mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Implement a very basic stencil upload.
This is not fast or efficient, but works.
This commit is contained in:
parent
e477a765e1
commit
089ee41d9c
17 changed files with 209 additions and 5 deletions
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@ -1269,6 +1269,7 @@ add_library(GPU OBJECT
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GPU/GLES/Spline.cpp
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GPU/GLES/StateMapping.cpp
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GPU/GLES/StateMapping.h
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GPU/GLES/StencilBuffer.cpp
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GPU/GLES/TextureCache.cpp
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GPU/GLES/TextureCache.h
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GPU/GLES/TextureScaler.cpp
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@ -1330,6 +1330,10 @@ bool DIRECTX9_GPU::PerformMemoryDownload(u32 dest, int size) {
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return false;
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}
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bool DIRECTX9_GPU::PerformStencilUpload(u32 dest, int size) {
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return false;
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}
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void DIRECTX9_GPU::ClearCacheNextFrame() {
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textureCache_.ClearNextFrame();
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}
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@ -49,6 +49,7 @@ public:
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virtual bool PerformMemoryCopy(u32 dest, u32 src, int size);
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virtual bool PerformMemorySet(u32 dest, u8 v, int size);
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virtual bool PerformMemoryDownload(u32 dest, int size);
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virtual bool PerformStencilUpload(u32 dest, int size);
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virtual void ClearCacheNextFrame();
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virtual void DeviceLost(); // Only happens on Android. Drop all textures and shaders.
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@ -101,7 +101,7 @@ enum {
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FBO_OLD_AGE = 5,
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};
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static bool MaskedEqual(u32 addr1, u32 addr2) {
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bool FramebufferManager::MaskedEqual(u32 addr1, u32 addr2) {
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return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
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}
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@ -160,7 +160,7 @@ void CenterRect(float *x, float *y, float *w, float *h,
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*h = outH;
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}
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static void ClearBuffer() {
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void FramebufferManager::ClearBuffer() {
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glstate.scissorTest.disable();
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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@ -175,7 +175,7 @@ static void ClearBuffer() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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static void DisableState() {
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void FramebufferManager::DisableState() {
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glstate.blend.disable();
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glstate.cullFace.disable();
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glstate.depthTest.disable();
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@ -322,6 +322,7 @@ FramebufferManager::FramebufferManager() :
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convBuf_(0),
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draw2dprogram_(0),
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postShaderProgram_(0),
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stencilUploadProgram_(0),
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plainColorLoc_(-1),
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timeLoc_(-1),
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textureCache_(0),
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@ -361,6 +362,9 @@ FramebufferManager::~FramebufferManager() {
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if (draw2dprogram_) {
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glsl_destroy(draw2dprogram_);
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}
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if (stencilUploadProgram_) {
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glsl_destroy(stencilUploadProgram_);
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}
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SetNumExtraFBOs(0);
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for (auto it = renderCopies_.begin(), end = renderCopies_.end(); it != end; ++it) {
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@ -213,6 +213,7 @@ public:
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inline bool ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const;
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bool NotifyFramebufferCopy(u32 src, u32 dest, int size, bool isMemset = false);
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bool NotifyStencilUpload(u32 addr, int size);
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void DestroyFramebuf(VirtualFramebuffer *vfb);
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@ -231,6 +232,10 @@ private:
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void SetNumExtraFBOs(int num);
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static void DisableState();
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static void ClearBuffer();
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static bool MaskedEqual(u32 addr1, u32 addr2);
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u32 displayFramebufPtr_;
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u32 displayStride_;
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GEBufferFormat displayFormat_;
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@ -262,6 +267,7 @@ private:
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GLSLProgram *draw2dprogram_;
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GLSLProgram *plainColorProgram_;
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GLSLProgram *postShaderProgram_;
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GLSLProgram *stencilUploadProgram_;
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int plainColorLoc_;
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int timeLoc_;
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@ -672,6 +672,10 @@ void GLES_GPU::ProcessEvent(GPUEvent ev) {
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PerformMemorySetInternal(ev.fb_memset.dst, ev.fb_memset.v, ev.fb_memset.size);
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break;
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case GPU_EVENT_FB_STENCIL_UPLOAD:
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PerformStencilUploadInternal(ev.fb_stencil_upload.dst, ev.fb_stencil_upload.size);
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break;
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default:
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GPUCommon::ProcessEvent(ev);
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}
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@ -2002,6 +2006,10 @@ void GLES_GPU::PerformMemorySetInternal(u32 dest, u8 v, int size) {
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}
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}
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void GLES_GPU::PerformStencilUploadInternal(u32 dest, int size) {
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framebufferManager_.NotifyStencilUpload(dest, size);
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}
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bool GLES_GPU::PerformMemoryCopy(u32 dest, u32 src, int size) {
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// Track stray copies of a framebuffer in RAM. MotoGP does this.
