// 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 "Windows/GEDebugger/GEDebugger.h" #include "Windows/GEDebugger/SimpleGLWindow.h" #include "Core/System.h" #include "GPU/GPUInterface.h" #include "GPU/Common/GPUDebugInterface.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[] = #ifndef USING_GLES2 "#version 120\n" #endif "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 = NULL; static GLSLProgram *texPreviewProgram = NULL; 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 == NULL) { 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; } // 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, end = numInds; i+1 < end; i += 2) { const auto &orig_tl = useInds ? vertices[indices[i]] : vertices[i]; 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. if (throughMode) 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; } void CGEDebugger::UpdatePrimPreview(u32 op) { const u32 prim_type = (op >> 16) & 0xFF; int count = op & 0xFFFF; if (prim_type >= 7) { ERROR_LOG(COMMON, "Unsupported prim type: %x", op); return; } if (!gpuDebug) { ERROR_LOG(COMMON, "Invalid debugging environment, shutting down?"); return; } if (count == 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(COMMON, "Vertex preview not yet supported"); return; } if (prim == GE_PRIM_RECTANGLES) { ExpandRectangles(vertices, indices, count, gpuDebug->GetGState().isModeThrough()); } float fw, fh; float x, y; frameWindow->Begin(); frameWindow->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); glViewport((GLint)x, (GLint)y, (GLsizei)fw, (GLsizei)fh); glScissor((GLint)x, (GLint)y, (GLsizei)fw, (GLsizei)fh); BindPreviewProgram(previewProgram); float scale[] = { 480.0f / (float)PSP_CoreParameter().renderWidth, 272.0f / (float)PSP_CoreParameter().renderHeight, }; Matrix4x4 ortho; ortho.setOrtho(-(float)gstate_c.cutRTOffsetX, (frameWindow->TexWidth() - (int)gstate_c.cutRTOffsetX) * scale[0], frameWindow->TexHeight() * scale[1], 0, -1, 1); glUniformMatrix4fv(previewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr()); 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, indices.data()); } frameWindow->End(); texWindow->Begin(); texWindow->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); glViewport((GLint)x, (GLint)y, (GLsizei)fw, (GLsizei)fh); glScissor((GLint)x, (GLint)y, (GLsizei)fw, (GLsizei)fh); BindPreviewProgram(texPreviewProgram); // TODO: Probably there's a better way and place to do this. u16 minIndex = 0; u16 maxIndex = count; 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]; } } } const float invTexWidth = 1.0f / gstate_c.curTextureWidth; const float invTexHeight = 1.0f / gstate_c.curTextureHeight; for (u16 i = minIndex; i < maxIndex; ++i) { vertices[i].u *= invTexWidth; vertices[i].v *= invTexHeight; if (vertices[i].u > 1.0f || vertices[i].u < 0.0f) vertices[i].u -= floor(vertices[i].u); if (vertices[i].v > 1.0f || vertices[i].v < 0.0f) vertices[i].v -= floor(vertices[i].v); } ortho.setOrtho(0.0f - (float)gstate_c.curTextureXOffset * invTexWidth, 1.0f - (float)gstate_c.curTextureXOffset * invTexWidth, 1.0f - (float)gstate_c.curTextureYOffset * invTexHeight, 0.0f - (float)gstate_c.curTextureYOffset * invTexHeight, -1.0f, 1.0f); glUniformMatrix4fv(texPreviewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr()); 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, indices.data()); } texWindow->End(); } void CGEDebugger::CleanupPrimPreview() { glsl_destroy(previewProgram); glsl_destroy(texPreviewProgram); }