// Copyright (c) 2013- 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 "math/lin/matrix4x4.h" #include "gfx_es2/glsl_program.h" #include "gfx_es2/gpu_features.h" #include "Windows/GEDebugger/GEDebugger.h" #include "Windows/GEDebugger/SimpleGLWindow.h" #include "Core/System.h" #include "Core/Config.h" #include "GPU/GPUInterface.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Common/SplineCommon.h" #include "GPU/GPUState.h" static const char preview_fs[] = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "void main() {\n" " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.6);\n" "}\n"; static const char preview_vs[] = "#version 120\n" "attribute vec4 a_position;\n" "uniform mat4 u_viewproj;\n" "void main() {\n" " gl_Position = u_viewproj * a_position;\n" " gl_Position.z = 1.0f;\n" "}\n"; static GLSLProgram *previewProgram = nullptr; static GLSLProgram *texPreviewProgram = nullptr; static GLuint previewVao = 0; static GLuint texPreviewVao = 0; static GLuint vbuf = 0; static GLuint ibuf = 0; static const GLuint glprim[8] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, // This is for RECTANGLES (see ExpandRectangles().) GL_TRIANGLES, }; static void BindPreviewProgram(GLSLProgram *&prog) { if (prog == nullptr) { prog = glsl_create_source(preview_vs, preview_fs); } glsl_bind(prog); } static void SwapUVs(GPUDebugVertex &a, GPUDebugVertex &b) { float tempu = a.u; float tempv = a.v; a.u = b.u; a.v = b.v; b.u = tempu; b.v = tempv; } static void RotateUVThrough(GPUDebugVertex v[4]) { float x1 = v[2].x; float x2 = v[0].x; float y1 = v[2].y; float y2 = v[0].y; if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2)) SwapUVs(v[1], v[3]); } static void ExpandRectangles(std::vector &vertices, std::vector &indices, int &count, bool throughMode) { static std::vector newVerts; static std::vector newInds; bool useInds = true; size_t numInds = indices.size(); if (indices.empty()) { useInds = false; numInds = count; } //rectangles always need 2 vertices, disregard the last one if there's an odd number numInds = numInds & ~1; // Will need 4 coords and 6 points per rectangle (currently 2 each.) newVerts.resize(numInds * 2); newInds.resize(numInds * 3); u16 v = 0; GPUDebugVertex *vert = &newVerts[0]; u16 *ind = &newInds[0]; for (size_t i = 0; i < numInds; i += 2) { const auto &orig_tl = useInds ? vertices[indices[i + 0]] : vertices[i + 0]; const auto &orig_br = useInds ? vertices[indices[i + 1]] : vertices[i + 1]; vert[0] = orig_br; // Top right. vert[1] = orig_br; vert[1].y = orig_tl.y; vert[1].v = orig_tl.v; vert[2] = orig_tl; // Bottom left. vert[3] = orig_br; vert[3].x = orig_tl.x; vert[3].u = orig_tl.u; // That's the four corners. Now process UV rotation. // This is the same for through and non-through, since it's already transformed. RotateUVThrough(vert); // Build the two 3 point triangles from our 4 coordinates. *ind++ = v + 0; *ind++ = v + 1; *ind++ = v + 2; *ind++ = v + 3; *ind++ = v + 0; *ind++ = v + 2; vert += 4; v += 4; } std::swap(vertices, newVerts); std::swap(indices, newInds); count *= 3; } u32 CGEDebugger::PrimPreviewOp() { DisplayList list; if (gpuDebug != nullptr && gpuDebug->GetCurrentDisplayList(list) && !showClut_) { const u32 op = Memory::Read_U32(list.pc); const u32 cmd = op >> 24; if (cmd == GE_CMD_PRIM || cmd == GE_CMD_BEZIER || cmd == GE_CMD_SPLINE) { return op; } } return 0; } static void ExpandBezier(int &count, int op, const std::vector &simpleVerts, const std::vector &indices, std::vector &generatedVerts, std::vector &generatedInds) { int count_u = (op & 0x00FF) >> 0; int count_v = (op & 