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if (framebufferManager_.MayIntersectFramebuffer(src) || framebufferManager_.MayIntersectFramebuffer(dest)) {
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@ -2054,6 +2062,21 @@ bool GLES_GPU::PerformMemoryDownload(u32 dest, int size) {
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return gpu->PerformMemoryCopy(dest ^ 0x00400000, dest, size);
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}
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bool GLES_GPU::PerformStencilUpload(u32 dest, int size) {
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if (framebufferManager_.MayIntersectFramebuffer(dest)) {
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if (IsOnSeparateCPUThread()) {
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GPUEvent ev(GPU_EVENT_FB_STENCIL_UPLOAD);
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ev.fb_stencil_upload.dst = dest;
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ev.fb_stencil_upload.size = size;
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ScheduleEvent(ev);
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} else {
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PerformStencilUploadInternal(dest, size);
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}
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return true;
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}
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return false;
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}
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void GLES_GPU::ClearCacheNextFrame() {
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textureCache_.ClearNextFrame();
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}
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@ -48,6 +48,7 @@ public:
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virtual bool PerformMemoryCopy(u32 dest, u32 src, int size);
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virtual bool PerformMemorySet(u32 dest, u8 v, int size);
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virtual bool PerformMemoryDownload(u32 dest, int size);
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virtual bool PerformStencilUpload(u32 dest, int size);
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virtual void ClearCacheNextFrame();
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virtual void DeviceLost(); // Only happens on Android. Drop all textures and shaders.
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@ -158,6 +159,7 @@ private:
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void CopyDisplayToOutputInternal();
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void PerformMemoryCopyInternal(u32 dest, u32 src, int size);
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void PerformMemorySetInternal(u32 dest, u8 v, int size);
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void PerformStencilUploadInternal(u32 dest, int size);
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void InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type);
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static CommandInfo cmdInfo_[256];
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139
GPU/GLES/StencilBuffer.cpp
Normal file
139
GPU/GLES/StencilBuffer.cpp
Normal file
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@ -0,0 +1,139 @@
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// Copyright (c) 2014- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "gfx_es2/glsl_program.h"
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#include "gfx_es2/gl_state.h"
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#include "Core/Reporting.h"
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#include "GPU/GLES/Framebuffer.h"
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static const char *stencil_fs =
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#ifdef USING_GLES
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"#version 100\n"
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"precision highp float;\n"
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#endif
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"varying vec2 v_texcoord0;\n"
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"uniform float u_stencilValue;\n"
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"uniform sampler2D tex;\n"
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"float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n"
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"void main() {\n"
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" vec4 index = texture2D(tex, v_texcoord0);\n"
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" gl_FragColor = vec4(u_stencilValue);\n"
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" if (roundAndScaleTo255f(u_stencilValue) != roundAndScaleTo255f(index.a)) discard;\n"
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"}\n";
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static const char *stencil_vs =
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#ifdef USING_GLES
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"#version 100\n"
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"precision highp float;\n"
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#endif
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" v_texcoord0 = a_texcoord0;\n"
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" gl_Position = a_position;\n"
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"}\n";
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static bool MaskedEqual(u32 addr1, u32 addr2) {
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return (addr1 & 0x03FFFFFF) == (addr2 & 0x03FFFFFF);
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}
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bool FramebufferManager::NotifyStencilUpload(u32 addr, int size) {
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if (!MayIntersectFramebuffer(addr)) {
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return false;
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}
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VirtualFramebuffer *dstBuffer = 0;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *vfb = vfbs_[i];
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if (MaskedEqual(vfb->fb_address, addr)) {
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dstBuffer = vfb;
