mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-02 06:06:24 +00:00
150 lines
4.4 KiB
C++
150 lines
4.4 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 "gfx_es2/glsl_program.h"
|
|
#include "gfx_es2/gl_state.h"
|
|
#include "Core/Reporting.h"
|
|
#include "GPU/GLES/Framebuffer.h"
|
|
#include "GPU/GLES/ShaderManager.h"
|
|
|
|
static const char *stencil_fs =
|
|
#ifdef USING_GLES
|
|
"#version 100\n"
|
|
"precision highp float;\n"
|
|
#endif
|
|
"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 =
|
|
#ifdef USING_GLES
|
|
"#version 100\n"
|
|
"precision highp float;\n"
|
|
#endif
|
|
"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";
|
|
|
|
static bool MaskedEqual(u32 addr1, u32 addr2) {
|
|
return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
|
|
}
|
|
|
|
bool FramebufferManager::NotifyStencilUpload(u32 addr, int size) {
|
|
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;
|
|
}
|
|
|
|
GLSLProgram *program = 0;
|
|
if (!stencilUploadProgram_) {
|
|
std::string errorString;
|
|
stencilUploadProgram_ = glsl_create_source(stencil_vs, stencil_fs, &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();
|
|
|
|
MakePixelTexture(Memory::GetPointer(addr), dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight);
|
|
DisableState();
|
|
glstate.colorMask.set(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
glstate.stencilTest.enable();
|
|
glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
|
|
|
// TODO: Doing it the slow way for now.
|
|
int values = 0;
|
|
|
|
switch (dstBuffer->format) {
|
|
case GE_FORMAT_565:
|
|
// Well, this doesn't make much sense.
|
|
return false;
|
|
case GE_FORMAT_5551:
|
|
values = 2;
|
|
break;
|
|
case GE_FORMAT_4444:
|
|
values = 16;
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
values = 256;
|
|
break;
|
|
}
|
|
|
|
if (dstBuffer->fbo) {
|
|
fbo_bind_as_render_target(dstBuffer->fbo);
|
|
}
|
|
glViewport(0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight);
|
|
|
|
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) {
|
|
// DrawActiveTexture unbinds it, so rebind here before setting uniforms.
|
|
glsl_bind(stencilUploadProgram_);
|
|
if (dstBuffer->format == GE_FORMAT_4444) {
|
|
glStencilMask(Convert4To8(i));
|
|
glUniform1f(u_stencilValue, i * (16.0f / 255.0f));
|
|
} else if (dstBuffer->format == GE_FORMAT_5551) {
|
|
glStencilMask(0xFF);
|
|
glUniform1f(u_stencilValue, i * (128.0f / 255.0f));
|
|
} else {
|
|
glStencilMask(i);
|
|
glUniform1f(u_stencilValue, i * (1.0f / 255.0f));
|
|
}
|
|
DrawActiveTexture(0, 0, 0, dstBuffer->width, dstBuffer->height, dstBuffer->bufferWidth, dstBuffer->bufferHeight, false, 0.0f, 0.0f, 1.0f, 1.0f, stencilUploadProgram_);
|
|
}
|
|
glStencilMask(0xFF);
|
|
|
|
if (currentRenderVfb_) {
|
|
RebindFramebuffer();
|
|
} else {
|
|
fbo_unbind();
|
|
}
|
|
glstate.viewport.restore();
|
|
return true;
|
|
} |