0xFF00) >> 8; int tess_u = gstate.getPatchDivisionU(); int tess_v = gstate.getPatchDivisionV(); if (tess_u < 1) { tess_u = 1; } if (tess_v < 1) { tess_v = 1; } // Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing) int num_patches_u = (count_u - 1) / 3; int num_patches_v = (count_v - 1) / 3; int total_patches = num_patches_u * num_patches_v; std::vector patches; patches.resize(total_patches); for (int patch_u = 0; patch_u < num_patches_u; patch_u++) { for (int patch_v = 0; patch_v < num_patches_v; patch_v++) { BezierPatch &patch = patches[patch_u + patch_v * num_patches_u]; for (int point = 0; point < 16; ++point) { int idx = (patch_u * 3 + point % 4) + (patch_v * 3 + point / 4) * count_u; patch.points[point] = &simpleVerts[0] + (!indices.empty() ? indices[idx] : idx); } patch.u_index = patch_u * 3; patch.v_index = patch_v * 3; patch.index = patch_v * num_patches_u + patch_u; patch.primType = gstate.getPatchPrimitiveType(); patch.computeNormals = false; patch.patchFacing = false; } } generatedVerts.resize((tess_u + 1) * (tess_v + 1) * total_patches); generatedInds.resize(tess_u * tess_v * 6); count = 0; u8 *dest = (u8 *)&generatedVerts[0]; u16 *inds = &generatedInds[0]; for (int patch_idx = 0; patch_idx < total_patches; ++patch_idx) { const BezierPatch &patch = patches[patch_idx]; TessellateBezierPatch(dest, inds, count, tess_u, tess_v, patch, gstate.vertType); } } static void ExpandSpline(int &count, int op, const std::vector &simpleVerts, const std::vector &indices, std::vector &generatedVerts, std::vector &generatedInds) { SplinePatchLocal patch; patch.computeNormals = false; patch.primType = gstate.getPatchPrimitiveType(); patch.patchFacing = false; patch.count_u = (op & 0x00FF) >> 0; patch.count_v = (op & 0xFF00) >> 8; patch.type_u = (op >> 16) & 0x3; patch.type_v = (op >> 18) & 0x3; patch.tess_u = gstate.getPatchDivisionU(); patch.tess_v = gstate.getPatchDivisionV(); if (patch.tess_u < 1) { patch.tess_u = 1; } if (patch.tess_v < 1) { patch.tess_v = 1; } // Real hardware seems to draw nothing when given < 4 either U or V. if (patch.count_u < 4 || patch.count_v < 4) { return; } std::vector points; points.resize(patch.count_u * patch.count_v); // Make an array of pointers to the control points, to get rid of indices. for (int idx = 0; idx < patch.count_u * patch.count_v; idx++) { points[idx] = &simpleVerts[0] + (!indices.empty() ? indices[idx] : idx); } patch.points = &points[0]; int patch_div_s = (patch.count_u - 3) * patch.tess_u; int patch_div_t = (patch.count_v - 3) * patch.tess_v; int maxVertexCount = (patch_div_s + 1) * (patch_div_t + 1); generatedVerts.resize(maxVertexCount); generatedInds.resize(patch_div_s * patch_div_t * 6); count = 0; u8 *dest = (u8 *)&generatedVerts[0]; TessellateSplinePatch(dest, &generatedInds[0], count, patch, gstate.vertType, maxVertexCount); } void CGEDebugger::UpdatePrimPreview(u32 op, int which) { u32 prim_type = GE_PRIM_INVALID; int count = 0; int count_u = 0; int count_v = 0; const u32 cmd = op >> 24; if (cmd == GE_CMD_PRIM) { prim_type = (op >> 16) & 0x7; count = op & 0xFFFF; } else { const GEPrimitiveType primLookup[] = { GE_PRIM_TRIANGLES, GE_PRIM_LINES, GE_PRIM_POINTS, GE_PRIM_POINTS }; if (gstate.getPatchPrimitiveType() < ARRAY_SIZE(primLookup)) prim_type = primLookup[gstate.getPatchPrimitiveType()]; count_u = (op & 0x00FF) >> 0; count_v = (op & 0xFF00) >> 8; count = count_u * count_v; } if (prim_type >= 7) { ERROR_LOG(G3D, "Unsupported prim type: %x", op); return; } if (!gpuDebug) { ERROR_LOG(G3D, "Invalid debugging environment, shutting down?"); return; } which &= previewsEnabled_; if (count == 0 || which == 0) { return; } const GEPrimitiveType prim = static_cast(prim_type); static std::vector vertices; static std::vector indices; if (!gpuDebug->GetCurrentSimpleVertices(count, vertices, indices)) { ERROR_LOG(G3D, "Vertex preview not yet supported"); return; } if (cmd != GE_CMD_PRIM) { static std::vector generatedVerts; static std::vector generatedInds; static std::vector simpleVerts; simpleVerts.resize(vertices.size()); for (size_t i = 0; i < vertices.size(); ++i) { // For now, let's just copy back so we can use TessellateBezierPatch/TessellateSplinePatch... simpleVerts[i].uv[0] = vertices[i].u; simpleVerts[i].uv[1] = vertices[i].v; simpleVerts[i].pos = Vec3Packedf(vertices[i].x, vertices[i].y, vertices[i].z); } if (cmd == GE_CMD_BEZIER) { ExpandBezier(count, op, simpleVerts, indices, generatedVerts, generatedInds); } else if (cmd == GE_CMD_SPLINE) { ExpandSpline(count, op, simpleVerts, indices, generatedVerts, generatedInds); } vertices.resize(generatedVerts.size()); for (size_t i = 0; i < vertices.size(); ++i) { vertices[i].u = generatedVerts[i].uv[0]; vertices[i].v = generatedVerts[i].uv[1]; vertices[i].x = generatedVerts[i].pos.x; vertices[i].y = generatedVerts[i].pos.y; vertices[i].z = generatedVerts[i].pos.z; } indices = generatedInds; } if (prim == GE_PRIM_RECTANGLES) { ExpandRectangles(vertices, indices, count, gpuDebug->GetGState().isModeThrough()); } float fw, fh; float x, y; // TODO: Probably there's a better way and place to do this. u16 minIndex = 0; u16 maxIndex = count - 1; if (!indices.empty()) { minIndex = 0xFFFF; maxIndex = 0; for (int i = 0; i < count; ++i) { if (minIndex > indices[i]) { minIndex = indices[i]; } if (maxIndex < indices[i]) { maxIndex = indices[i]; } } } auto wrapCoord = [](float &coord) { if (coord < 0.0f) { coord += ceilf(-coord); } if (coord > 1.0f) { coord -= floorf(coord); } }; const float invTexWidth = 1.0f / gpuDebug->GetGState().getTextureWidth(0); const float invTexHeight = 1.0f / gpuDebug->GetGState().getTextureHeight(0); const float invRealTexWidth = 1.0f / gstate_c.curTextureWidth; const float invRealTexHeight = 1.0f / gstate_c.curTextureHeight; bool clampS = gpuDebug->GetGState().isTexCoordClampedS(); bool clampT = gpuDebug->GetGState().isTexCoordClampedT(); for (u16 i = minIndex; i <= maxIndex; ++i) { vertices[i].u *= invTexWidth; vertices[i].v *= invTexHeight; if (!clampS) wrapCoord(vertices[i].u); if (!clampT) wrapCoord(vertices[i].v); } if (which & 1) { primaryWindow->Begin(); primaryWindow->GetContentSize(x, y, fw, fh); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glBindTexture(GL_TEXTURE_2D, 0); // The surface is upside down, so vertical offsets are negated. glViewport((GLint)x, (GLint)-(y + fh - primaryWindow->Height()), (GLsizei)fw, (GLsizei)fh); glScissor((GLint)x, (GLint)-(y + fh - primaryWindow->Height()), (GLsizei)fw, (GLsizei)fh); BindPreviewProgram(previewProgram); if (previewVao == 0 && gl_extensions.ARB_vertex_array_object) { glGenVertexArrays(1, &previewVao); glBindVertexArray(previewVao); glEnableVertexAttribArray(previewProgram->a_position); glGenBuffers(1, &ibuf); glGenBuffers(1, &vbuf); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf); glBindBuffer(GL_ARRAY_BUFFER, vbuf); glVertexAttribPointer(previewProgram->a_position, 3, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (void *)(2 * sizeof(float))); } if (vbuf != 0) { glBindBuffer(GL_ARRAY_BUFFER, vbuf); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GPUDebugVertex), vertices.data(), GL_STREAM_DRAW); } if (ibuf != 0 && !indices.empty()) { glBindVertexArray(previewVao); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(u16), indices.data(), GL_STREAM_DRAW); } float scale[] = { 480.0f / (float)PSP_CoreParameter().renderWidth, 272.0f / (float)PSP_CoreParameter().renderHeight, }; Matrix4x4 ortho; ortho.setOrtho(-(float)gstate_c.curRTOffsetX, (primaryWindow->TexWidth() - (int)gstate_c.curRTOffsetX) * scale[0], primaryWindow->TexHeight() * scale[1], 0, -1, 1); glUniformMatrix4fv(previewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr()); if (previewVao != 0) { glBindVertexArray(previewVao); } else { glEnableVertexAttribArray(previewProgram->a_position); glVertexAttribPointer(previewProgram->a_position, 3, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (float *)vertices.data() + 2); } if (indices.empty()) { glDrawArrays(glprim[prim], 0, count); } else { glDrawElements(glprim[prim], count, GL_UNSIGNED_SHORT, previewVao != 0 ? 0 : indices.data()); } if (previewVao == 0) { glDisableVertexAttribArray(previewProgram->a_position); } primaryWindow->End(); } if (which & 2) { secondWindow->Begin(); secondWindow->GetContentSize(x, y, fw, fh); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glBindTexture(GL_TEXTURE_2D, 0); // The surface is upside down, so vertical offsets are flipped. glViewport((GLint)x, (GLint)-(y + fh - secondWindow->Height()), (GLsizei)fw, (GLsizei)fh); glScissor((GLint)x, (GLint)-(y + fh - secondWindow->Height()), (GLsizei)fw, (GLsizei)fh); BindPreviewProgram(texPreviewProgram); if (texPreviewVao == 0 && gl_extensions.ARB_vertex_array_object) { glGenVertexArrays(1, &texPreviewVao); glBindVertexArray(texPreviewVao); glEnableVertexAttribArray(texPreviewProgram->a_position); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf); glBindBuffer(GL_ARRAY_BUFFER, vbuf); glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), 0); } // TODO: For some reason we have to re-upload the data? if (vbuf != 0) { glBindBuffer(GL_ARRAY_BUFFER, vbuf); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GPUDebugVertex), vertices.data(), GL_STREAM_DRAW); } if (ibuf != 0 && !indices.empty()) { glBindVertexArray(texPreviewVao); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(u16), indices.data(), GL_STREAM_DRAW); } Matrix4x4 ortho; ortho.setOrtho(0.0f - (float)gstate_c.curTextureXOffset * invRealTexWidth, 1.0f - (float)gstate_c.curTextureXOffset * invRealTexWidth, 1.0f - (float)gstate_c.curTextureYOffset * invRealTexHeight, 0.0f - (float)gstate_c.curTextureYOffset * invRealTexHeight, -1.0f, 1.0f); glUniformMatrix4fv(texPreviewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr()); if (texPreviewVao != 0) { glBindVertexArray(texPreviewVao); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf); glBindBuffer(GL_ARRAY_BUFFER, vbuf); glEnableVertexAttribArray(texPreviewProgram->a_position); glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), 0); } else { glEnableVertexAttribArray(texPreviewProgram->a_position); glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (float *)vertices.data()); } if (indices.empty()) { glDrawArrays(glprim[prim], 0, count); } else { glDrawElements(glprim[prim], count, GL_UNSIGNED_SHORT, texPreviewVao != 0 ? 0 : indices.data()); } if (texPreviewVao == 0) { glDisableVertexAttribArray(previewProgram->a_position); } secondWindow->End(); } } void CGEDebugger::CleanupPrimPreview() { if (previewProgram) { glsl_destroy(previewProgram); } if (texPreviewProgram) { glsl_destroy(texPreviewProgram); } } void CGEDebugger::HandleRedraw(int which) { if (updating_) { return; } u32 op = PrimPreviewOp(); if (op) { UpdatePrimPreview(op, which); } }