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}
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}
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if (!dstBuffer) {
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return false;
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}
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GLSLProgram *program = 0;
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if (!stencilUploadProgram_) {
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std::string errorString;
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stencilUploadProgram_ = glsl_create_source(stencil_vs, stencil_fs, &errorString);
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if (!stencilUploadProgram_) {
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ERROR_LOG_REPORT(G3D, "Failed to compile stencilUploadProgram! This shouldn't happen.\n%s", errorString.c_str());
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} else {
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glsl_bind(stencilUploadProgram_);
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}
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GLint u_tex = glsl_uniform_loc(stencilUploadProgram_, "tex");
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glUniform1i(u_tex, 0);
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} else {
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glsl_bind(stencilUploadProgram_);
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}
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gstate_c.shaderChanged = true;
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MakePixelTexture(Memory::GetPointer(addr), dstBuffer->format, dstBuffer->fb_stride, dstBuffer->width, dstBuffer->height);
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DisableState();
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glstate.blend.set(true);
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glstate.blendEquation.set(GL_FUNC_ADD);
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glstate.blendFuncSeparate.set(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO);
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glstate.stencilTest.enable();
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glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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// TODO: Doing it the slow way for now.
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int passes = 0;
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switch (dstBuffer->format) {
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case GE_FORMAT_565:
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// Well, this doesn't make much sense.
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return false;
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case GE_FORMAT_5551:
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passes = 2;
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break;
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case GE_FORMAT_4444:
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passes = 16;
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break;
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case GE_FORMAT_8888:
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passes = 256;
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break;
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}
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if (dstBuffer->fbo) {
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fbo_bind_as_render_target(dstBuffer->fbo);
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}
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glViewport(0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight);
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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const float scale = 1.0f / (passes - 1);
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GLint u_stencilValue = glsl_uniform_loc(stencilUploadProgram_, "u_stencilValue");
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for (int i = 0; i < passes; ++i) {
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glsl_bind(stencilUploadProgram_);
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glUniform1f(u_stencilValue, i * scale);
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// TODO: 4444, 5551
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glstate.stencilFunc.set(GL_ALWAYS, i, 0xFF);
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DrawActiveTexture(0, 0, 0, dstBuffer->width, dstBuffer->height, dstBuffer->width, dstBuffer->height, false, 0.0f, 0.0f, 1.0f, 1.0f, stencilUploadProgram_);
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}
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if (currentRenderVfb_) {
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RebindFramebuffer();
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} else {
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fbo_unbind();
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}
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glstate.viewport.restore();
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return true;
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}
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@ -250,6 +250,7 @@
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<ClCompile Include="GLES\ShaderManager.cpp" />
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<ClCompile Include="GLES\Spline.cpp" />
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<ClCompile Include="GLES\StateMapping.cpp" />
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<ClCompile Include="GLES\StencilBuffer.cpp" />
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<ClCompile Include="GLES\TextureCache.cpp" />
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<ClCompile Include="GLES\TextureScaler.cpp" />
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<ClCompile Include="GLES\SoftwareTransform.cpp" />
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@ -285,4 +286,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -314,8 +314,11 @@
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<ClCompile Include="GLES\DepalettizeShader.cpp">
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<Filter>GLES</Filter>
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</ClCompile>
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<ClCompile Include="GLES\StencilBuffer.cpp">
