywhere!
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// We draw the background at Z=0.5 and the text at Z=0.9.
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// Then we draw a rectangle with a depth test or stencil test that should mask out the text.
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// Plus a second rectangle with the opposite test.
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// If everything is OK, both the background and the text should be OK.
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dc.Begin();
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dc.SetFontScale(1.0f, 1.0f);
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std::string apiName = screenManager()->getDrawContext()->GetInfoString(InfoField::APINAME);
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std::string vendor = screenManager()->getDrawContext()->GetInfoString(InfoField::VENDORSTRING);
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std::string driver = screenManager()->getDrawContext()->GetInfoString(InfoField::DRIVER);
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dc.DrawText(apiName.c_str(), bounds.centerX(), 20, 0xFFFFFFFF, ALIGN_CENTER);
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dc.DrawText(vendor.c_str(), bounds.centerX(), 60, 0xFFFFFFFF, ALIGN_CENTER);
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dc.DrawText(driver.c_str(), bounds.centerX(), 100, 0xFFFFFFFF, ALIGN_CENTER);
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dc.Flush();
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float testW = 170.f;
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float padding = 20.0f;
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UI::Style style = dc.theme->itemStyle;
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float y = 150;
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for (int j = 0; j < numWriteModes; j++, y += 120.f + padding) {
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float x = (dc.GetBounds().w - (float)numTests * testW - (float)(numTests - 1) * padding) / 2.0f;
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dc.Begin();
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dc.DrawText(writeModeNames[j], padding, y + 40, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
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dc.Flush();
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for (int i = 0; i < numTests; i++, x += testW + padding) {
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if (!validCombinations[j][i])
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continue;
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dc.Begin();
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Bounds bounds = { x, y + 40, testW, 70 };
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dc.DrawText(testNames[i], bounds.x, y, style.fgColor, FLAG_DYNAMIC_ASCII);
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dc.Flush();
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dc.BeginPipeline(writePipelines[j], samplerNearest_);
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// Draw the rectangle with stencil value 0, depth 0.1f and the text with stencil 0xFF, depth 0.9. Then leave 0xFF as the stencil value and draw the rectangles at depth 0.5.
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draw->SetStencilRef(0x0);
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dc.SetCurZ(0.1f);
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dc.FillRect(UI::Drawable(bgColorBAD), bounds);
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// test bounds
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dc.Flush();
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draw->SetStencilRef(0xff);
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dc.SetCurZ(0.9f);
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dc.DrawTextRect("TEST OK", bounds, textColorBAD, ALIGN_HCENTER | ALIGN_VCENTER | FLAG_DYNAMIC_ASCII);
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dc.Flush();
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// Draw rectangle that should result in the text
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dc.BeginPipeline(testPipeline1[i], samplerNearest_);
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draw->SetStencilRef(0xff);
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dc.SetCurZ(0.5f);
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dc.FillRect(UI::Drawable(textColorOK), bounds);
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dc.Flush();
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// Draw rectangle that should result in the bg
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dc.BeginPipeline(testPipeline2[i], samplerNearest_);
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draw->SetStencilRef(0xff);
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dc.SetCurZ(0.5f);
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dc.FillRect(UI::Drawable(bgColorOK), bounds);
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dc.Flush();
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}
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}
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dc.Flush();
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}
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void GPUDriverTestScreen::render() {
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using namespace Draw;
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UIScreen::render();
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if (tabHolder_->GetCurrentTab() == 0) {
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DiscardTest();
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}
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}
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