ppsspp/GPU/GLES/StencilBuffer.cpp
Unknown W. Brackets 0279aa154c Use glStencilMask() to partially simulate amask.
Alpha won't be correct, though.
2014-08-03 21:48:18 -07:00

242 lines
7.0 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_GLES2
"#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_GLES2
"#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 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;
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.
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;
}
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();
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 = false;
bool useNV = false;
#ifndef USING_GLES2
if (gl_extensions.FBO_ARB) {
useNV = false;
useBlit = true;
}
#else
if (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit) {
useNV = !gl_extensions.GLES3;
useBlit = true;
}
#endif
// 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(Memory::GetPointer(addr), dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight);
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(Convert4To8(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, false, 0.0f, 0.0f, 1.0f, 1.0f, stencilUploadProgram_);
}
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)
}
}
fbo_unbind();
RebindFramebuffer();
glstate.viewport.restore();
return true;
}