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<Filter>GLES</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="CMakeLists.txt" />
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</ItemGroup>
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</Project>
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</Project>
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@ -165,6 +165,7 @@ enum GPUEventType {
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GPU_EVENT_SYNC_THREAD,
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GPU_EVENT_FB_MEMCPY,
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GPU_EVENT_FB_MEMSET,
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GPU_EVENT_FB_STENCIL_UPLOAD,
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};
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struct GPUEvent {
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u8 v;
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int size;
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} fb_memset;
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// GPU_EVENT_FB_STENCIL_UPLOAD
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struct {
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u32 dst;
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int size;
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} fb_stencil_upload;
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};
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operator GPUEventType() const {
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@ -244,6 +250,7 @@ public:
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virtual bool PerformMemoryCopy(u32 dest, u32 src, int size) = 0;
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virtual bool PerformMemorySet(u32 dest, u8 v, int size) = 0;
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virtual bool PerformMemoryDownload(u32 dest, int size) = 0;
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virtual bool PerformStencilUpload(u32 dest, int size) = 0;
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// Will cause the texture cache to be cleared at the start of the next frame.
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virtual void ClearCacheNextFrame() = 0;
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@ -674,3 +674,7 @@ bool NullGPU::PerformMemoryDownload(u32 dest, int size) {
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InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
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return false;
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}
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bool NullGPU::PerformStencilUpload(u32 dest, int size) {
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return false;
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}
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@ -37,6 +37,7 @@ public:
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virtual bool PerformMemoryCopy(u32 dest, u32 src, int size);
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virtual bool PerformMemorySet(u32 dest, u8 v, int size);
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virtual bool PerformMemoryDownload(u32 dest, int size);
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virtual bool PerformStencilUpload(u32 dest, int size);
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virtual void ClearCacheNextFrame() {};
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virtual void DeviceLost() {}
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@ -876,6 +876,11 @@ bool SoftGPU::PerformMemoryDownload(u32 dest, int size)
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return false;
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}
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bool SoftGPU::PerformStencilUpload(u32 dest, int size)
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{
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return false;
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}
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bool SoftGPU::FramebufferDirty() {
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if (g_Config.bSeparateCPUThread) {
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// Allow it to process fully before deciding if it's dirty.
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@ -62,6 +62,7 @@ public:
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virtual bool PerformMemoryCopy(u32 dest, u32 src, int size);
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virtual bool PerformMemorySet(u32 dest, u8 v, int size);
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virtual bool PerformMemoryDownload(u32 dest, int size);
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virtual bool PerformStencilUpload(u32 dest, int size);
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virtual void ClearCacheNextFrame() {};
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virtual void DeviceLost() {}
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@ -54,6 +54,7 @@ SOURCES += $$P/Core/*.cpp \ # Core
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$$P/GPU/GLES/SoftwareTransform.cpp \
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$$P/GPU/GLES/Spline.cpp \
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$$P/GPU/GLES/StateMapping.cpp \
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$$P/GPU/GLES/StencilBuffer.cpp \
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$$P/GPU/GLES/TextureCache.cpp \
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$$P/GPU/GLES/TextureScaler.cpp \
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$$P/GPU/GLES/TransformPipeline.cpp \
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@ -146,6 +146,7 @@ EXEC_AND_LIB_FILES := \
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$(SRC)/GPU/GLES/Framebuffer.cpp \
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$(SRC)/GPU/GLES/DepalettizeShader.cpp \
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$(SRC)/GPU/GLES/GLES_GPU.cpp.arm \
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$(SRC)/GPU/GLES/StencilBuffer.cpp.arm \
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$(SRC)/GPU/GLES/TextureCache.cpp.arm \
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$(SRC)/GPU/GLES/TransformPipeline.cpp.arm \
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$(SRC)/GPU/GLES/SoftwareTransform.cpp.arm \
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