// 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 "base/logging.h" #include "ext/native/thin3d/thin3d.h" #include "ext/native/thin3d/VulkanRenderManager.h" #include "Core/Reporting.h" #include "GPU/Common/StencilCommon.h" #include "GPU/Vulkan/FramebufferVulkan.h" #include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "GPU/Vulkan/VulkanUtil.h" static const char *stencil_fs = R"(#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform sampler2D tex; layout(push_constant) uniform params { int u_stencilValue; }; layout (location = 0) in vec2 v_texcoord0; layout (location = 0) out vec4 fragColor0; void main() { if (u_stencilValue == 0) { fragColor0 = vec4(0.0); } else { vec4 index = texture(tex, v_texcoord0); int indexBits = int(floor(index.a * 255.99)) & 0xFF; if ((indexBits & u_stencilValue) == 0) discard; fragColor0 = index.aaaa; } } )"; static const char stencil_vs[] = R"(#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) out vec2 v_texcoord0; out gl_PerVertex { vec4 gl_Position; }; void main() { int id = gl_VertexIndex; v_texcoord0.x = (id == 2) ? 2.0 : 0.0; v_texcoord0.y = (id == 1) ? 2.0 : 0.0; gl_Position = vec4(v_texcoord0 * vec2(2.0, 2.0) + vec2(-1.0, -1.0), 0.0, 1.0); } )"; // In Vulkan we should be able to simply copy the stencil data directly to a stencil buffer without // messing about with bitplane textures and the like. Or actually, maybe not... Let's start with // the traditional approach. bool FramebufferManagerVulkan::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; } std::string error; if (!stencilVs_) { stencilVs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, stencil_vs, &error); stencilFs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, stencil_fs, &error); } VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::FRAMEBUFFER_RENDERPASS); VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); shaderManagerVulkan_->DirtyLastShader(); textureCacheVulkan_->ForgetLastTexture(); u16 w = dstBuffer->renderWidth; u16 h = dstBuffer->renderHeight; float u1 = 1.0f; float v1 = 1.0f; MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1); if (dstBuffer->fbo) { draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }); } else { // something is wrong... } VkPipeline pipeline = vulkan2D_->GetPipeline(rp, stencilVs_, stencilFs_, false, Vulkan2D::VK2DDepthStencilMode::STENCIL_REPLACE_ALWAYS); renderManager->BindPipeline(pipeline); renderManager->SetViewport({ 0.0f, 0.0f, (float)w, (float)h, 0.0f, 1.0f }); renderManager->SetScissor({ { 0, 0, },{ (uint32_t)w, (uint32_t)h } }); gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE); VkDescriptorSet descSet = vulkan2D_->GetDescriptorSet(overrideImageView_, nearestSampler_, VK_NULL_HANDLE, VK_NULL_HANDLE); // Note: Even with skipZero, we don't necessarily start framebuffers at 0 in Vulkan. Clear anyway. // Not an actual clear, because we need to draw to alpha only as well. uint32_t value = 0; renderManager->PushConstants(vulkan2D_->GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, &value); renderManager->SetStencilParams(0xFF, 0xFF, 0x00); renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, VK_NULL_HANDLE, 0, 3); // full screen triangle for (int i = 1; i < values; i += i) { if (!(usedBits & i)) { // It's already zero, let's skip it. continue; } // These are the stencil bits that will be written. We discard when the bit doesn't match. uint8_t writeMask = 0; // This is the value to test the texture alpha against in the shader. uint32_t value = 0; if (dstBuffer->format == GE_FORMAT_4444) { writeMask = i | (i << 4); value = i * 16; } else if (dstBuffer->format == GE_FORMAT_5551) { writeMask = 0xFF; value = i * 128; } else { writeMask = i; value = i; } renderManager->SetStencilParams(writeMask, 0xFF, 0xFF); // Need to specify both VERTEX and FRAGMENT bits here since that's what we set up in the pipeline layout, and we need // that for the post shaders. There's probably not really a cost to this. renderManager->PushConstants(vulkan2D_->GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, &value); renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, VK_NULL_HANDLE, 0, 3); // full screen triangle } overrideImageView_ = VK_NULL_HANDLE; RebindFramebuffer(); return true; }